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Mousewrites
Not life size.

Posts: 192
Filters: 20
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Mousewrites
Not life size.

Posts: 192
Filters: 20
This is absolutely bloody amazing.

When I get home, I'm going to make a few planets. I'll post them.
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Kraellin
Kraellin

Posts: 12749
Filters: 99
hi mouse. welcome home smile:)

sjeiti, i suspect i'll not fully appreciate this one being that i dont work much in 3d. so, hopefully the 3d crowd will post some uses and samples.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Conniekat8
Filtereurotic
Posts: 351
Filters: 3
What a clever filter!!! Love it!!
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Sjeiti
sock puppet

Posts: 722
Filters: 71
heh... well thanks...
but again... also big thanks to ThreeDee for coming up with the polar noise snippet

I too hope the 3D crowd (read Mousewrites) will post some examples since I do only lowpoly realtime 3D

and Kraellin, just a quick and dirty example for you then with the default preset:
http://www.sjeiti.com/ffpv3d/?d=5706....=s&s=b&c=4
(only this also uses the same image as a bump map which makes it a bit weird looking, since I originally made this this to check bump maps in flash)
ps: click fullscreen, click globe, and then use mousewheel to zoom


oh what the hell::
http://www.sjeiti.com/ffpv3d/src.html...=s&s=b&c=4
http://www.sjeiti.com/ffpv3d/src.html...=s&s=b&c=4
http://www.sjeiti.com/ffpv3d/src.html...=s&s=b&c=4
http://www.sjeiti.com/ffpv3d/src.html...=s&s=b&c=4
http://www.sjeiti.com/ffpv3d/src.html...=s&s=b&c=4
http://www.sjeiti.com/ffpv3d/src.html...=s&s=b&c=4
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Kraellin
Kraellin

Posts: 12749
Filters: 99
very cool, sjeiti! thank you for those smile:)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Beliria
FilterForger & creative genius ;)

Posts: 1932
Filters: 45
Quote
Sjeiti wrote:
ps: click fullscreen, click globe, and then use mousewheel to zoom


Ooo thats fun... if you run the mouse over fast after clicking and still holding down you can spin the planet like a spinning top... I know.. pretty cheap person to buy gifts for... oo look shiny toy...


well sweet filter though, going to download and see what cool things I can do with it. smile:D
Nothing wrong with a little insanity ;)
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Coolness.

Had to give it a try right away...

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Kraellin
Kraellin

Posts: 12749
Filters: 99
very cool, 3d smile:)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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guyanonymous
Posts: 3
I'm really impressed by this filter (it's the reason I decided to try the demo of Filter Forge).

It does a great job, and, combined with other filters on here in an odd mix, allows me to produce some pretty cool old-style maps.

I do have a few suggestions to consider for future versions (if we're lucky enough to have you continue with the project).

1) A way for mountains to appear throughout the landscape - essentially another way to "age" the planet...younger ones would be rougher, older ones, more smoothed out.

2) Rivers and small lakes....scalable, of course, in some magical way that always makes them look right - especially the width of rivers.

3) I've noticed that many noise generators allow the seed to be modified. An in this change affects a relative change. So a change of 1 might change the planet slightly, while a change of 1000 might change it dramatically. This was nice for being able to simulate the movement from one large continent on the planet to several smaller ones and back as the continents shifted and recombined. This one doesn't seem to work like that - or I'm not seeing the pattern. Changing the most seed-like value allows for repeatability, but subsequent numbers are either so dramatically different (or are) that the planets don't really resemble one another. This would be amazing if this could be added - but I wonder if it would interfere with the other controls you have for roughness, etc (which rock).

These are just some suggestions for additions down the road - not criticisms of what's here - and far better than anything I've found before.

Thank you!

guy
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Sjeiti
sock puppet

Posts: 722
Filters: 71
Hi,

There's always room for improvement so your suggestions are welcome.

I agree with the first, for some reason the mountains don't always stand out as much as I like them to. Not sure yet how to fix this though.

Rivers and lakes are very hard to do. Realistically it should be done by iterating the flow from a drop of water to the sea, but in FF I'll just have to fake it. I'll definitely give it a try but can't promise anything (you're bound to have rivers running from one end of an island to the other end).

Your last point is not true. The variation 'seed' is as random as a random number generator can get. Simply hook up a Perlin Noise component to a result and view the difference of variation 1 and 2, no gradual change there.

I will probably update sometime, but I can't promise when (too much other things in my head I want to do).

gr..

Ron
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
About that gradual change of randomness.. maybe its possible to do/fake something like that if you have two versions of every noise generator going into a blend, where the opacity then is the "morphing" control. The two versions have exactly the same settings/inputs, just different seeds... dunno how it works.. just a thought

It will definitely be a killer performancewise.. but perhaps you could just add it as a feature where you only use 0 or 100% opacity in your presets (I believe that should optimize the sample flow so its not that much more expensive)
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Had to try it out.. attached is a simple example of the idea. I was wrong about how smart the blend is (its not very smart!), so I used a threshold instead. Try dragging the Morph slider - you'll see a gradual transition towards a more smooth and larger landmass feature rendering.

As you can see, its fast in the extreme morph positions (i.e. only one perlin is used), and slower in all the intermediate positions (two perlins used).

Morphable Terra.ffxml
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Sjeiti
sock puppet

Posts: 722
Filters: 71
But this is fairly similar to how Perlin Noise is normally calculated. So using roughness/details amounts to the same thing more or less.
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Quote
Sjeiti wrote:
But this is fairly similar to how Perlin Noise is normally calculated. So using roughness/details amounts to the same thing more or less.


I knew I shouldn't have put that second control in it smile:D The 'Details' slider is not essential to my example - I just couldn't help adding it for a little variation control so you can see how the "morphing" approach look and feel at different settings. Its really only the way I blend two different base perlins to allow morphing that is essential to it smile;)

Ignore the 'Details' slider (or set it once to something pleasing), and then try gradually moving the "Morph" slider from left to right and see how the landscape gradually morphs from one configuration to another (try say 300 x 300 for a reasonable rendering speed)
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guyanonymous
Posts: 3
This is definitely along the lines I was thinking...

You can control that gradual shift, etc.

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