{"id":3082,"date":"2010-03-04T07:00:53","date_gmt":"2010-03-04T05:00:53","guid":{"rendered":"http:\/\/4eyes.code66.se\/?p=3082"},"modified":"2012-03-05T10:48:31","modified_gmt":"2012-03-05T08:48:31","slug":"making-a-dungeon-door-filter-in-filterforge-2-part-6","status":"publish","type":"post","link":"http:\/\/4eyes.code66.se\/?p=3082","title":{"rendered":"Making a dungeon door filter in FilterForge 2 &#8211; part 6"},"content":{"rendered":"<p>Yes, you can do more with those doors, much more. I got this weird idea, metal doors, stone doors and most of all, spiked doors. This will be easy to do in <a href=\"http:\/\/www.filterforge.com\/?affiliateid=200100725\" target=\"_blank\">FilterForge<\/a> 2 beta, as Polygons will do the work for us here too.<\/p>\n<p><!--more--><\/p>\n<p>So, first, we make a stone texture that we can use for the stone doors.<\/p>\n<p><a href=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/02\/dd6-01.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-3083\" title=\"dd6-01\" src=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/02\/dd6-01.jpg\" alt=\"\" width=\"283\" height=\"199\" \/><\/a><\/p>\n<p>We create a new <strong>Assemble HSL <\/strong>component, that we feed from the same sliders we used for the wood, but use different remap values, so the saturation will be very low, making almost grey color.<\/p>\n<p><a href=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/02\/dd6-02.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-3084\" title=\"dd6-02\" src=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/02\/dd6-02.jpg\" alt=\"\" width=\"450\" height=\"321\" \/><\/a><\/p>\n<p>Now, we create a <strong>Tiles<\/strong> component and feed the <em>Tiles<\/em> input with the color we made. We set the mortar to a balanced grey color. We add a <strong>Noise Distortion <\/strong>component, and feed the output from the <strong>Tiles<\/strong> component to the <em>Source<\/em> input of the <strong>Noise Distortion<\/strong> component, this is a trick I&#8217;ve learned to make a random looking stone texture, like the rocks and stones we have here in Sweden. We use the sliders for Hue, Saturation and Lightness to control those settings on the <strong>Tiles<\/strong> component to.<\/p>\n<p><a href=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/02\/dd6-03.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-3085\" title=\"dd6-03\" src=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/02\/dd6-03.jpg\" alt=\"\" width=\"309\" height=\"247\" \/><\/a><\/p>\n<p>This is how the <strong>Noise Distortion<\/strong> is set up. As you can see, we use a rather high roughness and a medium distortion to get that look of areas with about the same color.<\/p>\n<p><a href=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/02\/dd6-04.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-3086\" title=\"dd6-04\" src=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/02\/dd6-04.jpg\" alt=\"\" width=\"291\" height=\"200\" \/><\/a><\/p>\n<p>Now, for the bronze and gold doors, I use another <strong>Assemble HLS<\/strong> component where the <em>Hue<\/em> is in the red-yellow segment, using the sliders to control the settings here as well. Then it is almost the same thing as with the wood, make a heightmap, that is rough for the stone and very smooth, with small marks for the metal.<\/p>\n<p><a href=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/02\/dd6-05.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-3087\" title=\"dd6-05\" src=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/02\/dd6-05.jpg\" alt=\"\" width=\"450\" height=\"319\" \/><\/a><\/p>\n<p>Now, we need spikes, so we build the using Polygons with 3 sides, which we the use the <strong>Offset <\/strong>component to place where we want them, and the merge them with a <strong>Blend<\/strong> component.\u00a0We also make shadow and height versions of these too.<\/p>\n<p><a href=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/02\/dd6-06.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-3088\" title=\"dd6-06\" src=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/02\/dd6-06.jpg\" alt=\"\" width=\"450\" height=\"567\" \/><\/a><\/p>\n<p>Then we use more <strong>Offset<\/strong> components to move the pairs, and then we blend them together in several steps.<\/p>\n<p><a href=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/02\/dd6-07.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-3089\" title=\"dd6-07\" src=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/02\/dd6-07.jpg\" alt=\"\" width=\"238\" height=\"190\" \/><\/a><\/p>\n<p>And here are the spikes. I got a comment back at the Dundjinni forum about having spikes on both sides of the door from aegean, and then Bogie replied <em><strong>T<\/strong><\/em><em><strong>hat depends on just how evil the homeowner is! <\/strong><span style=\"font-style: normal;\">So I added a switch to drop the spikes on one side.<\/span><\/em><\/p>\n<p><a href=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/02\/dd6-08.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-3092\" title=\"dd6-08\" src=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/02\/dd6-08.jpg\" alt=\"\" width=\"160\" height=\"160\" \/><\/a><\/p>\n<p><em>(JPEG with white background to show the result size)<\/em><\/p>\n<p><em><span style=\"font-style: normal;\">As you can see, the results from FilterForge when making doors are always square. You can have none square images, but then the whole logics in the filter fails. But you don&#8217;t want to sit and manually sit at cut away that, specially as I&#8217;ve been using my FFBatchRender and have almost done my next stupid project. (<\/span>As you know, why do it when you can overdo it<span style=\"font-style: normal;\">).The project is 1001 doors, yes that&#8217;s true. I will put a kit available on Ninegods with 1001 doors, but I did not want to cut away the waste manually on 1001 doors, and I didn&#8217;t find any program that did this easy, batch wise, so I spent an evening writing <strong>CropIt!<\/strong>. <\/span><\/em><\/p>\n<p><em><span style=\"font-style: normal;\"><a href=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/02\/dd6-09.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-3093\" title=\"dd6-09\" src=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/02\/dd6-09.jpg\" alt=\"\" width=\"450\" height=\"415\" \/><\/a><\/span><\/em><\/p>\n<p><em><span style=\"font-style: normal;\">It has only a simple GUI where you use sliders to set the rectangle you want to crop the image to, but it does what I want and crop the images fast enough. I didn&#8217;t even bother to use more than one thread, as it cropped all the 1001 images in about 2 seconds.<\/span><\/em><\/p>\n<p><a href=\"http:\/\/4eyes.code66.se\/wp-content\/uploads\/2010\/03\/CropIt.app_.zip\">CropIt!.app<\/a><\/p>\n<p><a title=\"next\" href=\"http:\/\/4eyes.code66.se\/?p=3096\">Tomorrow<\/a>, we&#8217;re gonna see some doors.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Yes, you can do more with those doors, much more. I got this weird idea, metal doors, stone doors and most of all, spiked doors. This will be easy to do in FilterForge 2 beta, as Polygons will do the work for us here too.<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[4,8],"tags":[26,13],"class_list":["post-3082","post","type-post","status-publish","format-standard","hentry","category-mapmaking","category-tools-of-the-trade","tag-cropit","tag-filterforge"],"_links":{"self":[{"href":"http:\/\/4eyes.code66.se\/index.php?rest_route=\/wp\/v2\/posts\/3082","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=3082"}],"version-history":[{"count":6,"href":"http:\/\/4eyes.code66.se\/index.php?rest_route=\/wp\/v2\/posts\/3082\/revisions"}],"predecessor-version":[{"id":7264,"href":"http:\/\/4eyes.code66.se\/index.php?rest_route=\/wp\/v2\/posts\/3082\/revisions\/7264"}],"wp:attachment":[{"href":"http:\/\/4eyes.code66.se\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=3082"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/4eyes.code66.se\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=3082"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/4eyes.code66.se\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=3082"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}