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Morgantao
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I just saw that preview. I must say I kinda like the flow of the smoke, it looks like a spinning motion.
If you want I will still check the noise for other flowing motion types.
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dactilardesign
Posts: 173
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it's not a must, depending on the particle system (depending on how it's coded) the " because the particle system makes the size change and if needed rotation" is not always true. I would use the filter for both cases, in two different game engines (one from 1998, Forsaken game engine, and Unity3D, last released build some weeks old).
Anyway, the most important thing is the creible smoke and fire evolution from first frame to last one.
So I would tweak it depending on my needs... but I think the explosion must have all these features smile:)
Then I will make a version that gives an atlas right away!
"did you see that? but you knew that already because you are an advanced user"
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Morgantao
Can't script

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Here's an animation with the smoke flowing from the center out:

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Morgantao
Can't script

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And here's the same with the smoke flowing from bottom up:

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Morgantao
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And here's the first one again (Center out) without the last frame hanging....

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dactilardesign
Posts: 173
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oh shit, you rock smile:)
Looks a bit static the first half if you ask me, if you upload the update I may tweak it (if you are not going to)...
"did you see that? but you knew that already because you are an advanced user"
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Morgantao
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How about I upload it and we both tweak it smile:D

Do you have any idea what you kind of flow\motion you want in the first half?

Explosion Frame Generator_WIP 3.ffxml
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dactilardesign
Posts: 173
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Not really, will know when I tweak and see it smile:)
"did you see that? but you knew that already because you are an advanced user"
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Morgantao
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Here are a couple of tweaks I made.
The first one is a little more subtle:

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Morgantao
Can't script

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This one gets a little crazy on the second half, but I kinda like the first half.
I guess I can combine the two and have the first half from here and the second half from another version.

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Morgantao
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Well, here's one that's in between the first and second.
BTW, the only thing changed between the animations is just the setting on the Smoke Upward Flow slider.
First one is 100, second is 0. Here it is with 50:

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Morgantao
Can't script

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Morgantao
Can't script

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One last example,same settings as third one on animation side, other sliders are randomized.
Also framerate is changed.

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dactilardesign
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Checking.
The funny thing is that with a small canvas size (I am working 64x64) I can see it in real time moving the frame control. Nice speed rendering.
"did you see that? but you knew that already because you are an advanced user"
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Morgantao
Can't script

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Why are you working with only 64x64px canvas? With todays mega game resolutions that seems pretty tiny to me. Then again I know next to nothing about game particle systems.

I would love to see a demo of what you do with those, both in Forsaken and Unity. And any other use you make of it.

BTW, what do you do for a living?
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dactilardesign
Posts: 173
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I am attaching a Forsaken (old game) explosion example:

"did you see that? but you knew that already because you are an advanced user"
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dactilardesign
Posts: 173
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Here is my new iteration. Mainly I changed your offset for the noise by a scale.

"did you see that? but you knew that already because you are an advanced user"
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dactilardesign
Posts: 173
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The offset thing will work with many other particles FX, magic stuff and "special" weapons, even more if the ccolors for the fire can be changed, and playing with the noise tipes will bring even cooler FX sprites.
But for the explosion the noise scale may be more suitable since it grows from the center.
I am attaching the new iteration in case you have a new great idea smile:)

Explosion Frame Generator_WIP 4.ffxml
"did you see that? but you knew that already because you are an advanced user"
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dactilardesign
Posts: 173
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I am using 64x64 mainly for the speed. But for mobile devices games you would not go for anything bigger anyway. This may answer the question, I am a game artist and iOS game developer.

About Forsaken stuff, it's just a hobby.
Forsaken retexture
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Morgantao
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In yoru last example:

It seems to me like you lost much of the flow of the animation. The first part looks a bit static again.
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dactilardesign
Posts: 173
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Yep, I agree. I am trying to find a solution, the problem is that flow at the beginning means too much flow at the end.
"did you see that? but you knew that already because you are an advanced user"
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Morgantao
Can't script

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I see you settled for 16 frames only. Any particular reason?

I can combine the start from one filter with the end of another filter. Just tell me which animation you like best for first half and which you like best for second half.

Also, tell me how many frames you need smile:)
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Sharandra
Filter Forge Addict

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Wow that is totally cool! O.O smile:D
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dactilardesign
Posts: 173
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Quote
I see you settled for 16 frames only. Any particular reason?


Yes, in this case, I wanted to make the comparison to Forsaken 16 frames atlas, so I used 17 because the last frame is empty, so no reason to have 15 + 1 empty frame.
For a game atlas texture you use squared textures, so you go for a 4, 9, or 16 normally. I have never seen 25 frames atlas. If the user aims for a game particle FX atlas, the frame count should be that and... no empty frame is needed. But that can be solved wwith an atlas generator, no be worked when we finish this filter.

Quote
I can combine the start from one filter with the end of another filter. Just tell me which animation you like best for first half and which you like best for second half.

I will try to get the animation from the filter and post exactly how the explosion should look with a specific set up, so we can work on a specific base smile:)
"did you see that? but you knew that already because you are an advanced user"
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Morgantao
Can't script

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Cool.
Oh, and about that atlas generator, if I have a 32 frame animation, does it just take every n'th frame, to get the right ammount of frames (Like every 2nd frame for a 16 frame animation)?
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dactilardesign
Posts: 173
Filters: 56
There are many ways to generate an atlas, and yes, you can simply skip frames but my idea was using this idea from
explosion animation filter because rendering 16 or 32 frames and saving every time is really time consuming.
"did you see that? but you knew that already because you are an advanced user"
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Morgantao
Can't script

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Hmmm...
Do you have an idea on how to have all the different frames rendered on the same image?
The only way I can think of right now is to duplicate the filter 16 times, once per frame, and that would make it dead slow and morbidly bloated.

Why not just use Sjeiti's ffbatch (Read about it here: http://www.filterforge.com/forum/read...5&TID=6133).
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dactilardesign
Posts: 173
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yes, it's the way I though, render 16 times. Not very smart, but the only way for my knoledge.
It may be slow, but about 500 times faster than doing by hand. I would not really care, and rendering 512x512 or 256x256 is not that terrible... well, we will find out soon.

the system you suggested is too high level for me smile:)
"did you see that? but you knew that already because you are an advanced user"
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dactilardesign
Posts: 173
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Ok. This is how the filter would be perfect:

1. The fire behaves like in your last iteration with this setup (attached).
The fire evolves till the frame 9 (out of 17) the right way.

2. Then, I would go back to my last iteration and use the way the smoke fades out, but fades out too fast, and the last frames is nearly invisible. Not a problem since we have frame control, and we can avoid that in the atlas making.

I hope this is clear enough mate.

Explosion Frame Generator_WIP_5a.ffxml
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Morgantao
Can't script

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Quote
You posted: June 27, 2012 3:58 am
My update.
The main problem for the smoke animation is that perlin noise always move from top left corner to lower right, so the explosion animation always has that kind of flow.

Explosion Frame Generator_WIP.ffxml

This is your last iteration? Under that post you attached an anim and said it renders faster.

Let's make sure I got everything right:
* The file you attached on your last post (WIP_5a), that's the setup you want for the first 9 frames.
* You want a total of 16 frames.
* You want frames 10 to to be from your last iteration

Right?
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dactilardesign
Posts: 173
Filters: 56
Quote
The offset thing will work with many other particles FX, magic stuff and "special" weapons, even more if the ccolors for the fire can be changed, and playing with the noise tipes will bring even cooler FX sprites.
But for the explosion the noise scale may be more suitable since it grows from the center.
I am attaching the new iteration in case you have a new great idea

Explosion Frame Generator_WIP 4.ffxml


This is my last iteration. I didn't mean my iteration renders faster, in fact, it's your tweaks what made it render faster.

Quote
Let's make sure I got everything right:
* The file you attached on your last post (WIP_5a), that's the setup you want for the first 9 frames.
* You want a total of 16 frames.
* You want frames 10 to to be from your last iteration

Right?


* Yes
* Well, I want 16 but someone (or me) may want 24 or 15 some day. The idea is to have a "standard" one but you can tweak if you edit the filter. What I mean is that we are not looking for a fixed frame filter that may not work if you change the framerate. For our approach, 16 frames is OK.
* Yes, the "Explosion Frame Generator_WIP 4.ffxml".
"did you see that? but you knew that already because you are an advanced user"
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Morgantao
Can't script

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Quote
This is my last iteration.

Oops, I scrolled back to find your last iteration and scrolled a bit too much smile;)

I will try to make a slider that will let you change the total number of frames needed. That way you can have as many or as few as needed for any specific project.
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dactilardesign
Posts: 173
Filters: 56
sounds great, thank you smile:)
"did you see that? but you knew that already because you are an advanced user"
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dactilardesign
Posts: 173
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Hello mate, any update on this?
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Morgantao
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I didn't have much time to work on this last week, but I haven't forgot about it smile:)
I hope to work on it later tonight.
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dactilardesign
Posts: 173
Filters: 56
great, I will try to make a first version of the atlas maker, but the non smart way...
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Morgantao
Can't script

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I'm not sure there's a smart way to make the atlas in FF.
The only way I can think of is to use the animation tool, which is actuallywasy to use, and I'm pretty sure will be about 15868765 times fater than using the filter in the non smart way.
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Morgantao
Can't script

Posts: 2185
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Oh man, this is proving to be more difficult than I thought...

I think I'm gonna have to re-do the whole filter from scratch in a way that will let me combine the two halves.
Even then It's gonna be a real headache, especialy that I can't perform any math on gray nodes smile:evil:
I just spent the last 2 hours trying to patchwork the two versions togather in a very non elegant way, but it was like stopping the hover dam from breaking in half using only a bubble gum and a roll of toilet paper smile:( Then I found myself just sitting there, staring at the screen, and my brain can't register what my eyes are seeing...
Maybe after a good night sleep I can think of something.
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dactilardesign
Posts: 173
Filters: 56
Oh man, take it easy smile:)
Fr om my POV you should not spend so much time on the filter. If we do this the non smart way, we don't need to merge the 2 halves.
I would suggest to publish the filter as it is (which is great), and then the atlas maker wh ere we can control the noises frame by frame.
You will need a huge computer to render that at high res but no high res render for an explosion atlas is needed.
"did you see that? but you knew that already because you are an advanced user"
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Morgantao
Can't script

Posts: 2185
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Quote
If we do this the non smart way, we don't need to merge the 2 halves.

Well, that's the thing. It doesn't matter if we do it the elegant way or not, I couldn't find a way to have the two halves correspond to eachother.

What I mean is, you get a totaly different look to the explosion between frame 9 and 10. It looks like two different explosion animations stuck togather.
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dactilardesign
Posts: 173
Filters: 56
Hello Morgantao.
I am back to this filter, because I am going to use it for the project I talked about some posts ago.
I am using my last iteration, I was wondering if I (we) can submit it as a filter for the community.
"did you see that? but you knew that already because you are an advanced user"
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Hi Morganto,

A quick thought about this filter:
explosions don't expand linearly. They start of with 1)a flash and a fast expanding bright part, 2) get bigger get bigger (and less bright), 3) then decay away into smoke. 4) Fade out

You can kind of see this in the http://www.filterforge.com/filters/9707.html filter.

Anyway, that's my $.02. Clever filter, btw! (I'd love to see a manga explosion version.)
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Morgantao
Can't script

Posts: 2185
Filters: 20
Dactilar, I suppose we could upload this filter to the library, but I'm not sure if that last itteration is the best for the library.
While that itteration works best for the project you're working on, the filters in the library in general should provide the user with the greatest amount of customization, and I think one of the other versions had more variation in it (more controls).
It's been a while now so I don't remember which version did what, but there was one that allowed for more control than the others. smile:)

CC, I guess I can try to add some more realism to the filter, but that would have to wait for a later update. I have a feeling it won't be an easy fix smile:D

Quote
I'd love to see a manga explosion version

Me too smile:-p
unfortunatly my manga skils are limited to watching an English dubbed movie here and there.... smile:D
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Killst4r
Posts: 8
Filters: 16
Hi, Take what you need:

Explode Killst4r.ffxml
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aba
Batchman
Posts: 103
Thanks!

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