Unreality3D
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Is it possible to copy an entire filter into another? For example I wanted to use one pattern I am happy with as the mortar of another complex tile pattern filter, and still be able to adjust the mortar. I can copy the nodes from one filter to another, but it appears that there can only be one "result" node. I would like to retain the filter controls that are available in the result node for both filters when I combine them though. Am I missing another node that gives you the same options as the results node?
Senior 3D/XR generalist in Blender, Unity, Unreal and Adobe for games and interactive media. Author of beginner's guide Blender 3D for Jobseekers, founder of Interconnect3D.com - platform for sharing and finding premade 3D art and tools. |
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Posted: May 30, 2010 11:50 am | ||||
Carl
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no there is only one result node, if it's all connected up, all the controls would still be there and show in the editor
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Posted: May 30, 2010 11:53 pm | ||||
KGtheway2B
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You could add a Switch right before the result node.
Don't understand why you'd want this though. Can you explain with example filters, what you're trying to do? |
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Posted: June 1, 2010 2:58 am | ||||
Kraellin
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the straight up answer is, yes. simply select all of the components you want to move from one filter and right click and pick 'copy'. quit out of that filter completely and open up your other one. then, right click anywhere and select 'paste'. this will paste all of your components you selected in the first filter into the second. however, they will NOT be attached to the 2nd one in any way yet. you have to do that manually. this is why snippets are so useful. they are common routines one can paste into any other filter for use there. and no, there is only one results COMPONENT. (a node is one of the little connection points on a component. the component is the whole little block you pull out of the COMPONENTS list. it's important to get the terminology straight here or we wont understand you. If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: June 1, 2010 10:17 pm | ||||
Unreality3D
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Thank you folks, and thank you Kraelin for explaining the terminology. Unfortunately my trial has expired and I did buy the 2.0 pre-order but haven't yet figured out whether or how I can continue using the trial until release, so I can't show examples. In simple (and perhaps technically incorrect) terms however, the reason I'd like to do what I asked is that I created a nice gritty looking texture that I'd like to use as the grout for a separate tile filter, which utilizes parts of the Results component (like the Reflectivity setting) to give it the sparkly, sandy appearance I wanted. Without the Results component the texture is flat. I would like to retain the ability to adjust various parts of this grout texture (plugged into the Mortar node of the Tile component), like the color and noise scale, etc. and simultaneously be able to adjust all of the Tile component attributes. Perhaps this particular example isn't the best, but what I'm trying to discern is whether any of the adjustments available at the Results level like Reflectivity are available as a separate component, so that I can custom build a filter by reusing parts of other filters this same way.
Senior 3D/XR generalist in Blender, Unity, Unreal and Adobe for games and interactive media. Author of beginner's guide Blender 3D for Jobseekers, founder of Interconnect3D.com - platform for sharing and finding premade 3D art and tools. |
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Posted: June 3, 2010 2:06 pm | ||||
KGtheway2B
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Just create a map for the reflective parts you wish and use it as an input for the reflectivity control. You add a slider to adjust attributes to the map as opposed to a slider for the overall reflectivity.
^^This is proper procedure and quite standard for filters. See my MeshGranite texture as a quick example of this. Note in particular the specstrength (Reflectivity input) and metallic map (Metallic input). |
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Posted: June 3, 2010 7:39 pm | ||||
Unreality3D
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Thank you again, and please forgive me if I'm still being dense, but when I peeked at your Mesh Granite filter (beautiful!) it looked to me like the reflectivity input and metallic map controlled only the "shinyness" of the metal grate, and the colorful texture underneath seems unaffected by those adjustments. What if I wanted to make the granite texture beneath have a metallic or reflective look to it, and also have the grate look metal?
Senior 3D/XR generalist in Blender, Unity, Unreal and Adobe for games and interactive media. Author of beginner's guide Blender 3D for Jobseekers, founder of Interconnect3D.com - platform for sharing and finding premade 3D art and tools. |
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Posted: June 6, 2010 1:58 am | ||||
KGtheway2B
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No problem, you're not being dense, I appreciate that you took the time to open up the filter and look at it.
I've attached a revised version for you to check out, hopefully this will help explain better. Follow the "reflectivity" input back from the results node. The threshold component takes the high and low sections of the input and assigns a new color to each one. Basically you're "recoloring" the white and black version of the input. I've attached a slider to the color inputs (Low and high). When you do this, the default slider settings set a grey color to whatever the slider value is. (50 would be 50% grey aka 50% reflectivity) (0 would be black and not reflective at all) (100 would be white and 100% reflective) I've also removed all of the other stuff inside to try and make it as straightforward as possible. (I DID add a little gradient to make the reflectiveness of the granite more apparent.) MeshGranite.ffxml |
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Posted: June 6, 2010 3:28 pm | ||||
saurabhgayali |
select Blur tool with radius zero to use as render point for all previous filter coponents and proceed with ur further components and save as in the file menu!!!
saurabh.gayali@gmail.com |
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Posted: July 10, 2010 8:25 pm |
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