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xirja
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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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Posted: February 13, 2017 9:37 am | ||
xirja
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Filament edge madness #1:
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Posted: February 13, 2017 9:42 am | ||
xirja
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Filament edge madness #2:
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Posted: February 13, 2017 9:43 am | ||
xirja
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Chalk and rocks from way on back:
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Posted: February 13, 2017 9:44 am | ||
xirja
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More modern symmetric filaments:
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Posted: February 13, 2017 9:45 am | ||
xirja
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Frightening terrain:
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Posted: February 13, 2017 9:45 am | ||
xirja
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and pleasing terrain:
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Posted: February 13, 2017 9:46 am | ||
ddaydreams |
A pleasing terrain indeed
![]() Reminds me of frost on glass. |
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Posted: February 15, 2017 1:41 am | ||
xirja
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![]() Felt like doing a larger version of a simple fractal bomber noise I did a while ago: ![]() _____________________________________________________
http://web.archive.org/web/2021062908...rjadesign/ _____________________________________________________ |
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Posted: February 16, 2017 9:25 am | ||
xirja
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Had some fun tweaking parallel lines to come up with the following two, and the title too.
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Posted: February 16, 2017 9:28 am | ||
xirja
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RHB2
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Posted: February 16, 2017 9:29 am | ||
xirja
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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!!! ![]() ![]() _____________________________________________________
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Posted: February 16, 2017 9:35 am | ||
xirja
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edges2
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Posted: February 16, 2017 9:36 am | ||
xirja
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edges3
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Posted: February 16, 2017 9:37 am | ||
xirja
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edges4
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Posted: February 16, 2017 9:38 am | ||
xirja
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edges5
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Posted: February 16, 2017 9:38 am | ||
xirja
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edges6
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Posted: February 16, 2017 9:38 am | ||
xirja
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edges7
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Posted: February 16, 2017 9:39 am | ||
xirja
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Edges8
![]() source: https://commons.wikimedia.org/wiki/Fil...urrell.JPG _____________________________________________________
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Posted: February 16, 2017 9:41 am | ||
xirja
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I mean, THE EDGES!
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Posted: February 16, 2017 1:29 pm | ||
xirja
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A 3 repeat linear gradient on the alpha of the FF tree image...
Oh good god. ![]() ![]() _____________________________________________________
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Posted: February 16, 2017 4:11 pm | ||
xirja
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Definitely thinking that faked 3d colored ink turbulence is doable here now...
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Posted: February 20, 2017 9:23 am | ||
xirja
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Springtime in fjord land...
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Posted: February 20, 2017 9:25 am | ||
xirja
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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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Posted: February 20, 2017 9:28 am | ||
xirja
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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.
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Posted: February 23, 2017 9:36 am | ||
xirja
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The beginnings of a kick ass cursive script?
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Posted: February 24, 2017 8:28 am | ||
Martin Naumann
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what o.O
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Posted: February 24, 2017 9:03 pm | ||
xirja
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Boom!
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Posted: February 25, 2017 6:19 pm | ||
Martin Naumann
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wow trippy
reminds me of the old windows 95 ^^ |
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Posted: February 28, 2017 8:03 pm | ||
xirja
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oh for heavens sake, not...
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Posted: March 1, 2017 10:47 am | ||
xirja
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Coral from cells is starting to take shape
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Posted: March 2, 2017 8:32 am | ||
xirja
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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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Posted: March 6, 2017 9:44 am | ||
xirja
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The same for decorative purposes:
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Posted: March 6, 2017 9:45 am | ||
Indigo Ray
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Posted: March 6, 2017 10:17 pm | ||
xirja
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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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Posted: March 7, 2017 7:00 am | ||
xirja
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and a Substance Designer quickie
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Posted: March 7, 2017 7:01 am | ||
xirja
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Finally, a reasonable looped noise zoom:
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Posted: March 8, 2017 8:07 pm | ||
xirja
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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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Posted: March 10, 2017 9:44 pm | ||
Martin Naumann
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that's awesome! looks so cool
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Posted: March 12, 2017 3:08 pm | ||
xirja
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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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Posted: March 12, 2017 11:01 pm | ||
xirja
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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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Posted: March 13, 2017 6:40 pm | ||
xirja
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Oh, and for some patterns and topology, make sure the displacement is a negative amount.
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Posted: March 13, 2017 7:50 pm | ||
xirja
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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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Posted: March 15, 2017 10:40 pm | ||
xirja
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Still wrestling with this fish
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Posted: March 21, 2017 11:48 am | ||
xirja
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It was a great page, but...
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Posted: March 22, 2017 10:28 am |
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