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Lucato
FF addicted

Posts: 505
Filters: 39
Hi folks, here I'll post all my suggestion that came up while using the amazing new Filter Forge Beta 2. Btw, congratulations FF team! Amazing improvements so far!

Well, these requests posted here are different from those featured wishes I've posted previously here (A bunch are still needed and fits for 2.0+) as you can check below:
- Ideas for Filter Forge 1 (Main Interface);
- Ideas for Filter Forge 1 (Editor Interface);
- Ideas for Green Components;
- Ideas for blue components;
- Ideas for controls.

LEGEND:
MI=Main Interface;
EI=Editor Interface.

IDEAS FOR FILTER FORGE BETA 2.0+

1) Filter selector (MI):
We would have a checkbox or in the view menu an option to select if we want to show only filters/textures version 2, version 1 or both;

2) Rendering quality (MI):
Maybe on the right side of the []Show original we would have a dropdown list for rendering quality with factory presets (FF team know the best settings for each case) and a custom option. So, the dropdown would contain for example the options:
- Fast
- Medium
- High
- Custom (Based on the setting in the options)

3) Coming soon...
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Regarding the rendering quality idea -- I have some ideas about implementing undersampling, i.e. rendering with less than one sample per pixel for quick and rough previews and for rendering maps where precision isn't needed (e.g. blur sources), but we haven't prototyped anything yet, so most likely it won't make it into 2.0.
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Lucato
FF addicted

Posts: 505
Filters: 39
Hey Vlad, good to hear from you. Thanks for your reply.
I see. That's why I said for 2.0+ that can be 2.9, 3, 4, 5... Just keep in mind than. Hehehe

So, while we don't have this option, would you guys from FF post a topic about how to set in the options all those checkboxes and samples scans for achieving the best rendering for each case (Fast, Medium and High-Resolution)? IMHO, it would be interesting to know.

Thanks and have a nice weekend.
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Lucato -- we don't have any specific settings in mind yet, we'll have to think and prototype this first.
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Betis
The Blacksmith

Posts: 1207
Filters: 76
I think the Bomber component should have 5 tints instead of the global one, and each tint would go to each particle. This would allow you to use one source image for all particles, and have different colors for each particle. (Particle in this case is more like one of the 5 source images for each particle.
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Quote
Betis wrote:
I think the Bomber component should have 5 tints instead of the global one, and each tint would go to each particle. This would allow you to use one source image for all particles, and have different colors for each particle. (Particle in this case is more like one of the 5 source images for each particle.


Hmmm.... here's something that's kinda like what I was thinking of.

Picking colors from a color range.
The current Bomber has a Global Tint option which basically changes color for everything based on any given node (or itself). This option works, but I wish there was an option to select the color from a given range. For example, the user can set a gradient from blue to red which becomes the basis of where colors are picked from. I think it's a lot more intuitive.
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Skybase wrote:
The current Bomber has a Global Tint option


This is incorrect -- tint is not "global", it is per-particle. If you want to pick colors from a gradient, plug Noise / Elevation Gradient combo into the Tint Color input. I prefer a Stones noise with Solid Color and Flat turned on.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Quote
Vladimir Golovin wrote:

This is incorrect -- tint is not "global", it is per-particle. If you want to pick colors from a gradient, plug Noise / Elevation Gradient combo into the Tint Color input. I prefer a Stones noise with Solid Color and Flat turned on.


Oh my it works the way I unimagined of working. It's a rather unique approach actually. If you think about it, many particle-plugins/programs have an option for range-based color selection which is often useful. But if this works, I guess it's ok. Not sure if this is intuitive or unintuitive still.
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Skybase, the current approach is less intuitive than gradients, but it's much more powerful.
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Lucato
FF addicted

Posts: 505
Filters: 39
3) Installation:
When installing the Filter Forge 2, it would create the Menu folder "Filter Forge 2" and the link "Filter Forge 2" instead of "Filter Forge" in the programs menus;

4) Coming soon
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Lucato wrote:
When installing the Filter Forge 2, it would create the Menu folder "Filter Forge 2" and the link "Filter Forge 2" instead of "Filter Forge" in the programs menus;


Uh, doesn't it already do that?
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Lucato
FF addicted

Posts: 505
Filters: 39
Quote
Vladimir Golovin wrote:
Uh, doesn't it already do that?


Nope, I mean, at least in my equipment. Maybe it is because I got the Filter Forge 1 installed too? Do I need to uninstall it to make the folder name/link work as 2? Vlad, when you install over there to you get the folder/link as "Filter Forge 2" instead?
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
As far as I know, FF2 should install as a separate product in Program Files and a separate Photoshop plugin. We'll clarify that.
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Lucato
FF addicted

Posts: 505
Filters: 39
Quote
Vladimir Golovin wrote:
As far as I know, FF2 should install as a separate product in Program Files and a separate Photoshop plugin. We'll clarify that.

Thanks, I'll be waiting your feedback on that subject here to know if you get as 2 over there or if it is some issue just with me.

Talking about separated Photoshop plug-in. Another suggestion in the installation process:

4) Installation process:
When installing the Filter Forge 2, besides installing automatically the graphic application plug-ins path it would ask (browse...) the folder where we want to install the FF2 plug-in. So I would pick the wished folder whe I store my plug-ins from different as the default ones;

5) coming soon...



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dmorrill
Posts: 15
Hello,

I don't visit the forums often, so I'm not sure how often this feature has been requested, but...the number 1 thing I would like to have in FF is the ability to see a full-size preview in the editor. Presumably this would be in the form of a separate window that I could position on my other monitor. Every other similar editor I have used (e.g. Genetica and the now-defunct Texture Maker) have had this capability.

It really drives me nuts using that small, fixed, always too small, preview area on the left side of the editor. Thank you for considering this...

Dave Morrill

David Morrill
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Kraellin
Kraellin

Posts: 12749
Filters: 99
lucato,

on both my machines, (both pc's), FF1 installs as "Filter Forge" and FF2 installs as "Filter Forge 2". this is true both on the desktop icons and in windows explorer for the main folders.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Lucato
FF addicted

Posts: 505
Filters: 39
Quote
Kraellin wrote:
on both my machines, (both pc's), FF1 installs as "Filter Forge" and FF2 installs as "Filter Forge 2". this is true both on the desktop icons and in windows explorer for the main folders.


Hi Craig, thanks for your reply.

Yup, #3, needs to be deleted, it is working correctly, but as I don't get to modify or delete my own post after somebody posting in a sequence, it remains there. It was my fault with a little mistake due some confusion with info/download as you can check here.
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Kraellin
Kraellin

Posts: 12749
Filters: 99
ah, ok.

good to see you're still around, by the way smile:)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Lucato
FF addicted

Posts: 505
Filters: 39
Thanks Craig! ;0)

5) Search Filters:
The 'Search Filters' function within FF now a days just searches the typed text within filters titles and it should also search within the filter keywords. Better if it had a dropdown or checkbox on the side of 'Search Filters' to opt to search within only 'keywords' or 'Titles' or both. It also would be a single checkbox. If checked (default), would check within keywords and titles, if not checked, just within titles as it is now a days;

6) coming soon...
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softhunterdevil
check my filters

Posts: 125
Filters: 11
A good collection of suggestions ... Here are my two cents ... I am new to the forum and pardon my ignorance if I am not right or already has been asked... would like "Lucato" and other eminent forum members to justify their validity ...

1. Ability to group components by user ... like various subparts of filter editing components ... each group doing some particular thing ... differentiating the groups either by particular colour of title or by colour glow or background rectangle ... just like you can group shapes in corel draw and ability to lock them ... and attach a comment or heading for each group for user easiness to remember and work on filters. Ability to assign a key to quickly select or focus or highlight the group ... like a f1-12 function key or ctrl + any no.

2. Ability to attach comment/hint to each component ... for future reference ... just like programmers use /* comments in coding*/ ... which will show the hint on title bar or on mouse hovering and also the parameters and values of that component on mouse hovering without selecting it.

3. Ability to arrange components automatically by considering their operation hierarchy from left to right / or right to left ... and same level of hierarchy of components should be placed in the same coloumn from top to bottom.

4. One menu to clean up unused components.

5. This is difficult ... could be possible in future ... but suggesting or automatic cropping down of extra components or resource heavy components ... from what filter a user has created ... and replacing them with simpler hierarchy or lighter components ... resulting in same end result.
check my filters please
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angelboiii
maya dude
Posts: 107
Filters: 20
Didnt read all the comments above smile:D so probably all form my "list" have been said before:

1. Grouping of nodes (even if just visualy) - like UDKs comment in shader nodes.. So you can group network of nodes and give the box that surrounds the nodes a name - like "DIFFUSE", "PATTERN 2" etc.. and you can move the whole box with nodes around..

2. Window with snippets - a window with list (or thumbnail?) of snippets that you can drag into your network.. it sucks to recreate the certain node networks you use all the time over and over again.. or to close the filter, open a snippet, copy and paste into the filter your working on.. that way you could have list of node networs like "BASE CONCRETE", "BASE METAL", "ROTATE 45" etc.. and you would just drag it and connect..

3. WHY DONT I WRITE THOSE THINGS DOWN??? I HAD ABOUT 6 MORE! But i forgot.. will remember eventualy smile:D

Otherwise.. EXCELENT!!!!!
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CFandM
ForgeSmith

Posts: 4761
Filters: 266
Quote
softhunterdevil wrote:
1. Ability to group components by user ... like various subparts of filter editing components ... each group doing some particular thing ... differentiating the groups either by particular colour of title or by colour glow or background rectangle ... just like you can group shapes in corel draw and ability to lock them ... and attach a comment or heading for each group for user easiness to remember and work on filters. Ability to assign a key to quickly select or focus or highlight the group ... like a f1-12 function key or ctrl + any no.


Its been on the Wishlist
Stupid things happen to computers for stupid reasons at stupid times!
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Grouping is definitely a must-have feature, but alas it won't make it into V2.0. Architecturally, grouping is entangled with a number of other high-impact features, which all require quite a lot of design and programming effort. I did spend 3 full-time months on it but failed to pull it all together into a coherent architecture so far.
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Lucato
FF addicted

Posts: 505
Filters: 39
6) Value button (Components adjustments):
In the Beta 3 we have the value buttons now that we get to click and drag left/right to change the values which is really cool. I got a suggestion that we would have an option to click once over the button and it goes to next 50% value of the range value option and if click twice it goes back to zero value. So, for example if a variable is from 0 to 100, if I click on the button once, it goes to 50, if I click once again it goes from 50 to 100, if click once again it goes to the next that is back to 0. Now, I'm on 50 and click twice on the button, it sets the value to 0. Well just a suggestion. ;0)

7) Coming soon...
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Lucato wrote:
I got a suggestion that we would have an option to click once over the button and it goes to next 50% value of the range value option and if click twice it goes back to zero value. So, for example if a variable is from 0 to 100


Lucato, the whole point of the spinner/dial control is that variables it is controlling don't have any range -- they are unlimited! Otherwise, we would simply use the existing Slider control smile:D

As for the reset to zero, we'll probably bind it to right click, as in 3DS Max -- we have this on the list on low priority.

Also, did you know that you can hold Shift while using the spinners/dials to speed them up?
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Miavir
The Cat who walks through Worlds

Posts: 132
Filters: 18
My suggestion would be to make the Progress Bar actually show progress *before* rendering. In V1, there was always a 'pause' from the time you did something that caused a new render, and the point that the actual render started and the progress bar started showing green in parts, but the Pause tended to be short (few seconds).
Under V2, the pause is still there, but especially with shadow occlusion turned up, it can take minutes or even hours smile:evil: . The problem here becomes 'Nothing is happening, is it still running, has it not noticed I did something, or has it crashed ?'. I've stopped running renders because I was not sure anything was still going on smile:(
My Suggestion would be to make the progress Bar do something even during this pre-rendering phase. For instance, turn the progress bar blue immediately when you start working to give feedback that things have started, then progressively turn it gray as you complete whatever it is you're doing, until you're finally ready to actually render, and the progress bar is fully gray. Handle the progress bar as before from there on.
In ancient Egypt, Cats used to be revered as Gods.
Cats have never forgotten this.
And rightly so.
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Kraellin
Kraellin

Posts: 12749
Filters: 99
+1 good suggestion!
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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angelboiii
maya dude
Posts: 107
Filters: 20
Dont know where elase to put this, so im putting it here..

NON-SEAMLESS tiling on the non-seamless components should be an option.. If i wouldn uncheck it in my preferences it would work the same way it works now in Stage3..
But if i would uncheck it (and it would give me a warning that it will give me some strange results..) then the non-seamless nodes would still work in a seamless filter, but they would just work in the pixel space you have, beyond that, they would just repeat! and then its up to me to use those components in the way it makes sense to me.

It's bad that you cant use, lets say, rotate in a seamless texture, even if the shape your rotating doesnt go to the edges of the pixel space, so it would tile just fine.. or you cannot easily scale something to 2x, which would also tile just fine.. or use some free gradient, which wouldnt tile fine, but i would be fine with it not tiling fine, just as long as everything else in the network of my nodes tiles.. fine..

For me, using FF to create game textures, it is ESSENTIAL and part of the FF appeal, that textures are TILEABLE..

But if there is some technical issue with it not beeing possible i understand, ill just have to use the old components..
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
angelboiii wrote:
NON-SEAMLESS tiling on the non-seamless components should be an option..


We considered including an "Enabled" option for the seamless tiling dropdown in the Overrides dialog -- turning it on would ensure that the Seamless Tiling checkbox is always enabled no matter what components are used in the filter. Would this solve your problem?
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angelboiii
maya dude
Posts: 107
Filters: 20
Sure!! That would be awesome and would solve a lot of problems smile:) Right now i cant use any of the new awesome transform components, but that would really boost the "productivity" up.. it sucks to do simple scale either with bomber or the old way, with the offset and gradient (must always refer back to the snippets (or WIKIs "Offsets_Demystified" on what goes where and at what settings smile:D)
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
OK, adding it to the list for Stage 4.
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ronjonnie
Designer / Artist

Posts: 809
Filters: 320
Good morning Everyone,

Great suggestions, & THANK YOU Vladimir! smile;)
The BEST just keeps gettin better!

Have a GREAT day! smile:)

Ron
zazzle.com/Ronspassionfordesign*
So much to learn, so little time.
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angelboiii
maya dude
Posts: 107
Filters: 20
Creating huge networks gets messy fast.. a lot of long connecting lines is easy to get lost in.. So my idea is this:
Transmission and Reciever NODE..
Like this.. the link between them is hidden unless you mouse over either the T or R node.. they are also marked Tx and Rx..

Like this..


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Lucato
FF addicted

Posts: 505
Filters: 39
Nice idea Angelboiii, just adding to your great idea, besides the mousing over and showing the connection line, maybe another option or use both would be when you click twice over the T1, it would move (scrolls automatically) your screen to R1.
Well, something like that. ;0)
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Kraellin
Kraellin

Posts: 12749
Filters: 99
angelboiii,

i'd do it a little differently. i'd do it as the first one becomes 'A1' and it's receipt point becomes 'A2'. if there's more than one, then the next becomes 'B1' and 'B2', then 'C', and so on down the alphabet. the reason for this is, what if you're transmitting more than one line out from a given point? let's say you had three going out. so, A1 is the source point and A2 is the first receipt, and A3 is next and A4 follows that. now, that's not all that different from what you're suggesting, but now let's add more than one source point. so, now you still have all the A's, but your next source point becomes 'B1' and so on like the A's did.

the difference is, in your method you could end up with a whole lot of T's and a whole lot of R's. i think that could be a bit confusing. you could reverse it and do 1A, 2A, 3A and so on but that would get weird too with too many 1's and 2's and so on.

i have some VERY large filter trees, one of which has about 400 components, iirc. i think i'd get confused pretty quickly by trying to match up this T with that R even with the number system following.

also, i'd like the option to NOT use this system if that's how i wanted it.

i would also suggest to everyone to go read the early suggestions posted throughout the forums and the wish list compiled by dilla, i think it was. there's a LOT of good stuff in there smile;) i remember a few, like grouped components, pins for routing lines around things, different colored lines and so on. go read. there's some great stuff there! smile:)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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angelboiii
maya dude
Posts: 107
Filters: 20
Sure, Kraellin, those "transmitter/reciever" would be components, just like any other, any you would choose on which connections you would use them.. the way i imagine it.. or you would right mouse click on the connection and choose "split" or something like that.. totaly optional..
The "T1/R1" naming convention is the first thing that popped into (pooped onto??) my head.. it would have to be a little bit more taught out than my original idea smile:)
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Kraellin
Kraellin

Posts: 12749
Filters: 99
maybe we could even make those components double-duty components. we could use them your way plus add the function of making them pins for actually positioning the lines and making angles in the lines.

it's a good idea, regardless smile:)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

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

Posts: 4365
Filters: 65
Quote
angelboiii wrote:
NON-SEAMLESS tiling on the non-seamless components should be an option.. If i wouldn uncheck it in my preferences it would work the same way it works now in Stage3.. But if i would uncheck it (and it would give me a warning that it will give me some strange results..) then the non-seamless nodes would still work in a seamless filter, but they would just work in the pixel space you have, beyond that, they would just repeat! and then its up to me to use those components in the way it makes sense to me.


I completely agree with this.

Quote
Vladimir Golovin wrote:
OK, adding it to the list for Stage 4.


Excellent! That should solve some issues I'm having with the current implementation. Any chance we could get that in a stage 3 hotfix? smile;) smile:D
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Mike Blackney

Posts: 375
Filters: 57
Quote

Vladimir Golovin wrote:
As for the reset to zero, we'll probably bind it to right click, as in 3DS Max -- we have this on the list on low priority.

Also, did you know that you can hold Shift while using the spinners/dials to speed them up?


The right click would be great. I didn't try holding shift, that's nice.

I'd love to see added to the math components something like a Saturate node to clamp whatever comes in to a range (default to 0..1). You can do it with min/max, but it's something that looks very handy right now with all the new math components.
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BenBeckwith
Posts: 136
Filters: 8
How about a down-sampling node? Would operating on a down-sampled image save much time? Sometimes, portions of my filter don't need to be full res, like if I'm going to guassian blur something. If this decreases render time then I think it would be worth while.
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Betis
The Blacksmith

Posts: 1207
Filters: 76
Hey yeah, I like that. Efficiency is good.
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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angelboiii
maya dude
Posts: 107
Filters: 20
Been working on some textures lately and my "networks" are huge.. I do something one day and when i open it the next, im lost smile:)

Ever since i got that idea about "transmitter and reciever" node i've been seeing all the places i could put that to good use.. and now i think it should look like the image attached (link to larger file included..).. Just try to imagine this in a big network of nodes.. you could have diffuse on one end and from it just one node.. and you feed that node to any other part of the network you like.. oh, and the image i forgot to include more inputs from the same output, so you can of course have one outgoing "PATTERN" and as many incoming "PATTERN" nodes as you like..

Vladimir, any chance we will see this implemented? smile:D

HIREZ:
http://tinypic.com/r/263bz0o/5

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angelboiii
maya dude
Posts: 107
Filters: 20
Forgot to mention it, you would name the outgoing node "SOMETHING" and incoming node "SOMETHING" and they would connect to eachother.. as i imagine it.. if you would name one "SOMETHING" and the other "SOMETHINGSOMETHING" it would give you an error saying there isnt enything named "SOMETHINGSOMETHING"..
More elegant way would of course be that you would name the outgoing node, incoming would give you dropdown menu of all the available incomings..
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ronjonnie
Designer / Artist

Posts: 809
Filters: 320
angelboiii wrote:
Quote
NON-SEAMLESS tiling on the non-seamless components should be an option..

We want - Seamless option on the NEW components PLEASE.
PLEASE PLEASE PLEASE!!! smile:eek:

SOOOOO very frustrating with out this Vladimir. smile:!: WE want this bad! Trying to make seamless tiles in Photoshop with the filter results....! This is a MUST HAVE OPTION. PLEASE HELP US!

I love the program but would love it more if we could have this.

Have a good evening! smile:)

Ron
zazzle.com/Ronspassionfordesign*
So much to learn, so little time.
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ronjonnie
Designer / Artist

Posts: 809
Filters: 320
Good morning Everyone,

Vladimir,

I pray that you heard our plea.


angelboiii wrote:
Quote:
"NON-SEAMLESS tiling on the non-seamless components should be an option.."

Ronjonnie wrote:
Quote:
"We want - Seamless option on the NEW components PLEASE.
PLEASE PLEASE PLEASE!!! smile:eek:

SOOOOO very frustrating with out this Vladimir. WE want this bad! smile:!: Trying to make seamless tiles in Photoshop with the filter results....!
This is a MUST HAVE OPTION. PLEASE HELP US!

I love the program but would love it more if we could have this. "


Thank you Vladimir for your help.

Have a GREAT day! smile:)

Ron
zazzle.com/Ronspassionfordesign*
So much to learn, so little time.
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