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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Here's one w/ a nice background (from DAZ website)
Doing some crazy things w/ high pass to identify areas of high contrast / interest, and then using that to decide where to put lines. Works pretty good as an outliner.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Lenin:

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Lion:

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
#4 It works pretty well with flesh tones and lower contrast.
Looking at some old school comics, I think it needs some kind of way to separate out areas which are mostly one color... Hmmm....

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
This one came out prett well, I think:

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Here's the original on that last one:

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Here's the church from earlier w/ the comic book filter:

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Indigo Ray
Adam

Posts: 1442
Filters: 82
The halftone is definitely working well with the cartoon. smile8)
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CFandM
ForgeSmith

Posts: 4761
Filters: 266
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... smile:D smile:)
Stupid things happen to computers for stupid reasons at stupid times!
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Kraellin
Kraellin

Posts: 12749
Filters: 99
it does have that old comic book style on some of those. nice smile:)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
More Comic Book Tests:
Works best to hit the target image w/ perfectum first, to smooth everything out.
Original:

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Test2
Going for more of a 2 step process here. Step 1 is more of a flatten everything out filter. Sort of base on Vlad's comic book.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Step 2 is to just use Sjeti's CMYK, as-is. Very Comic Bookish. I kind of dig the previous one, too, though.

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Kraellin
Kraellin

Posts: 12749
Filters: 99
hehe, cool. ya know, you could probably just build in a median or percentile component to do your smoothing smile;)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
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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Kraellin
Kraellin

Posts: 12749
Filters: 99
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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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
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:
Quote
"Smart Blur Blurs an image with precision. You can specify a radius, a threshold, and a blur quality. The Radius value determines the size of the area searched for dissimilar pixels. The Threshold value determines how dissimilar the pixels must be before they are affected. You also can set a mode for the entire selection (Normal) or for the edges of color transitions (Edge Only and Overlay Edge). Where significant contrast occurs, Edge Only applies black-and-white edges, and Overlay Edge applies white."
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Kraellin
Kraellin

Posts: 12749
Filters: 99
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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Indigo Ray
Adam

Posts: 1442
Filters: 82
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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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Working on a thing to put bolts at the corners using FF2.0 and bombers. Here's some pics:

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
The metal looks really good (definitely steampunk-o-rific) but the bolts aren't placing how I want them. Trying to make it more of an image based thing.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
#3 Source is just a black and white profile:

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
#4 This one came out great.

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CorvusCroax
CorvusCroax

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Filters: 18
Here's the source for #4

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Kraellin
Kraellin

Posts: 12749
Filters: 99
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 smile:)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Totte
Übernerd

Posts: 1460
Filters: 107
These are awesome, really cool. Ornaments galore smile;-)
- I never expected the Spanish inquisition
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
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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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
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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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
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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tigerAspect
Posts: 222
Filters: 9
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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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
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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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Here's my corner-finding solution. Kinda works. Better with crisp corners.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Here's the fxml

X_cornershop001.ffxml
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Some other interesting, effects in there too.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
This one would be great for making scars or frankenstein-skin.

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ys75
Posts: 7
Awesome work CorvusCroax! Any chance of releasing the new Spacehulk??
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Quote
ys75 wrote:
Awesome work CorvusCroax! Any chance of releasing the new Spacehulk??


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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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
OK, I submitted Spacehulk V2 ... we'll see.
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tigerAspect
Posts: 222
Filters: 9
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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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Have been experimenting w/ making a filter which identifies straight horizontal and vertical lines. Ended up with this instead:

(source image is the skull, a few pages back)

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
It's interesting: it used maximum and minimum level to create a high contrast background, so the background color adapts to the image.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
It works great on buildings, or other things with lots of horizontal and vertical lines. Note this is done just with motion blur, NOT with bombers.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
#4 this one shows a glowy image. Note how it picks out the HZ and Vert detail.

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
#5 here's another showing a good image with lots of Hz and Vert detail:

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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Here's the source image for #5: note how it all but ignores the curves of the vault.

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