Messages 541 - 585 of 974
First | Prev. | 11 12 13 14 15 | Next | Last |
Romaq |
Thank you! As it turns out, I ended up using Blender to create the sculpty shown here:
![]() FilterForge will cheerfully strip the RGB channels out of the resulting image. Blue is just hex 0x808080h (flat grey). The intent is to use the blue channel as a heightmap. Green is just the red channel flipped 90 degrees. My hope is to understand how to create the red channel which, in grey-scale, appears like this: ![]() The filter you posted points the way for me. I think what I will have to do is play with FilterForge to 'work backwards', say using a straight profile gradient to 'undo' the straight profile gradient down the middle of the red channel, then try to figure out the curved profile at the edges which goes from 'not quite black' at the top to 'not quite white' at the bottom of each side. Although at this point, I think perhaps I would do better to focus on using my created image from Blender as a blank, then use FilterForge to create the deformations to the starting shape. The height-map of a filter would be applied to the blue channel, and the ambient map (or straight resulting image) would be applied to the sculpty map as a texture. The main thing is to keep the main thing the main thing, and getting lost in recreating the blank I already have in hand may not be so useful, except for me to better understand what I can do with the FilterForge tool. |
|||
Posted: March 24, 2012 8:46 am | ||||
ThreeDee
![]() |
||||
Posted: March 24, 2012 1:20 pm | ||||
ThreeDee
![]() |
And here is the filter.
I don't know how sculpties work, but you may have some use for the Lookup component if you need to make the same transformation for your blue noise channel as is needed for the red and green channels. If that is the case, you can route your blue channel noise input to the Lookup component source and connect the Lookup output to your final blue channel. Sculpty map.ffxml |
|||
Posted: March 24, 2012 1:23 pm | ||||
Romaq |
That's exactly it! Yeah, a Sculpty is a texture that works somewhat like a normal map, only where a normal map applies to a projection of a surface polygon to add/ subtract to the base polygon shape, a sculpty applies to a single point in space create the appearance of a mesh. Sculptys do have limitations that make true mesh WAY better, but a sculpty is *cheap*: it's just an image mapped to a point in space.
Your filter works perfectly! Now the thing for me to do would be to use this as a base to create a texture that both deforms this base mesh and (using your switch) creates the surface texture map that gets applied to the sculpty. The deformations to the mesh map and the texture will be off the same noise data. Thanks for the help! I love your Planetary Noise Generator filter too, and I've used it to create a few things. I just wish there was a means to collapse all of your transformations into a 'black-box' where I give it two noise components (or possibly one stretched?) as inputs and have the result deformed for 'planetary mapping'. Anyway, I'll work on something using what you have given me. I know of some people (Torley being one of them) who may be interested in texture that create both the sculpty map and a matching surface map for things in Second Life. ![]() |
|||
Posted: March 24, 2012 2:22 pm | ||||
Mongoose King
![]() |
Ohh, cool to see someone else interested in sculpties! Yay!
I made this lil snippet a while ago to achive a similar effect. Not quite the same, this one collapses the vertexes outside the range into the edge. It has the downside that it gives you a jagged edge, but the upside is that the remaining vertex grid is undistorted, so no texture distortion. Also, you'll notice on mine it crystalises it to a 32x32 grid. This helps make sure you get the correct values to ensure proper spacing when it's reduced to a 64x64 tga Sculpt Frame Trimmer.ffxml Release the Mongoose! |
|||
Posted: March 24, 2012 7:09 pm | ||||
Romaq |
Excellent! I didn't think to take that approach. The end goal I had was to have the sculpty rotate about the axis, say clockwise once every 10 seconds, then have a texture animated rotation counter-clockwise once every 9.9 seconds. The intent is to have a liquid surface with ripples. Your solution may be the better one for the purpose, I'll have to kick it around to see.
[img]https://s3.amazonaws.com/lecs-community-secondlife/23547_sculptScaleTest1-nurbsSphere1.bmp[/img] I hope there is an image above that is a sculpty sphere. I'd love to get some filters that create both, say a 'rock texture' as well as the sculpty map that the texture applies to. That way it would be trivial to generate a sculpty rock and the texture map at the same time from the same noise data. Your snippet shows me how to create a switch for 'texture map' vs 'sculpty map' without having to start with a new image size for scaling. I'll have to see what can be done with the resources at hand. ![]() |
|||
Posted: March 25, 2012 12:43 am | ||||
Mongoose King
![]() |
I know the effect you mean. I have some waves that work like that. the ones I have just use a square grid and makes the texture 100% transparent outside of a circle in the middle.
Having it animate on a distorted grid could be a problem, as the distortion on the texture won't match the grid when it starts to rotate. The sphere thing I've got a fair idea how to do it.. just gotta do the gradients for the basic map. Release the Mongoose! |
|||
Posted: March 25, 2012 7:28 pm | ||||
Romaq |
I enjoy this dialog, but perhaps we should start a Sculpty Discussion thread to keep this out of "Suggest a New Filter."
The point of rotating in one direction and animating a rotation in the other would be to have things 'mostly' sit still, except the deformations would cause a semi-random looping wobble, appearing something like waves and caustics. EDIT: I started such a thread here, and if those who have contributed to the discussion would please repost their work there, that will get us out of everyone else's hair and make it easier to find. Of particular use is the filter by ThreeDee that creates a four-corner circle. Mongoose King countered with a Sculpt Frame Trimmer. A good demo would be the upload of a filter that creates the four-corner circle and has a slider for XY noise (red and green channel by the same percent) and Z noise (noise on the Z plan separately). I can see the filter accepting an input image, then the Z axis noise would brighten/ darken the produced image as if the height-map were applied to it. Toggle a filter control, and instead you get the 32 x 32 sculpty, though of course the 'sculpty' would be the same resolution of the image, but would be ok if reduced to 32 x 32. I'm confident I can create this based upon the work already presented here in this thread, but I don't want to steal thunder from either ThreeDee or Mongoose King. Mongoose King also came up with a different approach to the problem by hiding the corners of the sculpty to make it round. Whichever way you slice it, please consider reposting your wonderful filter examples on the thread, and perhaps we can get the attention of others who would have an interest in using FilterForge for sculpty mapping. |
|||
Posted: March 25, 2012 9:56 pm | ||||
Aurum
![]() |
Hello all!
Not sure if here, or in "scripting" would be the place to suggest this particular filter, but here goes. I'm wondering if it is possible to create some kind of script node which produces what's known as the "Diamond-square algorithm". For use in generating terrain heightmaps for 3D game development. I've tried a few different methods to generate some decent terrain using various Perlin noise deformations, but it's simply not quite the same. Don't know if anyone wants to help but yeah....just throwin' it out there. ![]() |
|||
Posted: April 24, 2012 5:07 pm | ||||
Skybase
![]() |
Well you got me started with the Diamond Square Algorithm. It sounds doable with the lua scripting and there are some copyrighted examples floating on the web. Although not sure if it'll be just plug-n-play. I guess I should wait about that.
|
|||
Posted: April 24, 2012 8:07 pm | ||||
Hape
Posts: 8 |
||||
Posted: May 23, 2012 8:27 am | ||||
uberzev
![]() |
Here's my interpretation of the holes/blobs effect...
![]() ![]() The blobs are a bit grid-like but I think I nailed the distortion formula which stumped me for a bit... ![]() uberBlobs [pre-release].ffxml |
|||
Posted: June 1, 2012 7:25 am | ||||
uberzev
![]() |
No idea what I'm doing
|
|||
Posted: June 1, 2012 7:37 am | ||||
Indigo Ray
![]() |
||||
Posted: June 1, 2012 8:07 am | ||||
Ghislaine
![]() |
Cool uber !
visit https://gisoft.ca |
|||
Posted: June 1, 2012 9:52 am | ||||
uberzev
![]() |
||||
Posted: June 1, 2012 10:17 am | ||||
uberzev
![]() |
This one uses a different formula, more organic/less precise...
![]() uberBlobs Organic [pre-release].ffxml |
|||
Posted: June 1, 2012 11:20 am | ||||
soho
Posts: 37 |
![]() I write through the translator. |
|||
Posted: June 1, 2012 12:18 pm | ||||
Morgantao
![]() |
This is cool, uberzev!
Not only the distortion effect, but also the noisy background ![]() |
|||
Posted: June 1, 2012 3:49 pm | ||||
Betis
![]() |
Woah I bet the effect could totally be reversed for some wicked water drops on a surface.
![]() ![]() Roses are #FF0000
Violets are #0000FF All my base are belong to you. |
|||
Posted: June 1, 2012 6:39 pm | ||||
Indigo Ray
![]() |
||||
Posted: June 4, 2012 7:56 pm | ||||
SpaceRay
![]() |
Nice and very good suggestion for a FF filter, although as you say is difficult to make and get a good effect like this Amazing kirlian photography Also can be like electrifying things ![]() could be like the Xenofex electrify filter for Photoshop |
|||
Posted: June 4, 2012 9:11 pm | ||||
SpaceRay
![]() |
Another possible suggestion that Is not yet done in the library (at least I have not seen it) is to make this kind of bubbles
![]() And what about a filter that could simulate and make a complex texture with lines that could be similar in some way to the Bird´s Nest Olympic Stadium of Beijing ![]() ![]() ![]() ![]() ![]() ![]() AND also make some kind of Voronoi pattern or something similar to the bubbles pattern in the Water cube (Water Sports Olympic Stadium in Beijing) ![]() ![]() ![]() Please, See also this Nice Shading effect |
|||
Posted: June 4, 2012 9:16 pm | ||||
Skybase
![]() |
Similarly....
http://en.wikipedia.org/wiki/Apollonian_gasket and when you derive points from it... you get http://en.wikipedia.org/wiki/Apollonian_network And it takes code to do it efficiently. ![]() Least the steel nest is a bit easier to accomplish. |
|||
Posted: June 4, 2012 11:21 pm | ||||
SpaceRay
![]() |
Thanks very much Skybase for the Apollonian Gasket information, I did not know about his fractal beauties.
Although to make one of this is REALLY COMPLEX ![]() How to compute and draw Apollonian gasket ? Beatiful examples of these ones http://www.fractalforums.com/index.ph...w;id=10663 http://flickrhivemind.net/Tags/apollonian/Interesting |
|||
Posted: June 4, 2012 11:44 pm | ||||
jfrancis
Posts: 3 |
Frequency Separation
There is a lot of interest among retouchers in separating images into high and low frequencis, retouching the high frequencies (where the blemishes live)while preserving skin pores, retouching the low frequencies (where broad discoloration lives) and then recombining them into a finished retouched photo. A long thread devoted to this topic Here is an example of someone digitally ironing the wrinkles in a suit without disturbing the detailed woven pattern: ![]() Has anyone done any FF work along these lines? I guess it would be more of a two filter set, or a single filter that outputs two intermediate images, the high and the low. |
|||
Posted: June 24, 2012 3:25 pm | ||||
Skybase
![]() |
Part of that being discussed is described here: http://www.filterforge.com/wiki/index..._Blur_Lore
|
|||
Posted: June 24, 2012 9:05 pm | ||||
soho
Posts: 37 |
||||
Posted: July 11, 2012 3:54 am | ||||
Morgantao
![]() |
Oooooh, that's a cool effect!
|
|||
Posted: July 11, 2012 12:43 pm | ||||
Skybase
![]() |
||||
Posted: July 11, 2012 1:30 pm | ||||
Indigo Ray
![]() |
Soho, thanks for showing us that, it was really cool!
![]() ![]() But if you have a photo and a "depth map" (distance of everything from the camera) to go along with it, you might be able to get similar results. Are there cameras that record this kind of data? ![]() |
|||
Posted: July 11, 2012 5:41 pm | ||||
Skybase
![]() |
We can get "orientation" pretty easily but not depth without user input. We can also just deal with luminance maps and attempt to get the effect. I mean, I feel like this stuff starts becoming all about if we can make the effect using what we have. Of course the full effect can be achieved in 3D as described. But because we're limited in the data set we'd have to come up with work arounds for achieving a similar look.
![]() Here's another attempt using basic luminance maps. ![]() |
|||
Posted: July 11, 2012 11:18 pm | ||||
Carl
![]() |
||||
Posted: July 11, 2012 11:41 pm | ||||
Skybase
![]() |
I like what Carl's doing better.
|
|||
Posted: July 11, 2012 11:43 pm | ||||
soho
Posts: 37 |
I've just recently watched this video and data are not available. This is probably done in After Effetsts.
I write through the translator. |
|||
Posted: July 12, 2012 1:52 am | ||||
Skybase
![]() |
I don't think it was done in After Effects in part because the effect of it is textured on the surface of objects. It's more likely either a shader or a render style developed in the software they were using. AE was probably used to add additional detail and composite but After Effects typically can't do that without being programmed to.
|
|||
Posted: July 12, 2012 2:06 am | ||||
soho
Posts: 37 |
Texture seems to be animated
I write through the translator. |
|||
Posted: July 12, 2012 1:04 pm | ||||
Ghislaine
![]() |
Carl and Skybase, love your examples.
visit https://gisoft.ca |
|||
Posted: July 12, 2012 1:24 pm | ||||
Morgantao
![]() |
Texture isn't really animated, it's more like a filter that has been rendered on each frame individualy.
Where there's no too much difference between frames, like when a camera pans, or a car goes by, the effect of the filter looks like it's animated. Like what you guys are doing so far. Wish you can figure it out and post it to the library ![]() |
|||
Posted: July 12, 2012 6:42 pm | ||||
Carl
![]() |
As I say mine was just a quick mod of Wicked Weave [ all the structure was already there ], to get those long continuos lines is the trick, but I don't think impossible.
|
|||
Posted: July 12, 2012 10:11 pm | ||||
Morgantao
![]() |
Get on it then
![]() |
|||
Posted: July 13, 2012 2:23 am | ||||
Grosvenor
Posts: 20 |
I'd love to see a filter with classic Greek key border patterns. I've searched through FF and can't find any. Extra bonus points if they can be wrapped around shapes.
![]() If such a filter already exists and I just missed it, I'd be grateful if you could point me in the direction! |
|||
Posted: July 13, 2012 11:45 am | ||||
Morgantao
![]() |
I dunno about a greek border filter that exists on the library, but don't expect to have one that can be wrapped around a shape.
Shape following\wrapping is kind of a holly grail for FF filter makers ![]() |
|||
Posted: July 13, 2012 6:36 pm | ||||
Grosvenor
Posts: 20 |
Well I'd be happy with just some flexible basic Greek Key patterns
![]() Here are a bunch of examples: Greek Key page |
|||
Posted: July 13, 2012 7:59 pm | ||||
CFandM
![]() |
||||
Posted: September 5, 2012 7:50 am |
Filter Forge has a thriving, vibrant, knowledgeable user community. Feel free to join us and have fun!
33,711 Registered Users
+18 new in 30 days!
153,531 Posts
+36 new in 30 days!
15,347 Topics
+72 new in year!
18 unregistered users.