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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

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This may just be another weird 'dilla' idea, but I was wondering what would be possible if we could freely tilt and rotate the height-vector that defines the surface height axis in surface-type filters.

Currently, this height-vector is always perpendicular to the image plane, but if one had the ability to freely rotate and tilt it (and also set its 'length'), isometric representations of height would be possible in addition to the traditional top-down view, opening up a wide field of possibilities for new surface effects. We would no longer have to fake isometric effects with 2D-methods, like in the filter examples below...


Maze 2D


Pixel Scape™


Spelunker's Scribble

This could be an additional 'Isometric Surface' filter type or just a checkbox enabling 'isometrics' on our beloved standard surface filter.

One could also imagine this kind of functionality in the form of a dedicated isometric 'Extrude' component. It would have a Source input, which would be extruded along a freely rotatable vector according to the Height map input and the parameters set for Angle and Extrude (which controls the extrusion 'length' or 'percentage').
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Kraellin
Kraellin

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i like that idea.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Carl
c r v a

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wouldn't that effect the seamless tiling smile:|
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

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It should still be seamless...
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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CorvusCroax
CorvusCroax

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+1

I often wish I could 'tilt' the plane of the bumpmap offset from something other than perpendicular to the image plane. Would be even better if it could seamlessly tile.
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StevieJ
Designer/Artist

Posts: 11264
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Quote
Crapadilla wrote:
freely tilt and rotate the height-vector that defines the surface height axis in surface-type filters.

Good.....
Quote
Crapadilla wrote:
set its 'length'

Even better.....
Quote
Crapadilla wrote:
FF break into 3D

Best!!! smile:| ..... smile:dgrin:

I know Vlad doesn't want to get into 3D with all the other apps out there.....but I still think he should get into it for the total package.....with the abilities of something like VRay..... smile:devil:

I've been doing some mad experimentations with FF to acheive more of a 3D appearance.....and have had some luck "faking it out" by using extreme concave/convex HDRI images.....
Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
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Quote
StevieJ wrote:
I know Vlad doesn't want to get into 3D with all the other apps out there.....but I still think he should get into it for the total package...


I don't think that is going to happen, ever. Not even if FF was acquired by Autodesk... smile;)
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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StevieJ
Designer/Artist

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Yeah, I think you are right about that.....so your suggestion here would probably be the best you could hope for..... smile:)



Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
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Quote
Crapadilla wrote:
One could also imagine this kind of functionality in the form of a dedicated isometric 'Extrude' component.


Here's an example of why an Extrude component would be useful: The 2D method currently used to 'fake' isometric extrusion shows edge artifacts!

In effect, the method works by stacking copies of the source layer on top of eachother (6 copies in the example below). With more copies the edge 'jaggies' become smaller, but you can't get rid of them entirely, and each new layer introduced to reduce the artifacts increases the rendering time.

--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Dilla,

Can you post a copy of (or link to) that last filter? I have one trick that is a slight improvement over the duplicate/offset/repeat method you might be interested in.

TD
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jffe
Posts: 2869
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It almost seems like motion blur and then a threshold might allow simpler stuff like the blue maze to be accomplished with smooth edges. Just an idea.

jffe
Filter Forger
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ThreeDee
Lost in Space

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Quote
jffe wrote:
It almost seems like motion blur and then a threshold might allow simpler stuff like the blue maze to be accomplished with smooth edges. Just an idea.


Exactly what I was going to suggest...
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
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Quote
ThreeDee wrote:
Can you post a copy of (or link to) that last filter?


I gave the link above... it's the Maze2D filter.

Been thinking about the motion blur method too, but I don't like using blurs unless absolutely necessary.
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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ThreeDee
Lost in Space

Posts: 1672
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It is significantly faster than stacking offsets, but it has a downside due to the inaccuracy of the blur -- it offsets by one pixel, which you then have to fiddle with.
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StevieJ
Designer/Artist

Posts: 11264
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***cough*** smile:D

I'm liking this "Custom Height Enhancement" idea more and more every day!!! smile:devil:
Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Quote
Crapadilla wrote:
This could be an additional 'Isometric Surface' filter type or just a checkbox enabling 'isometrics' on our beloved standard surface filter.

One could also imagine this kind of functionality in the form of a dedicated isometric 'Extrude' component. It would have a Source input, which would be extruded along a freely rotatable vector according to the Height map input and the parameters set for Angle and Extrude (which controls the extrusion 'length' or 'percentage').


So, no plans for 'isometric' support via a new component or even a new filter-type? smile:(
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Kraellin
Kraellin

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i'm glad you reminded me of this thread, dilla. i was thinking about this and coupling what you're after here with un-tieing the height from the result component, wouldnt it be possible to do some, or even all, of what you have in mind by simply making a height component all by itself? i mean, add an offset to that and wouldnt that give you the isometric aspect?

but i think for more depth you're going to have to go 16 bit. with height currently tied to gray scale you either have to add a multiplier, which is probably possible, or you increase your byte size and thus your height scale.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
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Quote
Kraellin wrote:
un-tieing the height from the result component


That's not directly what I am after, and I probably should have named this thread differently... something like "Isometric Extrusions" or something.

What I'm after is the ability to create isometric projections (or Axonometric projections) more easily, really. Currently, surface filters give you a planar projection of height, which makes sense for textures/effect filters. But for graphical stuff this can be limiting, and I've attempted to overcome this in several filters (posted them above).

You could make this possible by

a) introducing a new component (the 'Extrude' I suggested above, which would be my preference). This would allow us to do isometric extrusions on any source input, which are just graphic representations (i.e. fakes) of height. They don't have anything to do with the height map of a surface filter.

b) allowing the user to freely define the height vector in the Result component, an 'Isometric Surface' filter type if you will. I don't know whether this is possible/feasible at all though.

Quote
Kraellin wrote:
but i think for more depth you're going to have to go 16 bit. with height currently tied to gray scale you either have to add a multiplier, which is probably possible, or you increase your byte size and thus your height scale.


Sorry, I've got no idea what you're talking about here. Since FF is calculating in double-precision float, height maps are already way beyond 16-bit internally.
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Kraellin
Kraellin

Posts: 12749
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ok, i think i follow what you want with the isometric extrusions. and you're right, the height map would have little to nothing to do with it.

hmmm, i've probably got something misunderstood here about the height map, then. but, double precision simply means two word storage in digital, where one of the words is the floating point representation. so, you can still only have values of gray at a minimum of 0.00, black and a max of 255.00, as far as i understand it. yes, you can have a ton of intermediates, but still only a max of 255 and a min of 0. so, unless you remove the decimal point parsing, it's always goign to be min 0, max 255 for your height vales.

then again, if you're parsing the two word value as if each increment in the decimal place were a whole number relative to height, then yes, you'd have a ton of potential depth. but, my experiecne so far in FF says they're not doing it that way. then again, i've been known to be a complete idiot where some of this is concerned. but, since you werent thinking of the same thing with your isometric view as i was, it's kinda moot anyways, since you're not dealing with the height mapping.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

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Bump smile:D smile:D smile:D
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Betis
The Blacksmith

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+3
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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Vladimir Golovin
Administrator
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Unfortunately, the current code doesn't allow to implement this easily. Basically, this would require a serious rewrite of the FF renderer, which I wouldn't like to do at this point.

Also, why do an isometric renderer? A better idea would be to slap a real, general 3D renderer on top of FF -- this would open much more possibilities. However, this is not something we'd like to explore at this point -- because of the rendering speed. We'll look at this again when the hardware rendering situation becomes clearer (personally I'd bet against CUDA&Co in favor of chips like Larrabee, but I'd like to wait and see what the market has to say on that).
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meyendlesss
???????????

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Quote
A better idea would be to slap a real, general 3D renderer on top of FF


That's something I'd sure love to see.
I use FF alongside 3d programs and often times wish they were both in one package. Even if there was a way to access FF from 3d progs as a plug-in or something it would be cool.
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