{"id":2189,"date":"2010-01-05T08:14:15","date_gmt":"2010-01-05T06:14:15","guid":{"rendered":"http:\/\/4eyes.code66.se\/?p=2189"},"modified":"2010-01-05T08:14:15","modified_gmt":"2010-01-05T06:14:15","slug":"filterforge-making-a-ruined-pavement-filter-part-one","status":"publish","type":"post","link":"http:\/\/4eyes.code66.se\/?p=2189","title":{"rendered":"FilterForge &#8211; making a ruined pavement filter, part one"},"content":{"rendered":"<p>I realized that I needed a pavement texture for <a href=\"http:\/\/www.dundjinni.com\/\" target=\"_blank\">Dundjinni<\/a>, that looked a little ruined, but not as destroyed as the ones I already have, and I also needed it to be multi tiled, which the existing ones for FilterForge didn&#8217;t do well, so here wo go.<\/p>\n<p><!--more-->Let&#8217;s start up <a href=\"http:\/\/www.filterforge.com\/?affiliateid=200100725\" target=\"_blank\">FilterForge<\/a>, and create a new filter.<\/p>\n<p>We start with creating the basic setup for setting the stone pavement texture, using two <strong>Color<\/strong> inputs and a <strong>Stones<\/strong>.<\/p>\n<p><a href=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2009\/12\/bp01.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-2197\" title=\"bp01\" src=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2009\/12\/bp01.jpg\" alt=\"\" width=\"400\" height=\"216\" \/><\/a><\/p>\n<p>The Stones noise is setup this way:<\/p>\n<p><a href=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2009\/12\/bp06.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-2191\" title=\"bp06\" src=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2009\/12\/bp06.jpg\" alt=\"\" width=\"313\" height=\"404\" \/><\/a><\/p>\n<p>Now, we create a new kit for setting the Mortar color, or this isn&#8217;t really mortar, it is the underlaying sand that will come up between some of the tiles, but we call it Mortar as this is what it is mostly like. Using two <strong>Color<\/strong> selectors, \u00a0a <strong>Cells<\/strong> and a <strong>Perlin Noise<\/strong>, we can create a rather satisfying mortar. The output from the <strong>Cells<\/strong> drives the <em>Noise<\/em> input of the <strong>Perlin Noise<\/strong>, and the <strong>Mortar Base Color<\/strong> drives the <em>Background<\/em> input if the <strong>Perlin Noise<\/strong>.<\/p>\n<p><a href=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2009\/12\/bp02.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-2196\" title=\"bp02\" src=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2009\/12\/bp02.jpg\" alt=\"\" width=\"400\" height=\"426\" \/><\/a><\/p>\n<p>And this is how the <strong>Cells<\/strong> and the <strong>Perlin Noise <\/strong>are all setup:<\/p>\n<p><a href=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2009\/12\/bp04.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-2193\" title=\"bp04\" src=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2009\/12\/bp04.jpg\" alt=\"\" width=\"312\" height=\"313\" \/><\/a><a href=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2009\/12\/bp05.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-2192\" title=\"bp05\" src=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2009\/12\/bp05.jpg\" alt=\"\" width=\"313\" height=\"417\" \/><\/a><\/p>\n<p>Ok, we got some patterns to use for building our texture, but whats more? To create some tiles, we will use the <strong>Tiles<\/strong> component, and we will use multiple Tiles components and mix the results together, to achieve the effect we are looking for.<\/p>\n<p><a href=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2009\/12\/bp03.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-2195\" title=\"bp03\" src=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2009\/12\/bp03.jpg\" alt=\"\" width=\"240\" height=\"309\" \/><\/a><\/p>\n<p>As you can see, the <strong>Tiles<\/strong> component will fill a few tiles, leaving others blank, the component is setup like this:<\/p>\n<p><a href=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2009\/12\/bp07.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-2194\" title=\"bp07\" src=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2009\/12\/bp07.jpg\" alt=\"\" width=\"313\" height=\"426\" \/><\/a><\/p>\n<p>As you can see, it is setup to generate maximum randomness for the tiles using the <strong>H,L,S<\/strong> settings all maxed out. The <em>Repeat<\/em> input will later be connected to s Integer Slider. Let&#8217;s save the filter, and call it Bad Pavements.<\/p>\n<p>So, this is all for today, tomorrow we will continue to see where this tile will take us.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I realized that I needed a pavement texture for Dundjinni, that looked a little ruined, but not as destroyed as the ones I already have, and I also needed it to be multi tiled, which the existing ones for FilterForge didn&#8217;t do well, so here wo go.<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[4],"tags":[13],"class_list":["post-2189","post","type-post","status-publish","format-standard","hentry","category-mapmaking","tag-filterforge"],"_links":{"self":[{"href":"http:\/\/4eyes.code66.se\/index.php?rest_route=\/wp\/v2\/posts\/2189","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/4eyes.code66.se\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/4eyes.code66.se\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/4eyes.code66.se\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/4eyes.code66.se\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=2189"}],"version-history":[{"count":4,"href":"http:\/\/4eyes.code66.se\/index.php?rest_route=\/wp\/v2\/posts\/2189\/revisions"}],"predecessor-version":[{"id":2302,"href":"http:\/\/4eyes.code66.se\/index.php?rest_route=\/wp\/v2\/posts\/2189\/revisions\/2302"}],"wp:attachment":[{"href":"http:\/\/4eyes.code66.se\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=2189"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/4eyes.code66.se\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=2189"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/4eyes.code66.se\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=2189"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}