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CorvusCroax
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Posted: November 21, 2009 4:36 pm | ||||
CorvusCroax
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Posted: November 21, 2009 4:37 pm | ||||
CorvusCroax
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Posted: November 21, 2009 4:38 pm | ||||
CorvusCroax
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Posted: November 21, 2009 4:40 pm | ||||
CorvusCroax
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Posted: November 21, 2009 4:45 pm | ||||
CorvusCroax
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Posted: November 21, 2009 4:50 pm | ||||
CorvusCroax
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Posted: November 21, 2009 5:02 pm | ||||
Indigo Ray
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The halftone is definitely working well with the cartoon.
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Posted: November 21, 2009 9:50 pm | ||||
CFandM
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Love the combo of the halftone and comic book look CorvusCroax ...I was working on one about a year and a half ago but then got sidetracked and forgot about it...
![]() ![]() Stupid things happen to computers for stupid reasons at stupid times! |
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Posted: November 21, 2009 10:43 pm | ||||
Kraellin
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it does have that old comic book style on some of those. nice
![]() If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: November 21, 2009 11:22 pm | ||||
CorvusCroax
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Posted: November 22, 2009 10:58 pm | ||||
CorvusCroax
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Posted: November 22, 2009 10:59 pm | ||||
CorvusCroax
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Posted: November 22, 2009 11:02 pm | ||||
Kraellin
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hehe, cool. ya know, you could probably just build in a median or percentile component to do your smoothing
![]() If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: November 23, 2009 12:44 pm | ||||
CorvusCroax
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Yeah, I've looked at that, but it's not quite the same. Perfectum seems to do some kind of 'smudging' that is different from percentile (or median).
Actually: Kraelin, do you know how to build a 'smart blur' in FF? |
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Posted: November 23, 2009 3:32 pm | ||||
Kraellin
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a smart blur? not sure what that is. explain?
If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: November 24, 2009 9:45 am | ||||
CorvusCroax
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It's one of the photoshop blur filters. It blurs areas of low visual complexity more than areas of low complexity. (So it keeps your sharp areas sharp and your smooth areas smoother.)
I think it uses some combination of high pass and median. From Adobe Help:
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Posted: November 24, 2009 12:00 pm | ||||
Kraellin
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ah, it's a threshold style blur. ok. and yes, you could do that quite easily in FF. the edges only would be tougher, but could be done. color transitions would be quite tough, i would think.
for the threshold method, just isolate part of your image based on threshold with the threshold and a set alpha and whatever your input source is. source goes to the top node of the set alpha and to the theshold and the threshold output goes to the 'new alpha' node. then just tweak your threshold slider for adjusting. you could probably also make this selective based on color, too, but we'd need a better color selector/separator than we currently have. If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: November 24, 2009 2:15 pm | ||||
Indigo Ray
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A way to do smart blur is to take Betis's Gradual Blur, run an image through a high pass, tone curve it to show detail as a greyscale map, and plug that in as the blur map.
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Posted: November 25, 2009 5:59 pm | ||||
CorvusCroax
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Posted: December 13, 2009 3:46 pm | ||||
CorvusCroax
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Posted: December 13, 2009 3:48 pm | ||||
CorvusCroax
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Posted: December 13, 2009 3:48 pm | ||||
CorvusCroax
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Posted: December 13, 2009 3:50 pm | ||||
CorvusCroax
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Posted: December 13, 2009 3:52 pm | ||||
Kraellin
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that is just way freaking cool, corvus! i especially like the last application there since this pretty much shows you could make just about anything you wanted with the right input pattern. very cool
![]() If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: December 14, 2009 9:00 am | ||||
Totte
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These are awesome, really cool. Ornaments galore
![]() - I never expected the Spanish inquisition |
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Posted: December 15, 2009 7:28 am | ||||
ThreeDee
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Hi Corvus,
The metallic decorations are looking great. I'm trying to achieve something similar to what you are doing: a more controlled placement of Bomber particles along the image edges. One theory I have is that you could use motion blur of the original image and use that as the H and V offsets of the bomber particles. The problem is that you have to first separate left and right, and top and bottom edges of the motion blur, since the offset directions are different for the two sides. You see what I'm getting at? (Oh how I wish there was a directional blur...) TD |
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Posted: December 16, 2009 4:13 am | ||||
CorvusCroax
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Hi ThreeDee!
I've mostly been trying to use the new median maximum and minimum nodes, blended with the original with difference mode. (sort of like the median version of high pass) Sort of got it to work to isolate the corners. Take original image and hit it with Percentage (With settings of 25 and 50). Take a the original image, and hit it with blur, but non-gaussian. Then difference blend the two. It creates nice little pointy wedges at the corners. It's slow, though, if you try to dial the blur radii up beyond, say 15. I'd tried using directional blur, but it seems to round everything out yet. I'd been placing them at 0 and 90 degrees. It occured to me that doing two directional blurs but at +45 and -45, and then difference blending them might just do the trick. >and top and bottom edges of the motion blur, since the offset directions are >different for the two sides. You see what I'm getting at? Yes. Couldn't you invert the respective quads? Was also trying using minimum and maximum, and combining them in different ways to find the center edge. Seemed promising, maybe. >>(Oh how I wish there was a directional blur...) I agree! Is it hard to do or something? It seems like FF should already have it. |
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Posted: December 16, 2009 11:09 am | ||||
CorvusCroax
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Btw: the normal map based things you were showing over at the beta 2.0 thread are really cool. I'd also wish FF had a bump map -> slope component. Essentially just to go from grayscale height map to the RGB (XYZ) values of a normal map.
Call it an 'extract slope'. You could switch between the X Y and Z normal directions (so you'd need 3 to make a true normal map). There would also be nice to have the reverse process. Imagine all the cool things we could do with that! ... Directional wear streaks. Isolating out the flat parts of a height map. Much more sophisticated offsets using your getX,getY technique. (They'd wrap, like a decal, I think) Reshaping a heightmap by tone curving the normals in one direction. And so forth. It just seems the way we're creating normal maps within filters now is very complicated and inefficient. Also, FF can make a normal map *very* fast. So, it seems like something easy to do, with a lot of benefit. |
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Posted: December 16, 2009 11:50 am | ||||
tigerAspect |
I so totally second the normal map component. It would be insanely useful for everything from custom shaders to wacky offset tricks. And it isn't even new! I hadn't realized that FF already does a normal map rendering.
The main problem with current methods, in addition to their molasses-slowness, is that they flat-out are not accurate enough, I'm constantly running into visual artifacts caused by that inaccuracy. In some cases I can just blur out the artifacts, in others, I need sub-pixel accuracy and I can't get it. |
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Posted: December 16, 2009 9:19 pm | ||||
ThreeDee
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Couldn't agree more -- bump to normal and back would open a whole galaxy of possibilities!
As to using the motion blur grey values to offset the partiles; Yes, I could and probably will invert the respective quads. I want to end up with the offset values that will bring my Bomber particles to the exact edge of the (image, selection) from their original grid-like lineup. I gotta try that when I have a bit more time. |
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Posted: December 17, 2009 3:49 pm | ||||
CorvusCroax
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Here's my corner-finding solution. Kinda works. Better with crisp corners.
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Posted: December 18, 2009 12:45 am | ||||
CorvusCroax
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Posted: December 18, 2009 12:45 am | ||||
CorvusCroax
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Some other interesting, effects in there too.
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Posted: December 18, 2009 12:49 am | ||||
CorvusCroax
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This one would be great for making scars or frankenstein-skin.
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Posted: December 18, 2009 12:50 am | ||||
ys75
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Awesome work CorvusCroax! Any chance of releasing the new Spacehulk??
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Posted: January 29, 2010 5:48 pm | ||||
CorvusCroax
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Well, it's pretty slow and funky. You can download it right there from the FFXML file, of course. I suspect if I submitted it to the library, they'd tell me it's way too slow. But I could submit it and see, I suppose. (I've sort of been holding off to make a spiffier one using light up windows, and bombers of FilterForge 2.0) |
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Posted: February 1, 2010 6:36 pm | ||||
CorvusCroax
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OK, I submitted Spacehulk V2 ... we'll see.
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Posted: February 4, 2010 12:54 pm | ||||
tigerAspect |
I am so stoked for the new Spacehulk. The previews were one of the things that convinced me to buy FF.
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Posted: February 4, 2010 1:02 pm | ||||
CorvusCroax
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Posted: February 4, 2010 1:04 pm | ||||
CorvusCroax
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Posted: February 4, 2010 1:05 pm | ||||
CorvusCroax
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Posted: February 4, 2010 1:08 pm | ||||
CorvusCroax
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Posted: February 4, 2010 1:11 pm | ||||
CorvusCroax
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Posted: February 4, 2010 1:12 pm | ||||
CorvusCroax
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Posted: February 4, 2010 1:13 pm |
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