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xirja
Idididoll Forcabbage

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Not many ground breaking developments in the last few months, but a few refinements. Definitely seeing the following as potential gift wrapping:

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xirja
Idididoll Forcabbage

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Filament edge madness #1:

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xirja
Idididoll Forcabbage

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Filament edge madness #2:

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xirja
Idididoll Forcabbage

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Chalk and rocks from way on back:

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xirja
Idididoll Forcabbage

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More modern symmetric filaments:

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xirja
Idididoll Forcabbage

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Frightening terrain:

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xirja
Idididoll Forcabbage

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and pleasing terrain:

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ddaydreams
Frank Hawkins
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A pleasing terrain indeed smile:)
Reminds me of frost on glass.
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xirja
Idididoll Forcabbage

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smile:) Frost on glass with lighting will be something I'll be digging into very soon.

Felt like doing a larger version of a simple fractal bomber noise I did a while ago:

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xirja
Idididoll Forcabbage

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Had some fun tweaking parallel lines to come up with the following two, and the title too. smile:D

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xirja
Idididoll Forcabbage

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RHB2

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xirja
Idididoll Forcabbage

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Now the really fun part...

FF can be such a wonderful piece of kit. What was just erosion based on noise, can easily be tweaked to process an image, and happy accidents happen. For the following 8 images, the transparencies around the image resulted in a magnificently lit fur and smoke effect I couldn't have predicted. Look at those edges!!! smile:ff: ~3 min per 1200px render with 25AA from scratch!!!

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xirja
Idididoll Forcabbage

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edges2

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xirja
Idididoll Forcabbage

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edges3

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xirja
Idididoll Forcabbage

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edges4

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xirja
Idididoll Forcabbage

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edges5

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xirja
Idididoll Forcabbage

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edges6

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xirja
Idididoll Forcabbage

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edges7

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xirja
Idididoll Forcabbage

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Edges8


source: https://commons.wikimedia.org/wiki/Fil...urrell.JPG
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xirja
Idididoll Forcabbage

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I mean, THE EDGES!

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xirja
Idididoll Forcabbage

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A 3 repeat linear gradient on the alpha of the FF tree image...

Oh good god. smile:puke:

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xirja
Idididoll Forcabbage

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Definitely thinking that faked 3d colored ink turbulence is doable here now...

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xirja
Idididoll Forcabbage

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Springtime in fjord land...

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xirja
Idididoll Forcabbage

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Regarding the movie Arrival, I wonder why sophisticated creatures who have antigravity devices use such an organic writing style. I would have proposed...

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xirja
Idididoll Forcabbage

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I almost couldn't believe that the loop component could spit out many more instances of objects in space outside the visible 0..1, until I remembered that it's sample based. For example it was 9 seconds to render 100 pts., and also 9 seconds to render 25 x 100 pts. What? Oh yes, scale and reduced space per particle. smile:D



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xirja
Idididoll Forcabbage

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The beginnings of a kick ass cursive script?

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Martin Naumann
Martin Naumann

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what o.O
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xirja
Idididoll Forcabbage

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Boom!

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Martin Naumann
Martin Naumann

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wow trippy

reminds me of the old windows 95 ^^
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xirja
Idididoll Forcabbage

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oh for heavens sake, not...



smile:D
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xirja
Idididoll Forcabbage

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Coral from cells is starting to take shape

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xirja
Idididoll Forcabbage

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Made an iterator in Mathematica to run the same filter again and again on the same image. Works nicely for erosion, and what took 6+ minutes using the loop in FF is now at only 40 seconds. Anyone have a good renderer that wants to try this terrain bump map?

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xirja
Idididoll Forcabbage

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The same for decorative purposes:

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Indigo Ray
Adam

Posts: 1442
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Quote
xirja wrote:
Anyone have a good renderer

No.

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xirja
Idididoll Forcabbage

Posts: 1698
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Cool topographic map and coloring there. Thought I'd ask because I don't 'do' 3D usually. Here's a quick one in the free version of World Machine 3D view. I think the channeling on the terrain is starting to match WM's erosion effects.

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xirja
Idididoll Forcabbage

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and a Substance Designer quickie

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xirja
Idididoll Forcabbage

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Finally, a reasonable looped noise zoom:

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xirja
Idididoll Forcabbage

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So disappointed was I this a.m. to find that in all the vastness of No Man's Sky I can only build one base, I decided to spend the afternoon figuring out micro-displacements and the most basics of Blender. The bottom render with 'Entropy' and 'Time' (from above) diffuse and displacement respectively, and the first just self colored/displaced, both in 54 seconds. I was afraid it might be this enormous, FF and Blender together that is.

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Martin Naumann
Martin Naumann

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that's awesome! looks so cool
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xirja
Idididoll Forcabbage

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Many thanks Martin. Just starting to get the hang of that monster program. Working on lighting and aliasing below, and generally UV mapping is going to be splendid with all the textures.

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xirja
Idididoll Forcabbage

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Here's a comparison and a tip for 3d rendering images from FF in outside 3d apps. Using the base high contrast gradient image (.exr format) that gave rise to the floor mat above, compared from left to right below:

1) The original displacement image with sharp black to white zones between the spiral centers.

2) Adjusted image using FF threshold and blur at high pass V tone curve offset 1 px x and y and lighten blended.

3) Subd mesh x2 using above hard edge blur free refined image.

What was 6 min to render in case 1 & 2 became 12 min because both the mat and torus meshes were subdivided. Pre-calculation of high poly mesh to blame.

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xirja
Idididoll Forcabbage

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Oh, and for some patterns and topology, make sure the displacement is a negative amount. smile:D

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xirja
Idididoll Forcabbage

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This will be the last that I'll display of this scene, I promise. But now, better speed with an optimized mesh (no memory overload), allowing for GPU compute. Only 5 minutes for something twice as big (per side) as the following...



..and fun to use a 'Mask' modifier to cut away selected vertex groups.

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xirja
Idididoll Forcabbage

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Still wrestling with this fish

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xirja
Idididoll Forcabbage

Posts: 1698
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It was a great page, but...
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