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CFandM
ForgeSmith

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Filters: 266
So I am starting to work on tutorials on how to create shapes...I am going over from using the standard shapes components to building with 3d shapes...Including samples and how to make the filters....It will be a long one.....There will be many sections........Any requests? smile;) smile:)

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Mardar
Graphics Junkie

Posts: 688
Filters: 61
CFandM, any tutorials will be very helpful. I have already learned a lot fr om the snippets you posted the other day in a different link. Will you be posting them on the forum or some wh ere else? Thanks in advance. smile:love:
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CFandM
ForgeSmith

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Always glad to help the learning process.. smile;) Those will be in the tutorials as well... smile;) They are going into a pdf that I will upload to fileden or another service...Then I will post the link here for downloading.... smile;) smile:)
I was going to do video but might be easier as pdf....The files won't be as large... smile;) smile:)
btw that mushroom is one of the tutorials.. smile;) smile:D
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SpaceRay
SpaceRay

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WOW!! Thanks really very much for taking the time to make what seems to be a very well done and detailed guide and share your knowledge with us and help many people to learn about this interesting and useful topic.

I think also that in this case is probably better to have a PDF guide.

At this time I do not have any special request.

Well, yes, one, how to combine the shapes and make boolean operations and how to add and substract shapes, and how to blend them, but I suposse that you have already though about this so this is really probably not a suggestion or request.
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Morgantao
Can't script

Posts: 2185
Filters: 20
Quote
Mardar wrote:
I have already learned a lot fr om the snippets you posted the other day in a different link


I want these, where are they? Pleeeeeeeeeezzzzz? smile:D
Can you post a link to that other link? Thanks!
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Mardar
Graphics Junkie

Posts: 688
Filters: 61
http://www.filterforge.com/forum/read...9&TID=9408


Morgantao,this is the thread I was talking about. CFandM posted a bunch of basic shape snippets in this thread.
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Morgantao
Can't script

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Thanks Mardar smile:)
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CFandM
ForgeSmith

Posts: 4761
Filters: 266
Thanks everyone and will take a bit of time for this guide but I will post when done... smile:)
SpaceRay.....Yep that will be in the guide as well....Blending the 2d shapes and the 3d shapes....With example (not submitted) filters to build smile;) smile:) ....
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Morgantao
Can't script

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When you say 3D shapes, you mean with bezier curves?
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CFandM
ForgeSmith

Posts: 4761
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Yep with the bezier curves....some old and new... smile;)
http://www.filterforge.com/forum/read...#nav_start
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Rod_D
have you seen my eraser?

Posts: 222
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Thanks CFandM! I am looking forward to those myself! smile:)
Rod
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CFandM
ForgeSmith

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It will take a little while for sure.. smile:)
Stupid things happen to computers for stupid reasons at stupid times!
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SpaceRay
SpaceRay

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It does not matter that it will take some time to make it, take your time and we will waiting for your great guide and wanting to learn from you.

At least we know something is getting done for learning how to create shapes which already is a good news. smile:)
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CFandM
ForgeSmith

Posts: 4761
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Well heres a start on this guide.. smile:) A little introduction, not much of a contents list yet..then a basic shapes intro with the polygon, ellipse etc...Then a filter to make.....So quite a ways to go on this one... smile;) smile:) I put it at mediafire...I was going to use fileden but you have to log on every month..Think I had 3 or 4 accounts that got deleted cause I did not log in on time.... smile:|

Here it is so far... smile:D
http://www.mediafire.com/?vfzn4593ouqa699
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Mardar
Graphics Junkie

Posts: 688
Filters: 61
CFandM thank you so much for a great start to shapes. Your instructions are very clear and even I could understand what you were showing me. smile:D I will be trying your example filter so I can get use to connecting all the components and begin to understand how this all works. I'll be looking for your next installment. Thank you again for doing this for we "filter challenged". smile:D smile;)
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CFandM
ForgeSmith

Posts: 4761
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You might want to grab the updated version here...For some reason part of it did not show up in the PDF... smile:|
http://www.mediafire.com/?ag7v6g4g7lih6p6
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Rod_D
have you seen my eraser?

Posts: 222
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Thanks CFandM! smile:)
I will be studying this very intensely.

Just to let you know it seems to all be there.11 pages of 11. smile:)
Rod
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Ghislaine
Ghislaine

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Filters: 270
A big thank CFandM smile:) This is very appreciated. smile:)
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CFandM
ForgeSmith

Posts: 4761
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Quote
Rod_D Wrote..
Thanks CFandM! smile:)
I will be studying this very intensely.

Just to let you know it seems to all be there.11 pages of 11. smile:)

You are welcome and have fun with this..More to come sometime.. smile;) smile:)

The app that I was using to create the pdf was cutting off the text for the settings to the bowtie...So I had to move it up just a tad then it worked..... smile:?:

You are also welcome Ghislaine..Anything to help.. smile:)
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SpaceRay
SpaceRay

Posts: 12298
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WOW!! Thanks very much for this preview and work in progress tutorial. It is very interesting and useful.

You have explained it very well and very easy to understand and can be followed and reproduce the same. Well done !!!

Thanks very much for sharing your great knowledge and helping the FF community with this.
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Morgantao
Can't script

Posts: 2185
Filters: 20
Oh my, looks better than I expected smile:)
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Hey: nice tutorial CFandM

A couple thoughts:

1) Another way to make the bowtie guy is to make half his head using a path, and then mirror one side to the other.

2) If you take a close look at my Rune Circle CCX 007filter, there are a bunch of really clever ways to make and manipulate shapes. For example:
Pre-repeating an array of text to be projected into polar coordinates.
Projecting an array of text around a non-circular shape, like a square, or triangle, etc. ('Array of text' Could just as easily be gear teeth, or Celtic knotwork, or anything else repetitive.)

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CorvusCroax
CorvusCroax

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Filters: 18
Here's the part which does the radial projecting around the non-circular shape:

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Morgantao
Can't script

Posts: 2185
Filters: 20
CorvusCroax, I have no idea what you just said, but I want a tutorial for this smile:D
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CorvusCroax
CorvusCroax

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Yeah, I get that alot... smile:|
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CFandM
ForgeSmith

Posts: 4761
Filters: 266
You are welcome SpacRay... smile:)

Quote
CorvusCroax Wrote..
1) Another way to make the bowtie guy is to make half his head using a path, and then mirror one side to the other.


Thanks for that CC...This was to show how to make a shape with just the ellipse/polygon components and a little tuning with gradients attached..This is only the first chapter per-say.. smile;) smile:) (Working with basic shapes)..Only beginning....
Working with the curve ops and bezier curves comes later on and I plan on going over that method of mirroring with a shape and with the bezier curve itself...

This is the next filter building part with just one ellipse...No curve ops yet.. smile;)

Stupid things happen to computers for stupid reasons at stupid times!
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
I found another clever way to change and configure shapes in the Sketchy Painting filter by emme

http://www.filterforge.com/filters/8847.html

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
As CFandM have put in his guide you can use many components to modify the shape of the basic components

For example I have been able to change the rectangle using the alpha channels that is already built inside the buil-in FF images.

I used the alpha channel instead of the RAW image, because it would give much cleaner result, although you can connect directly the Color control to the shape component.

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Here is a better comparison between using direct connection and alpha channel

Here is the color control connected directly to the rectangle component and as you can see the shape result is not clean and clearly defined

Although this could be seen as something bad, perhaps what you are looking for is this result and not a clean one.

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SpaceRay
SpaceRay

Posts: 12298
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Here is using the alpha channel inside the lifesaver with the get alpha component to clean the shape of the lifesaver and have it well defined.

In both of this examples I am using the "use transparency" checkbox active because if you connect directly the color control without this you will get even much worse result.

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SpaceRay
SpaceRay

Posts: 12298
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Another shape of different lines done with the Noise Gradient

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
And if you put toghether TWO of the same ones, but unchecking the vertical checkbox, you can mix box and get a cross lines shaping

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
And perhaps you may think that the above is not very interesting or useful, BUT:

What happens if you put this cross lines shapes INSIDE a filter to DRAW with this shape?

For example I have used here the Paint Chips filter by b15fliptop and ONLY replaced the square shape of this filter with the cross lines of the shape I have created above and the result is :

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SpaceRay
SpaceRay

Posts: 12298
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And here is a bigger size detailed image so you can see more clearly the crossed line shape I have created above used inside this great filter.

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Skybase
2D/3D Generalist

Posts: 4025
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Actually a couple issues here that I should note since I think there's a better way to do this really. And do mind, this post will be slightly be off topic, and in the genre of being something more about how to keep stuff clean and smart workflows to avoid creating more nodes to do something.

Generally, anything you do is acceptable in FilterForge. If it works, it's ok for you. But for the sake of render times, usability, and not shooting yourself in the foot... there's the "dos and dont's" on the FilterForge wiki. But not everybody is on the same page with that. smile;) It's expected, especially with a fairly technical program like this. smile:)

I'm assuming what SpaceRay's doing here is a demonstration of utilizing alpha to remove certain parts of the rectangle node.

The reason why this works is because the image feed or alpha feed is going directly into the "start x (and y)" slot which basically changes the coordinates around based on the map input (which is the image.) That's why the image appears. The issue with doing this is that it doesn't always work. Start XY Coordinates change based on images = the starting X Y point of the rectangle can change based on what the value is, hence it leads to "not so great" results since all you're doing is offsetting some stuff around. On the flip side, this can be beneficial if you're trying to make specific shapes, and maybe this IS the right way of doing it. Well, you know better about the filter you're making than I do. smile;)

I think feeding colors into some map inputs is inefficient There's really no rule that says "don't," and sometimes I do it because it's just convenient, but in many cases it leads to unexpected results. Feeding grayscale values is probably better since we're dealing directly with 0s and 1s. Hence you can expect results to come out just as you need it. In the cases above you have coordinates which are numerical, which means color input may result in unexpected results.



And the one thing that caught me was the use of the color control to input images. That's generally reserved for importing multiple images into 1 filter so if you're dealing with 1 image, just use the image component unless you have a really really really good reason to use that instead.

If you just have 2 shapes you want to put on top of each other, you can save yourself a blend component by just feeding the first component into the "background" of the 2nd component. This doesn't work if you want some special blend to happen in between, in that case, you should use the blend component.



smile;) Loads of stuff here, sorry of a huge post. I hate huge posts. smile:( But yeah, there you go. Some more hints on making stuff. smile;)
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CFandM
ForgeSmith

Posts: 4761
Filters: 266
Quote
Skybase Wrote..
Generally, anything you do is acceptable in FilterForge. If it works, it's ok for you. But for the sake of render times, usability, and not shooting yourself in the foot... there's the "dos and dont's" on the FilterForge wiki. But not everybody is on the same page with that. It's expected, especially with a fairly technical program like this.

Yep...In some cases the dos and dont's are great to follow but in some instances and when dealing with some shapes going out of the norm is needed.....

btw Started working on the blending part of the basic shapes tut....
Add...Subtract...Multiply...etc.... smile;) smile:) Also what to watch out for and how to fix some of the issues that come up when creating shapes like the wrench.....
I'll post when done with this section...Then it will be on to working with the curves to create shapes...

Stupid things happen to computers for stupid reasons at stupid times!
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
Skybase wrote:

Actually a couple issues here that I should note since I think there's a better way to do this really.


Of course that you can contibute and you can tell if there are BETTER ways to something, and will be very welcomed, because I do not own the truth and I am just learning, so any help will be good specially from somebody that have experience and know much about it.

Quote
Skybase wrote:

Generally, anything you do is acceptable in FilterForge. If it works, it's ok for you. But for the sake of render times, usability, and not shooting yourself in the foot... there's the "dos and dont's" on the FilterForge wiki. But not everybody is on the same page with that. It's expected, especially with a fairly technical program like this.


I agree that even if it works could not be acceptable from the usability, efficiency and search for best perfomance and render speed. And perhaps not everybody could agree to some rules, but is true that there are surely better ways than others to do things, and I am open to them.

Quote
Skybase wrote:
I'm assuming what SpaceRay's doing here is a demonstration of utilizing alpha to remove certain parts of the rectangle node.


Yes, you are right, I found this interesting and perhaps useful.

Quote
Skybase wrote:
If you just have 2 shapes you want to put on top of each other, you can save yourself a blend component by just feeding the first component into the "background" of the 2nd component. This doesn't work if you want some special blend to happen in between, in that case, you should use the blend component.


OH, thanks for the suggestion and the advice, is very to good to know it and is true that is much better your way to mix two sources instead of using the blend IF IT IS NOT really needed.
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
Skybase wrote:
If you just have 2 shapes you want to put on top of each other, you can save yourself a blend component by just feeding the first component into the "background" of the 2nd component. This doesn't work if you want some special blend to happen in between, in that case, you should use the blend component.


Thanks Skybase, I have followed your good advice and it works very well and I have deleted the blend component as you have suggested (shown below)

It would ONLY be needed if you want to have some kind of opacity difference between both results BUT for this one is not needed at all, want 100% opacity for both.

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Quote
It would ONLY be needed if you want to have some kind of opacity difference between both results BUT for this one is not needed at all, want 100% opacity for both.


You can change the alpha value via color on either of those free rectangle components and achieve simple blending.

Also if you use HDR values you can offset start coords more than values between 0 and 1. You can input negative values too. Once again, color inputs into coord value = avoid as much as possible.
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
I have another interesting shape modification I have found that is curious, I am using the Techno component, please see the attached image below

Quote
Spaceray wrote:

It would ONLY be needed if you want to have some kind of opacity difference between both results BUT for this one is not needed at all, want 100% opacity for both.


Quote
Skybase wrote:
You can change the alpha value via color on either of those free rectangle components and achieve simple blending.

Also if you use HDR values you can offset start coords more than values between 0 and 1. You can input negative values too. Once again, color inputs into coord value = avoid as much as possible


Thanks, good to know and learn more about other ways to do it. I still need to learn a lot to reach a certain basic level.

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
And as before if you use this new shape created and adjust a little the setting, you can then use it inside another already built filter, again I use the Paint Chips as above.

So this the result you will get replacing the square chips for this new Techno created shape

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
This is optimized so the texture is touching less of the borders of the rectangle and do not make straight cut as it happens on the Techno component I have posted above, and so this looks better and less squared.

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
And here is the result again using the Paint Chips fliter as the shape host

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SpaceRay
SpaceRay

Posts: 12298
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And here is a bigger detail where you see better that the texture is more mixed than before with less straight lines.

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
And here you can see even better the shapes combined in bigger size and see better the real effect

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