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emme
Posts: 718
Filters: 8
flakes 06

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emme
Posts: 718
Filters: 8
flakes 07

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emme
Posts: 718
Filters: 8
flakes 08

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CFandM
ForgeSmith

Posts: 4761
Filters: 266
Love these and the other stuff that you have posted....You are on a beautiful experiment streak... smile:beer:
Stupid things happen to computers for stupid reasons at stupid times!
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Rachel Duim
So Called Tortured Artist

Posts: 2498
Filters: 188
Beautiful results. It's wonderful when math and procedure meets art in such a successful way. I especially love elemental06 smile:D
Math meets art meets psychedelia.
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emme
Posts: 718
Filters: 8
flakes 09

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emme
Posts: 718
Filters: 8
flakes 10

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emme
Posts: 718
Filters: 8
flakes 11

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emme
Posts: 718
Filters: 8
flakes 12

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emme
Posts: 718
Filters: 8
flakes 13

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erica lyons
Erica
Posts: 9
HI, Just mind blowing...

Looking at the Flake series I feel like I'm looking ahead in time if that makes any sense at all.
Erica Lyons
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ronjonnie
Designer / Artist

Posts: 809
Filters: 320
Hi Everyone,

emme, The New Flakes series are all very cool! Hope you can turn them loose soon; I believe we all would love to take them out for a spin! smile;)

Have a great week, smile:)
Ron
zazzle.com/Ronspassionfordesign*
So much to learn, so little time.
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emme
Posts: 718
Filters: 8
Thanks! The basic idea is:

1. Use the bomber to create a pattern
2. Use another bomber to create a painted texture
3. Use the pattern to offset / rotate the texture
4. Blend those together

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emme
Posts: 718
Filters: 8
astrofluid 01

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emme
Posts: 718
Filters: 8
astrofluid 02

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emme
Posts: 718
Filters: 8
astrofluid 03

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emme
Posts: 718
Filters: 8
astrofluid 04

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emme
Posts: 718
Filters: 8
astrofluid 05

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Martin Naumann
Martin Naumann

Posts: 464
Filters: 98
nice! I like the last ones a lot. is this just RGB noise?
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emme
Posts: 718
Filters: 8
Thanks Martin, these were definitely inspired by your work smile:)

It's rgb noise - randomized color correction - fake subsurface scattering - smudge. Here are some without the distortions.

wavescatter 01

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emme
Posts: 718
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wavescatter 02

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emme
Posts: 718
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wavescatter 03

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emme
Posts: 718
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wavescatter 04

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ddaydreams
Frank Hawkins
Posts: 412
Filters: 1
Those last 4 kinda look like a cross between sss candle wax and nice photo backdrop in need of some kind of bokeh conversion. I likey much smile:)
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Martin Naumann
Martin Naumann

Posts: 464
Filters: 98
cool stuff smile;)
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emme
Posts: 718
Filters: 8
blockcity 01

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emme
Posts: 718
Filters: 8
blockcity 02

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emme
Posts: 718
Filters: 8
blockcity 03

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David Roberson
Artist
Posts: 404
Filters: 36
This one caught my eye (as I was rereading the thread)...


I'm pretty sure I can figure out part of it, starting from Cell Noise, but I suspect there's some creative looped distortion process I wouldn't figure out quickly. Is this done with an existing filter, or is it something you made but have not submitted to the Library?

Kinda need want this one! Please share?
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David Roberson
Artist
Posts: 404
Filters: 36
Dang. I wanna pick apart all of 'em!

I did spot the loop screencap for Pyro 1, though. Thanks for sharing that!
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emme
Posts: 718
Filters: 8
Yup, it's pretty much the same process as in the screenshot. Here's the actual filter.

Pyroclastic 3D v002.ffxml
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David Roberson
Artist
Posts: 404
Filters: 36
The first time I saw this post by Sphinx, I did not understand the significance:

Quote

Quote
emme wrote:
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?

Sphinx replied:
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


Now that I've killed a dozen filter attempts using more processing power to avoid bitmap components, it's nice to find out that a blur can help optimize a heavy sub-branch. I'll have to try it on some of my failures and see if it helps!
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David Roberson
Artist
Posts: 404
Filters: 36
emme:

I did a slow scan through the thread and picked out my favorites (the one's I'd really like to analyze). If you don't mind sharing (and they're not v.7 dependent), they are:

technopolis
hullmaster
hills
rock
cloudy
refractive

Thanks so much for sharing Pyroclastic 3D v200!
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Martin Naumann
Martin Naumann

Posts: 464
Filters: 98
Pyro looks incredible, great work!
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emme
Posts: 718
Filters: 8
David,

I don't think I'm going to share all of those, but I'm happy to help and share snippets, tips and tricks. Many of the filters are experimental and not really meant for sharing. Also, there often aren't any special techniques used - just building the same thing a hundred times from scratch and slowly finding what works. Filter Forge is great for quick experimentation smile:)

Here is an early version of what refractive is built from. It's a good starting point for something more complex.

fractile v001.ffxml
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David Roberson
Artist
Posts: 404
Filters: 36
I understand. I do think those would be very successful if submitted to the library (especially hullmaster). They represent the quality I'd expect from the filters there.

Thanks for the starting point with fractile v001!
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emme
Posts: 718
Filters: 8
vectorfield 01

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emme
Posts: 718
Filters: 8
vectorfield 02

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Martin Naumann
Martin Naumann

Posts: 464
Filters: 98
dope! really digging it.
is this a bomber and a loop?
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emme
Posts: 718
Filters: 8
Yes it is. Not the fastest thing to render with 64 iterations smile:)
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emme
Posts: 718
Filters: 8
warpfield 01

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emme
Posts: 718
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warpfield 02

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emme
Posts: 718
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warpfield 03

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emme
Posts: 718
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warpfield 04

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emme
Posts: 718
Filters: 8
warpfield 05

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