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Sphinx.
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Nice guts, emme! (both result and construction
![]() Here is the eco-friendly-low-power version. It runs 2000% faster or something (with a small quality cost regarding details). Basically the only thing I changed is using the Blur components as buffers when possible (only a little re-routing, no new components). Subsurface v007.ffxml |
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Posted: February 9, 2018 6:42 am | ||||
emme |
Ha, thanks!
![]() That's a big speedup. My rendering times seem to be dropping from about 3min to 30s. Can you break down why exactly this optimization works? Is it faster to run blurs in series rather than in parallel? Also, feeding a blurred input into the loop renders a lot faster than non-blurred - is this just an antialiasing issue or what's going on there? |
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Posted: February 9, 2018 1:02 pm | ||||
David Roberson |
O! M! G!
And the Power User Award goes to emme! Dang! I want them all! (Assuming they're not presets in the ones you shared already...) If these were in the Library, more people would be buying Filter Forge every day. I hope they will work in FF6. It'll be a while before I can afford to upgrade. |
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Posted: February 10, 2018 12:56 am | ||||
Sphinx.
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Yeah, what happens is really that the blur (and any of the bitmap based components) internally renders a sample tile buffer (like if you saved an image at that stage and used that instead of the sub chain). You use a lot of branching components (i.e. where one output sample is based on several sub samples): derivative, refraction and loop. That means *alot* of very close sampling. So what I did was to ensure that the blur components are the only way "into" the sub trees and that close samples thus hit the same tile that was already buffered. We sack some detail though. Read more about it here: https://www.filterforge.com/filters/4859.html |
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Posted: February 11, 2018 8:09 am | ||||
ronjonnie
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Hi Everyone,
Very Cool New Filters emme! Great explanation as always Sphinx! ![]() Have a great day, Ron zazzle.com/Ronspassionfordesign*
So much to learn, so little time. |
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Posted: February 11, 2018 8:37 am | ||||
emme |
Thanks for the explanation Sphinx. Makes (more) sense now.
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Posted: February 11, 2018 11:16 am | ||||
emme | ||||
Posted: April 9, 2018 6:16 pm | ||||
emme | ||||
Posted: April 9, 2018 6:17 pm | ||||
emme | ||||
Posted: April 9, 2018 6:17 pm | ||||
emme | ||||
Posted: April 9, 2018 6:17 pm | ||||
emme | ||||
Posted: April 9, 2018 6:17 pm | ||||
emme | ||||
Posted: April 9, 2018 6:17 pm | ||||
emme | ||||
Posted: April 9, 2018 6:18 pm | ||||
emme | ||||
Posted: April 9, 2018 6:18 pm | ||||
emme | ||||
Posted: April 9, 2018 6:18 pm | ||||
SpaceRay
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Great work on these clockworks gears, and how they are good and realistic well done, great
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Posted: April 10, 2018 1:53 am | ||||
Martin Naumann
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is this procedual? :O
wow |
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Posted: April 10, 2018 5:44 am | ||||
emme |
Yup, 100% FilterForge. It's a surprisingly simple setup, just some gears over a background noise. The magic comes from a lighting setup similar to the one I used in the organic stuff posted earlier. Instead of a directional light I used a point/spherical source here.
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Posted: April 10, 2018 2:10 pm | ||||
emme | ||||
Posted: April 10, 2018 2:12 pm | ||||
Martin Naumann
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wow that looks amazing, how you did this?
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Posted: April 10, 2018 3:56 pm | ||||
emme |
Each pixel essentially has its own microlens that tells how to offset the sample coordinates, this defines the blur shape. A small amount of noise is added to the "lenses" in order to scatter the samples randomly (using jittered sampling works too). A depth map controls how much offset is applied to each pixel. Then it's just about calculating a lot of samples to get rid of the noise.
I'm still figuring out the best way of doing things, but the results are nice so far. ![]() |
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Posted: April 10, 2018 5:07 pm | ||||
Skybase
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Damn Emme! The quality of this is amazing.
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Posted: April 10, 2018 7:16 pm | ||||
emme | ||||
Posted: April 11, 2018 11:19 am | ||||
Martin Naumann
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wow.
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Posted: April 11, 2018 4:42 pm | ||||
emme | ||||
Posted: April 12, 2018 11:39 pm | ||||
emme | ||||
Posted: April 12, 2018 11:40 pm | ||||
Martin Naumann
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unreal.
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Posted: April 13, 2018 7:54 am | ||||
AndrewA1988 |
wow those images are stunning. Are those last two images generated entirely in FF (both the terrain and the DoF effect)?
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Posted: April 13, 2018 7:16 pm | ||||
emme |
Thank you, and yes, they are generated entirely in FF.
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Posted: April 13, 2018 10:00 pm | ||||
dem10
Posts: 21 |
hi emme, they are realy amazing filters. could you share ( digital number and lens blur) filter. thanks!
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Posted: April 16, 2018 7:15 am | ||||
emme |
Here's the original filter that generates the numbers. I'll share the lens blur later, once it's a bit more usable.
Digits v002.ffxml |
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Posted: April 16, 2018 1:10 pm | ||||
dem10
Posts: 21 |
thanks! i am waiting the other filter.
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Posted: April 16, 2018 2:53 pm | ||||
Ghislaine
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hi emme ! Do you have the filter for terrain dof 02 ?
You know that landscapes are my cup of tea and your terrains are so beautiful visit https://gisoft.ca |
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Posted: April 16, 2018 7:16 pm | ||||
emme |
The terrain itself is very similar to my Landform filter, I just added a smudge to get the displacement + the dof. I'll get back to working on the lens blur and hopefully sharing it soon.
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Posted: June 7, 2018 5:10 pm | ||||
emme | ||||
Posted: June 7, 2018 5:10 pm | ||||
emme | ||||
Posted: June 7, 2018 5:10 pm | ||||
emme | ||||
Posted: June 7, 2018 5:10 pm | ||||
emme | ||||
Posted: June 7, 2018 5:10 pm | ||||
emme | ||||
Posted: June 7, 2018 5:11 pm | ||||
emme | ||||
Posted: June 7, 2018 5:11 pm | ||||
emme | ||||
Posted: June 8, 2018 9:28 am | ||||
emme | ||||
Posted: June 8, 2018 9:28 am | ||||
emme | ||||
Posted: June 8, 2018 9:29 am | ||||
emme | ||||
Posted: June 8, 2018 9:29 am | ||||
emme | ||||
Posted: June 8, 2018 9:29 am |
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