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emme
Posts: 718
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rainstreet 02

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Martin Naumann
Martin Naumann

Posts: 464
Filters: 98
crazy smile:D
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emme
Posts: 718
Filters: 8
These are fun little challenges haha smile:D Rendering times around 5min.

rainstreet 03

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emme
Posts: 718
Filters: 8
glitcher 01

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emme
Posts: 718
Filters: 8
glitcher 02

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emme
Posts: 718
Filters: 8
glitcher 03

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emme
Posts: 718
Filters: 8
glitcher 04

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emme
Posts: 718
Filters: 8
glitcher 05

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Rachel Duim
So Called Tortured Artist

Posts: 2498
Filters: 188
Really like glitcher04 being a colorist myself 😎
Math meets art meets psychedelia.
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emme
Posts: 718
Filters: 8
substance 01

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emme
Posts: 718
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substance 02

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emme
Posts: 718
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substance 03

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emme
Posts: 718
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substance 04

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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
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emme
Posts: 718
Filters: 8
Yes, FF only. Sphinx, thanks for your advice on optimization earlier - it really made me think more carefully about FF sampling architecture and helped me render things like this (reflections, lens blur ect) smile:)
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emme
Posts: 718
Filters: 8
Here is a breakdown. The heightmap also doubles as a roughness map for the reflection.

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PayPaul
PayPaul
Posts: 106
Quote
emme wrote:
postpainter 04


I love this one. Can you post the filter, even if it may be a little messy?
Don't step on a dead dogma. It'll turn up again and bite you!
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PayPaul
PayPaul
Posts: 106
Quote
emme wrote:
reflective 05


How did you do this? Is it all FF and is this filter available?
Simply incredible! I could do that reflective thing only by using the Flood plugin from Flaming Pear
Don't step on a dead dogma. It'll turn up again and bite you!
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Indigo Ray
Adam

Posts: 1442
Filters: 82
Emme, thank you for breaking down the rainstreet into steps. Looks like a custom environment for the reflections? I love how you went as far as to add the ripples in the water!

The Reflective series is fantastic. I still have no idea how you did the lens blur even though you sort of explained it.
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emme
Posts: 718
Filters: 8
Thanks for your comments.

For the reflective stuff, the upper half is flipped vertically and offset using surface normals (derivatives) + noise. The offset amount is defined by a distance gradient multiplied by the heightmap. Where the angle of incidence is too steep, the reflection is multiplied by a mask (threshold from y-normals). The offset is done in a loop to help with aliasing.

Rainstreet is pretty much the same thing, but the reflecting surface is also displaced using smudge. The "environment" is just a bunch of cells and blocks noise to give an impression of lights and some structures.

I'm hoping to release the lens blur filter at some point, but there are still problems to be solved. Haven't figured out how to make it to work procedurally with an arbitrary aperture shape. If anyone has an efficient way to define an area of sample coordinates within a square and then fill that square evenly with those coordinates - let me know.

Here is the postpainter filter.

postpainter v004.ffxml
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emme
Posts: 718
Filters: 8
And here is a simple reflective floor setup.

refl_basic_v001.ffxml
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emme
Posts: 718
Filters: 8
streamline 01

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emme
Posts: 718
Filters: 8
streamline 02

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emme
Posts: 718
Filters: 8
streamline 03

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emme
Posts: 718
Filters: 8
streamline 04

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emme
Posts: 718
Filters: 8
streamline 05

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Mardar
Graphics Junkie

Posts: 688
Filters: 61
Wow emme Streamline 4 and 5 are dreamy goodness. Looks like candy mountains. smile:D
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Martin Naumann
Martin Naumann

Posts: 464
Filters: 98
seems familiar to this project here haha
https://www.behance.net/gallery/65263499/BODYSCAPES

looks great btw!
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emme
Posts: 718
Filters: 8
Some similar curves for sure - purely accidental of course haha smile:D
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emme
Posts: 718
Filters: 8
I will break the normal square format here and go wide with this one smile:)

celestial 01

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emme
Posts: 718
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celestial 02

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emme
Posts: 718
Filters: 8
celestial 03

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Ramlyn
Ramlyn

Posts: 2930
Filters: 691
Wow! postpainter v004 and refl_basic_v001 : two very smart filters. smile:D smile:D smile:D

Very beautiful works.
It is interesting the way you handle the particles rotation in postpainter v004.
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PayPaul
PayPaul
Posts: 106
Quote
emme wrote:
streamline 04


Can you please post the filter link for these?
Don't step on a dead dogma. It'll turn up again and bite you!
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emme
Posts: 718
Filters: 8
You can get started with something like this.

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emme
Posts: 718
Filters: 8
celestial 04

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emme
Posts: 718
Filters: 8
celestial 05

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emme
Posts: 718
Filters: 8
celestial 06

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emme
Posts: 718
Filters: 8
celestial 07

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emme
Posts: 718
Filters: 8
celestial 08

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emme
Posts: 718
Filters: 8
biosphere 01

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emme
Posts: 718
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biosphere 02

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emme
Posts: 718
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biosphere 03

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Martin Naumann
Martin Naumann

Posts: 464
Filters: 98
really digging this! smile:D
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emme
Posts: 718
Filters: 8
Thanks Martin smile:)
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