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xirja
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Now the interesting thing about the following 4 images is....
Using an offset->dilate->edge detect process, gets pretty close to the fluvial eroded mountain ranges, but subtle differences in scale are dramatic and... ![]() _____________________________________________________
http://web.archive.org/web/2021062908...rjadesign/ _____________________________________________________ |
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Posted: April 7, 2016 9:43 am | ||
xirja
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just one more iteration of the offset process yields...
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http://web.archive.org/web/2021062908...rjadesign/ _____________________________________________________ |
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Posted: April 7, 2016 9:48 am | ||
xirja
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and now the original using a 'V' profile curve...
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Posted: April 7, 2016 9:49 am | ||
xirja
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and again with an additional offset iteration:
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Posted: April 7, 2016 9:50 am | ||
Rachel Duim
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These are great. This is probably absurd, but is there a way to introduce color to this fluvial simulation?
Math meets art meets psychedelia. |
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Posted: April 7, 2016 11:30 am | ||
xirja
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![]() It may be me who is absurd doing all this B&W stuff all the time, but the two simple ways to color this height map (where white is high and black is low) is to feed it into the elevation input of the 'Elevation Gradient', or to plug the height map into the H input of the HSB component, for example. No? https://www.filterforge.com/more/help/...ient4.html ![]() _____________________________________________________
http://web.archive.org/web/2021062908...rjadesign/ _____________________________________________________ |
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Posted: April 7, 2016 1:32 pm | ||
Rachel Duim
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Perhaps just a direct mapping from the B/W result to a 5 color gradient, black=dark green, then light green, brown, beige, white=white.
![]() Math meets art meets psychedelia. |
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Posted: April 7, 2016 3:13 pm | ||
emme |
Great stuff here xirja. I'd love to hear more detail about your erosion methods. Is it an iterative erosion process, or is it more about the source noise? Really nice results, feel free to share some info
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Posted: April 9, 2016 2:48 pm | ||
xirja
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Hey, awesome! Thank you. This is like the awkward moment when student becomes teacher I guess. I absolutely think your Landform filter is the best; and every one is either HU or EP, OMG.
![]() So it turns out that refining things so iteration isn't necessary in the erosion process is possible. It just took a lot of tinkering and small steps forward, and luck finding the perfect scale. The source is a perlin cells mix (a better multifractal one is in the works). Then the offset->dilate->edge detect process is roughly: Elevation - Angle - Slope (Sphinx) https://www.filterforge.com/forum/read...MID=112546 Self Scaling2 (Indigo Ray) https://www.filterforge.com/forum/read...MID=123039 Landform (Emme) https://www.filterforge.com/filters/12449.html _____________________________________________________
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Posted: April 11, 2016 7:47 am | ||
xirja
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Panorama!
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Posted: April 11, 2016 7:50 am | ||
xirja
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and with 7-Color Gradient Profile...
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Posted: April 11, 2016 7:51 am | ||
xirja
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and again...
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Posted: April 11, 2016 7:53 am | ||
Ramlyn
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Wow! The last two panoramas are wonderful!
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Posted: April 11, 2016 9:50 am | ||
xirja
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![]() Been having some fun teasing out the 'glitch' in Pixel Awareness. Adventures in Parallelism a lookup repeat and some coloring... ![]() _____________________________________________________
http://web.archive.org/web/2021062908...rjadesign/ _____________________________________________________ |
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Posted: April 14, 2016 9:25 am | ||
xirja
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and with some post processing goodness, ooh la la...
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Posted: April 14, 2016 9:28 am | ||
xirja
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Holy battleships captain!
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Posted: April 14, 2016 9:29 am | ||
xirja
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The following 3 with some good old 'spy vs. spy' style. Surprisingly all use the same source. Shown without AA and with.
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Posted: April 18, 2016 9:29 am | ||
xirja
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Just a slight asymmetry makes all the difference no?
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Posted: April 18, 2016 9:29 am | ||
xirja
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and in repeat, aaaaaaa
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Posted: April 18, 2016 9:30 am | ||
Ramlyn
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Cute spaceships.
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Posted: April 18, 2016 12:29 pm | ||
xirja
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The 11 following to riddle Sphinx. The only hint this time being this image and the suggestion of some smudging.
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Posted: April 25, 2016 9:46 am | ||
xirja
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Splat!
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Posted: April 25, 2016 9:46 am | ||
xirja
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Some quick and dirty fun with Maze 2D and a new iterative checker percentile blend thingy.
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Posted: May 2, 2016 9:40 am | ||
xirja
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again
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http://web.archive.org/web/2021062908...rjadesign/ _____________________________________________________ |
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Posted: May 2, 2016 9:41 am | ||
xirja
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Cat paths plus some erosion = cat tunnels?
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Posted: May 3, 2016 7:36 pm | ||
xirja
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Four random hits on another take of the iterative checker percentile blend method
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Posted: May 5, 2016 9:44 am | ||
xirja
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G2
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Posted: May 5, 2016 9:44 am | ||
xirja
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G3
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Posted: May 5, 2016 9:44 am | ||
xirja
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G4
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Posted: May 5, 2016 9:44 am | ||
xirja
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Deep in the valley
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Posted: May 6, 2016 11:24 pm | ||
xirja
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was found
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Posted: May 6, 2016 11:25 pm | ||
xirja
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and far beneath it
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Posted: May 6, 2016 11:25 pm | ||
xirja
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Other pipe methods using scripting for the continuity test. Continuity without overlap:
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Posted: May 12, 2016 9:25 am | ||
xirja
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and eliminating the blank possibility for a solid fill reveals the 'game of life' evolution (only horizontal and vertical) from top left to right and down:
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http://web.archive.org/web/2021062908...rjadesign/ _____________________________________________________ |
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Posted: May 12, 2016 9:27 am | ||
xirja
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Here is the method using table.insert(T,x), where the red initialization square seeds all other positions.
1. Scan neighbor to the left to fill 1st row 2. Scan neighbor to the top to fill first column 3. Then scan current row left and previous row top for all other positions. ![]() _____________________________________________________
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Posted: May 12, 2016 9:34 am | ||
xirja
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The big view. Hooray for the Map Switch and the Bomber +
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http://web.archive.org/web/2021062908...rjadesign/ _____________________________________________________ |
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Posted: May 12, 2016 9:36 am | ||
Skybase
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I'm genuinely amazed at what you just did.
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Posted: May 12, 2016 10:16 am | ||
xirja
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![]() Now to do a version that tests for continuity by spiraling out from the center and then eliminating paths that don't touch the edge, and a genuine maze is within reach. Back to the hack fest ![]() _____________________________________________________
http://web.archive.org/web/2021062908...rjadesign/ _____________________________________________________ |
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Posted: May 12, 2016 6:14 pm | ||
ThreeDee
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A thread of great inspiration. I particularly like those mayan-looking glyphs. Actually just about everything else here too.
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Posted: May 13, 2016 1:13 am | ||
Ramlyn
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Yes, indeed, many interesting ideas here.
About the "Mayan-looking" pictures, maybe you could really try to make Mayan-like symbols. It could be a nice filter. |
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Posted: May 13, 2016 4:23 am | ||
xirja
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![]() I'm still working on procedural faces, feathers, and space ships, stay tuned. ![]() To save my fellow FFers some agony, here are two graphics of the matrices needed for the continuity tests. Initially it was just the top and left tests to fill top to bottom, but now here are the all around tests for the outward spiral in progress. Firstly showing the one adjacent test: ![]() _____________________________________________________
http://web.archive.org/web/2021062908...rjadesign/ _____________________________________________________ |
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Posted: May 13, 2016 11:29 am | ||
xirja
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Note the beauty, that of 7 possibilities, there are only two possible sets.
![]() Here are the two adjacency tests: ![]() _____________________________________________________
http://web.archive.org/web/2021062908...rjadesign/ _____________________________________________________ |
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Posted: May 13, 2016 11:38 am | ||
xirja
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Outwardly spiraling continuity test √
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Posted: May 20, 2016 1:00 pm | ||
xirja
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No errors and no bias with this method. Here's the backbone logic of the monster
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http://web.archive.org/web/2021062908...rjadesign/ _____________________________________________________ |
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Posted: May 20, 2016 1:02 pm | ||
xirja
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Mayan maze glyphs a comin'... Introducing some cyclic bias by resetting every call to generate a new random number once per 4 sides...
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http://web.archive.org/web/2021062908...rjadesign/ _____________________________________________________ |
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Posted: May 21, 2016 9:58 am |
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