it would be better if you could show the black and white (heightmap)
from what I can tell, make some blotchy noise, like clouds or fractal sum.
in another layer drop down some repeating radial gradients, experiment with the blend modes on the brush, wild guess: multiply or lighten/max.
then use the radial gradient layer as a mask over the noise layer.
Wouldn't you also be able to get this with a radial blur?
Start with something like a Grain filter set to contrasty/enlarged, choose one of the colour channels, copy/paste into a new layer, then a radial blur set to spin at a a very low value.
Ofcourse, if filterforge/Substance Designer can do it better go with that, but I hope mine will do in a pinch.
Jerc: share it publically! If someone finds this through Google, it'll be nice if they can find a link.
Hi @Jerc! I also want to know how to make that. I hope you wouldn't mind sharing it to the rest of us via a link (I know it's been almost four years now, but I just need it badly).
Replies
from what I can tell, make some blotchy noise, like clouds or fractal sum.
in another layer drop down some repeating radial gradients, experiment with the blend modes on the brush, wild guess: multiply or lighten/max.
then use the radial gradient layer as a mask over the noise layer.
this is the only pic i have (grabbed for the web)
height on the left
http://www.filterforge.com/filters/6927.html
You might also be able to get it to tile, but I kind of doubt it.
thank you for you help guys !
Jerc: this is perfect ! i'll be glad if you could share your graph.
Thank you again !
Start with something like a Grain filter set to contrasty/enlarged, choose one of the colour channels, copy/paste into a new layer, then a radial blur set to spin at a a very low value.
Ofcourse, if filterforge/Substance Designer can do it better go with that, but I hope mine will do in a pinch.
Jerc: share it publically! If someone finds this through Google, it'll be nice if they can find a link.
(I know it's been almost four years now, but I just need it badly).