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Tasab
Posts: 2
I'm as green as it gets with this software (bought it a few hours ago), but it seems like my best bet for achieving what I'm trying to achieve.
I need to take an image:
(abstract example)

and filter it such that it becomes a bunch of hexagons:
.

As you can probably guess, I've already used the software to kind of sort of accomplish this.
The problem is that I need more precision/consistency. The filter I use in the above example (Filled Hexagonal Tiles, by uberzev) isn't quite precise enough.
I need the hexes to be the exact same height and width in pixels.

Could I use the sprite as some kind of mask? How could I accomplish this? Thanks in advance.
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Ramlyn
Ramlyn

Posts: 2930
Filters: 691
The easier way, in my opinion, is that you simply use a Scale component.

As first step, get your image made of hexagons.
Then, connect this result with a Scale component.
Scale has the Squash control.
You can use Squash to make your whole image less high or less large.
This should be enough to correct (at least visually) differences of few pixels in the size of the hexagons.
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Rachel Duim
So Called Tortured Artist

Posts: 2498
Filters: 188
I was working on this when Ramlyn replied. I squashed the input image then un-squashed it. Repeat H and V must be equal for this to work. For FF13 and above.

Filled Hexagonal Tiles square hex (1).ffxml
Math meets art meets psychedelia.
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Tasab
Posts: 2
Thanks for the responses. I downloaded that .ffxml and gave it a try. Unfortunately it's not quite right for what I'm trying to do.
This is the filter without anti-aliasing. For whatever reason, the hexagons aren't at an even size to begin with, so scaling them only partly solves the problem.


I've spent around an hour fiddling with the scale component, but it's always inconsistent by some amount.


I need the hexes to fit in exactly with the red grid. smile:(
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Ramlyn
Ramlyn

Posts: 2930
Filters: 691
For the issue where you say "I need the hexes to fit in exactly with the red grid", there is surely a solution.
You can use two Bomber components with similar settings. The first to generate the image made of hexagons and the second to generate the grid. If the two Bombers have the same settings, they should match and you will not have the difference that you showed in your picture.

Instead for your sentence "This is the filter without anti-aliasing. For whatever reason, the hexagons aren't at an even size to begin with, so scaling them only partly solves the problem". I also saw this problem sometimes. I think this is the reason why we have the anti-aliasing.

Maybe, if you post your filter here, we can try to find a way to get a good result.
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westdale

Posts: 60
Filters: 7
I was trying to script such a thing - foolishly I though of row height/width as being equal and in the end I gave up. Looking at it again... the height-to-width ratio of a regular hexagon is 1:1.1547005 and I think that is the root (mathematical pun in there somewhere ) of the problem - those last few digits will not play nicely
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westdale

Posts: 60
Filters: 7
I notice that even the built in Tile function has issues if the mortar is thin - and I don't think there is an answer.
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