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Sharandra
Filter Forge Addict

Posts: 863
Filters: 26
Sweet! smile:-)

Quote
then again I just realized... I made this filter in FilterForge 4. smile:( Now I can't submit it until FilterForge 4 is done. lol.


Haha yeah, I have some 4.0 filters waiting aswell which I don´t want to /can´t rebuild in 3.0. I actually went back to 3.0 for creating filters I want to submit since 4.0 is a while off yet smile:p
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Bokeh filter I made for my game as overlay patterns.

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Coloring is possible, as much as changing shapes is possible.

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
smile:) Been putting it together for a while just to add to the graphics of the game itself.

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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Beautiful samples!
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
A practical example of the stained glass window filter.

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Sharandra
Filter Forge Addict

Posts: 863
Filters: 26
Nice! The windows look great!
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Indigo Ray
Adam

Posts: 1442
Filters: 82
The bokeh is beautiful, like little gems of light! smile8)
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Morgantao
Can't script

Posts: 2185
Filters: 20
Love those nebulas, look really cool smile:)
And those Bokeh samples are SO REALISTIC! Very well done! smile8)
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Combo of 5 noise patterns, which were all subtracted from each other, then brought back with absolute value. Results pretty neat.

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
May try some more experiments combining images....

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
Skybase

Combo of 5 noise patterns


Cool and nicely done smile:) , although I do not like at all the colors you have used (sorry) but the idea is very good and well done.

Sorry to ask a possible simple basic question, but what do you with noise patterns while showing these examples? Because as far as I know noise patternsare not like these ones. I have not the great FF knowledge, skills, and experience that you have to make things like these and do not know also much about these kind of terms.
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xirja
Idididoll Forcabbage

Posts: 1698
Filters: 8
see: http://www.filterforge.com/filters/311.html

Most likely there are 5 layers of differing variations of perlin here.
_____________________________________________________

http://web.archive.org/web/2021062908...rjadesign/
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Yeah, in technicality, the whole thing was meant to demonstrate subtractive blending with absolute value at the end, not necessary the cascading noise patterns nor the colors....

SpaceRay, most of the things I make don't have finalized colors nor patterns since they're filters with controls. smile;)
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
xirja

Most likely there are 5 layers of differing variations of perlin here.


Ah!, I see, you mean noise patterns like the Perlin noise, sorry I did not thought about this as a "noise pattern", now I understand, thanks.

Quote
Skybase

Yeah, in technicality, the whole thing was meant to demonstrate subtractive blending with absolute value at the end, not necessary the cascading noise patterns nor the colors....


Yes, is true, what is important is the idea and the technical result on how you have done this and as said above is nicely done and like it much, good work as usual with you.

Sorry that I said this about the colors, but I do not like at all the pink, magenta, cyan and light cyan and any derivative of these, but this is of course my personal and own taste and does have anything to do with you, as of course you can use whatever colors you want.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
smile:p regarding colors, it's just a nice contrasting scheme that pretty much shows what the colors are doing when subtracted fr om each other. I kinda typically like to have schemes that I can test on, which are often RGB, CMY+GB, or any variant wh ere the distinction between colors is obvious (basic quad color scheme or triads). Although the other thing is it doesn't really allow for testing analogous colors smile:)

It'd look a bit different when we start subtracting 4 or 5 different images and then adding an absolute value at the end of the chain.
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Well I like MUCH MORE from personal point of view the RGB colors than the CMYK ones and you can have RGBY smile:D (with yellow)

For a contrast and clearly different colors I like this shown here, but is just my taste, and even in this image shown above I would surely have changed the cyan for a green color.



I do not want that you change the colors for me, as it of course is your own work, and it is your choice, as said it is just my own taste and I should not have said anything about it, but perhaps in the same as you do sometimes, I could not resist to say that is was nice when I did not like the colors BUT I did like the result and technique, sorry to litter your thread with all this comments about the colors.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Yeah, it also makes it easier to selectively extract certain layers via color. That's just an old compositing masking trick. That way we can affect separate layers with different items.

The typical workflow here is to try to leave more leg room at the end of the whole process. That way clients can alter whatever they want themselves or I won't get in trouble for not doing something haha.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Lazily making platformer platforms using FF.

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Also too lazy to crop image.

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
The tiles here were first rendered in FilterForge, then translated to pixel art manually. Since FilterForge allows for seamless tiling, we can conveniently generate complex tilings relatively easily. Of course, pixel art tiling isn't THAT hard but there are things which you need to consider as you deal with shading, coloring, and otherwise. The clouds in the background, also the gradient, were generated with FF.

In this case, I'm manually recoloring tiles to suit my needs and also added variation by chipping edges off. Just as a mark to note: I kinda generated the sceme for a test, not necessary for practical game play. Tiles were assembled using tiled.

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Betis
The Blacksmith

Posts: 1207
Filters: 76
Awesome! Love the platforms (which may be pixel artified later probably?) smile:D
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
I thought about pixel-art based filters. The closest one we have that's pretty authentic is: http://www.filterforge.com/filters/8709.html

Though it really just turns out doing it manually works better than having FIlterForge figure it out. There's something about PixelArt that begs to be done by hand than by computer. Likewise I've seen some exemplar procedural pixel art house / building generator but that too needs manual pixel-art input.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Trying to take considerably less nodes to produce the same effect as I produced... a couple months ago with optical chaos. We're down to 12 nodes on this iteration! Last optical chaos was derived using the bomber, which was slow.

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Morgantao
Can't script

Posts: 2185
Filters: 20
12 nodes you say?
No bomber you say?

DANG! I say smile:D
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Bacon.

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Sharandra
Filter Forge Addict

Posts: 863
Filters: 26
Love your platforms, they look great! smile:-)
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
So I was super inspired by Sharandra's brick walls and I suddenly wanted it super badly so I recreated them... in a way that worked for what I was doing. Although it's not as visible... I decided to use it in the background of my little pixel artsy thing.

Character's name is Cosmos. I had this idea for a game... which might happen or not unfortunately. I don't know yet.... Working on the art at least! Getting better at pixel art.

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Sharandra
Filter Forge Addict

Posts: 863
Filters: 26
Hehe cool, looks good smile:-) I like the magic sparkles, or cosmic energy?
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
In the game I was imagining I wanted giant glowing crystals. So those are supposed to be crystals smile:)
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Back to another reality.

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
And another reality!

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Oh right... if anybody's interested, I recently made a Facebook Page. It honestly became awkward "friending" people on Facebook. I also didn't like the follow feature very much so I decided to just make my profile a Facebook Page. I figured I'd do some self-promotion since I'm doing a lot of freelance work. I don't have a studio I stand by at this point and I wanna keep up with audiences like friends.

I typically post a lot of artsy stuff... all the way from sketches to final work, personal / commercial (if I get permission), a ton of FilterForge experiments (of course!), music, sound effects, tutorials... yeah ok everything I got for everybody else. So I basically promise you your newsfeed will look a bit more artsy on a near-daily basis if you "like" the page that is.

Link's here:
https://www.facebook.com/Skybase
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
BaconPlanet. For an undisclosed company.

60% FilterForge 20% Illustrator and 20% Photoshop

I modified this filter: http://www.filterforge.com/filters/9821.html to suit the overall texture of the sphere, then vectorized it to 3 colors. Spherical noise patterns were later added for more subtle details. The bacon rings were also generated using FilterForge (just a simple gradient wrapped in a ring with noise distortion. The shading was manually added later.

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Revisit of an old filter.

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
CrossHatching filter.

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Good FF Bacon smile;) smile:D

But being picky, any commercial bacon is not all the same and have different waves each slice, so it would be even better if it could be possible to make different kind of waves on the slices, at least have 5 or 6 variants.

Although of course this is just only a suggestion, and I like what you have done as it is and shown above smile:) and also the bacon planet smile:D

although also being picky again, perhaps it would have looked more a bacon planet it the 1 round bacon was cut in 3 parts, so there would be 3 bacon slices around the planet instead of just one. Sorry for being picky again.

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Skybase

And another reality!



I like much this nice one you have done and is great and well done.

Have you used your old Rolly Rolly Color Stamp or is it a new renovated version?

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Skybase

Revisit of an old filter. CrossHatching filter



Very good effect and like much how is converted the original photo to this and how the hatching is made, well done.

Is this a personal and private based old filter or is based in the old Hatchwork ?

I keep admiring you much for making all this kind of artistic and original things.
Thanks for sharing them.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
smile:) The crosshatching revisit filter isn't the same, it in fact works totally differently from the other one. I never really made it publicly available so I guess I'll do that soon. Fortunately that filter was made in 3.0.

I'm in this phase making filters in 4.0 but I can't submit until 4.0 is released. So some of the newer things are held off until I can submit.

Rolly Rolly Color Stamp will make a return with 4.0 as well.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
I really wanted a modular video synthesizer from LZX industries. Would be a fine thing to have in my collection. Course I don't have that much cash right now so I made one in FilterForge. Too bad it doesn't do video.

Here are some of the presets. We have 3 "oscillators" that generate 3 separate patterns and each pattern is passed through various operations, each with their own controls. So you can control it manually, although I intended the filter to be enjoyed by pressing the next variant button.

Unfortunately I don't think I'll ever upload this to the library. If anything I'll continue working on it and may publish it on the forums.

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Prism Blur for control freaks and random freaks. The filter was produced in FilterForge 4 so it won't be in the library anytime soon unfortunately.

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Indigo Ray
Adam

Posts: 1442
Filters: 82
Nice! But what do you mean, "prism blur"? Chromatic aberration? Are those down-and-left streaks the source image?
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
Skybase

The crosshatching revisit filter isn't the same, it in fact works totally differently from the other one. I never really made it publicly available so I guess I'll do that soon. Fortunately that filter was made in 3.0.


I was nearly sure that this example was not done with the Hatchwork filter as it is much better the result and works in different way, and the textured result shown is also different.

Good to know that you will be kind to make it available in the FF library and be able to try it. Thanks.

Quote
Skybase
Rolly Rolly Color Stamp will make a return with 4.0 as well.


Good news also, thanks again.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Quote
Nice! But what do you mean, "prism blur"? Chromatic aberration? Are those down-and-left streaks the source image?


I just decided to call it "prism blur" just as a fancy thing. It's just chromatic aberration really. The source image was a long exposure of some fireworks so the white streaks that go left to right are fr om the original image. smile;)

I'll have more examples.

The filter was intended for control freaks. smile:) So some of the parameters allow for per-channel control of the blur. But because I wanted to make it so that people can also enjoy hitting the next variant button I'm considering adding certain lim itations.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Mildly inspired by several works of designs I found on the web. Just said told myself that it's possible in FilterForge smile:p So here's the procedural version.

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Added derivative to produce a faint, exaggerated lighting effect which you probably can't see immediately.

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