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Carl
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When pluging in a component into the Background I expected it to be in the B/g not as the sreen shot shows

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Vladimir Golovin
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It looks like the Particle Mode is set to Lighten or something like that. Try setting it to Normal.
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Carl
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Yep thats what it was smile:blush: Thanks smile:)
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

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Stupid question from someone currently unable to install and play around with the beta (I'm just absorbing the info available on the beta page):

Is there a way to control the Z-Depth of particles via a map input (i.e. a greyscale heightmap that determines the Z position above/below the image plane for each particle?

I'm asking because -- looking at the bomber parameters list -- it appears to me that this functionality is missing.
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Carl
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Quote
Crapadilla wrote:
Stupid question

I see I've started the stupid questions thread LOL smile:D

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Vladimir Golovin
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Dilla, currently there's no Z-depth control. What uses would you have for it?
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Crapadilla
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Quote
Vladimir Golovin wrote:
Dilla, currently there's no Z-depth control. What uses would you have for it?


I'm thinking of the z-depth grayscale map as a way to directly influence the sorting/layering order of particles. Particles in black areas of this "z-depth map" would be "in the back" and those in white areas "in front".

I will post some examples of what I have in mind when I'm back from my vacation this weekend.
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Kraellin
Kraellin

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Quote
Crapadilla wrote:
I'm thinking of the z-depth grayscale map as a way to directly influence the sorting/layering order of particles


+1 smile8)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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CorvusCroax
CorvusCroax

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+1 sounds great.
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

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Some examples of the sorting/layering problem, as promised...

For my Kingdoms filter project I intend to use the Bomber for scattering various things like moutains, forests, cities, etc.

A quick bomber test for the mountains yielded the result below. I set the background to a light gray so that the particle alpha remains visible. Note how the random sorting/layering scheme of the Bomber does does not work properly for this application, as evident in some mountains overlapping the wrong way.

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

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What would be necessary here is the ability to assign a custom sorting/layering order via a map input -- in this case mapped with a linear black/white gradient (as seen below) -- which assigns a per-particle Z-depth value.

--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Vladimir Golovin
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I'm afraid this would also require the ability to specify the origin or the pivot point per particle.
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

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Quote
Vladimir Golovin wrote:
I'm afraid this would also require the ability to specify the origin or the pivot point per particle.


smile:?:

Hmmm... Why so? I'm not after changing particle position in the image coordinate space.

[Besides, how does the bomber know WHERE to place a particle if it doesn't already posess a pivot X/Y coordinate?]

Rather, I'd be interested to know how the depth sorting is executed: Does the bomber sort by particle ID? Something like this appears to be the case when one examines a single particle layer with a density of 2 or more. Obviously, the first particle drawn is the top-left-most and the last particle drawn is the bottom-right-most (see image below).

Couldn't this sorting be changed by reading a greyscale "depth" value from a map input?

--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

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Another example: What if I wanted my particles to neatly depth-sort themselves according to a heightmap (like the Techno noise in the image below)? Wouldn't this be a desirable functionality? One could create truly complex (and awesome) heightmaps for surface-type filters this way, and much more...

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Crapadilla
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Here's the filter... Note that I had to slice the heightmap into 7 layers and use 7 bombers to get there. Quite unwieldy!

smile:hammer: smile:hammer: smile:hammer: smile:devil:

Heightmap Bombing Test.ffxml
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Crapadilla
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Another 7-layer prototype of what heightmap-based sorting could look like (again color-tinted with the underlying heightmap)... hmmm... smile:)

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Crapadilla
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Yet another... since there are only 7 layers, the 'height-sorting' is far from perfect on this one.

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

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Coming back to my mountain scatter tests: With no Chaos whatsoever in use, the sorting works fine!

--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

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Using V Chaos, things start falling apart. Sorting order hasn't changed, which is why mountains that have moved "up" in image coordinate space appear to be incorrectly depth-sorted.

So, the sorting appears to be hardwired to a "scanline" method, numbering particles from left to right, top row to bottom row.

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

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In summary:

I'm strongly convinced that the Bomber - even though it is a 2D particle system - is missing out on huge loads of potential by neglecting the area of custom z-depth sorting of particles.

This is especially true if one plans to use Bomber in Surface Filters, where one has to be able to make particles conform to the height map. In FF, we're faking 'depth' all the time, so why stop here? True, the component is already huge, but why not bring the Bomber capabilities up to par with commercial 2D particle systems!?

So, please please please! Give us a Depth and a Depth Chaos map input!

As usual, that's just my personal 1.618 cents take on the 'productization' of this component.

Dilla out! smile:devil: ... smile:hammer: smile:loveff:
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Dmitry Sapelnikov
Filter Forge, Inc. AKA Egret
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Dilla, There are two big problems with direct z-depth controlling
The first one(technical):
rendering with z-depth ordering needs additional computations (i.e. array sorting, which is not very cheap anyway)
The second one (logical and UI):
The z-depth input needs a required input like refraction or heightmap inputs (guess why? smile;) )
So we want to introduce newbie-confusing, and speed-decreasing feature. Of course, such 'bad' input must be optional. But the infosructure for adjusting component inputs isn't ready yet. smile:(
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Crapadilla
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Quote
Egret wrote:
The z-depth input needs a required input like refraction or heightmap inputs (guess why? Wink )


Why a required input? Couldn't you just default to the current hard-wired sorting behaviour if there was nothing connected to the depth map input? In that case the feature wouldn't be newbie-confusing at all.

Quote
Egret wrote:
rendering with z-depth ordering needs additional computations (i.e. array sorting, which is not very cheap anyway)


Again, if nothing is connected to the depth input, the Bomber could behave like it does now, couldn't it? Only with a zdepth map connected would the additional array sorting be needed. Consequently, rendering speed would only be decreased if one actually used the zdepth feature, no?

Quote
Egret wrote:
So we want to introduce newbie-confusing, and speed-decreasing feature. Of course, such 'bad' input must be optional.


Let's just call it an optional feature for advanced users. smile;) smile:D
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Dmitry Sapelnikov
Filter Forge, Inc. AKA Egret
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Quote
Crapadilla wrote:
Again, if nothing is connected to the depth input, the Bomber could behave like it does now, couldn't it?

If we create z-depth input as non-required for mapping, z-depth slider will do NOTHING. smile:(
It's against the philosophy "You change it - you see the result"
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

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Quote
Egret wrote:
If we create z-depth input as non-required for mapping, z-depth slider will do NOTHING.


Well, it will only do nothing if there's nothing connected to it! smile;) But you're right, I see your point now with the 'required input'. smile:blush: smile:)

So, instead, would it be possible to create a 'polymorphic' bomber component that includes both the current 'no-zdepth' (as a default) and my suggested 'zdepth' versions?
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Indigo Ray
Adam

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Quote
Egret wrote:
"You change it - you see the result"

This is not the case with some existing controls. When the details slider is 0, the roughness slider does nothing. When the reflectivity slider is 0, the metallic slider does nothing. Same with the rotation control on the ellipse when the squash is 0.

Quote
Crapadilla wrote:
'polymorphic' bomber

Combine LDR with HDR, and then have a separate zdepth bomber?

Uses:
-When objects are laid out on a map (like the mountain example)
-When objects are placed on top of each other (like stones on a riverbed)
-When objects come out from underneath others (like hair, fur or grass)
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Dmitry Sapelnikov
Filter Forge, Inc. AKA Egret
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Quote
Crapadilla wrote:
would it be possible to create a 'polymorphic' bomber component

'polymorphic' bomber is planned (actually HDR bomber is a temporary solution for
the different sets of blending modes)
As I've written before, the infrastructure for such components is under development.
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

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Thinking about some more applications for 'zdepth sorting'...

Imagine! We could plant some trees alongside ThreeDee's roads! smile;) smile:D

--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Carl
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Quote
Crapadilla wrote:
Imagine!

that would be pretty cool smile8)
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Vladimir Golovin
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Quote
Crapadilla wrote:
Well, it will only do nothing if there's nothing connected to it! But you're right, I see your point now with the 'required input'.


A good solution would be to introduce a new kind of an input, a "mildly-required input", or a "map-only input", an idea somewhat similar to our existing required inputs.

Essentially, it will be a map-only input which, like a required input, doesn't have a control to adjust its value -- but it does have a map slot. When unconnected, it won't implicitly pass any 'warning sign' image as a substitute for a connected map, it will just do nothing.

Instead of the "Must Be Connected" text it will show a less annoying gray text like "Map-Only Input".

(Note to myself: if we implement such inputs, we should replace the "Must Be Connected" text with "Required Input" text, and correct the help page for required inputs accordingly. Map-Only Inputs would get their own help page.)

P.S. Don't interpret this as a promise smile:)
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

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Quote
Vladimir Golovin wrote:
P.S. Don't interpret this as a promise


I'll interpret this as: "Dilla, we're looking into it! However, I wouldn't expect results until beta stage 4 or 5." smile;)
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Deskar
The bits for the bit workers

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+1 to Z-depth grayscale map
smile8)
To bit or not to bit
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

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Just checking... is my z-depth bomber request still on the back of the devs' minds or has it been cast out into oblivion?

I'm guessing 'low priority' and 'FF 4.0' here? smile;) smile:D
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Vladimir Golovin
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Quote
Crapadilla wrote:
Just checking... is my z-depth bomber request still on the back of the devs' minds or has it been cast out into oblivion? I'm guessing 'low priority' and 'FF 4.0' here?


I'm looking at the first prototype right now smile:D

We've implemented the map-only input (a.k.a. "mildly-required input") I talked above, and it works great. The Z-order algo itself, on the other hand, could turn out to be problematic. The current implementation sorts particles only within octaves (particle layers), but the octaves themselves are sorted normally, that is according to the current setting of the Layer Order parameter.

Dmitry is currently working on cross-octave sorting, but from the look of his face, I don't think it's gonna be an easy ride.

Low priority, in this case, means "right now" -- we're waiting for the GUI guys to finalize the draggable window separators (which took A LOT longer than we expected), plus we have the map-only input implemented for another purpose, so why not?

If we manage to implement the cross-octave sorting, we'll release the new Bomber with FF3.0.
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

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Vlad, that is excellent! Thanks for the update. smile:loveff:
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

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Dang, I had hoped to see the prototype in beta stage 3. smile;)

Go, Dmitri, go! smile:beer:
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

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Many many thanks for finally implenting the 'Depth Map'. I'm a very happy Crapadilla now! smile:D
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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SpaceRay
SpaceRay

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Now we will have to see how you Crapadilla are going to use the new "depth map" and I think and suposse that you may already have plans for this new implemented feature.

I am glad that you are very happy with this smile:)
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

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Quote
SpaceRay wrote:
Now we will have to see how you Crapadilla are going to use the new "depth map" and I think and suposse that you may already have plans for this new implemented feature.


Well, for starters, I'm planning on finally realizing a project that has been in hibernation for ages...

<<< Spoiler Alert! >>> smile:D
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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