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

Posts: 4365
Filters: 65
Speaking of "massively awesome" and loading user images:

How about introducing a kind of generalized Map Override component?

An example based on this previous UI mockup...



Let's assume that the Particle 1 to Particle 3 inputs of the Bomber were mapped with image data generated within the filter (instead of being mapped with Color Map components as shown above). Now, what if the filter author would like to give the user the ability to override these 3 internally generated particles with their own custom images?

Right, we'd need a new component that could explicitely override the incoming image stream with user image data. In its 'inactive' state the Override component would just pass its source input data down the stream. Once active however, it would pass along the image data specified by the user.

Of course you could contruct something like this using a Switch component and a Color Map, but you'd end up with an extra Checkbox in your filter controls. The proposed Override component could compress this setup into just one control.
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Quote
Kraellin wrote:
<-- is hoping v3 is all about user requests like this one!


+1
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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James
James
Posts: 676
Filters: 46
That looks great Vladimir, if this and other GUI updates are added for V3 it will be great. smile:)
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Chas
Chas
Posts: 5
Love what I am hearing about version 3, could you add in a control to resize the maps, and affects, something that will "make fit" the affect to a non-squared image with out duplications of the maps, I know that frames do this, but would like to add the samething to the effects rendered.

Layering two or more images rocks, I am hoping we can apply different filters to each layer and render the image as a whole.

Chas
To achieve great things, first dream great dreams!
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Quote
Vladimir Golovin wrote:
The first beta should be out sometime this winter.


Well, it's already thawing again in my city... smile;) smile:D
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
Dilla??? smile;) smile:D lol... long time no see... smile:)

Everything sounds great for 3.0 enhancements...but that's not the problem...the filters are responsible for the vast majority of sales...and without implementation of any further author incentives beyond the program rewards for quality cutting-edge submissions, you might as well start offering a 90% discount...because that's the way it's going to continue to go if nothing is done about it, IMHO... Sorry, but it's well beyond a proven fact now... smile:|
Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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Kraellin
Kraellin

Posts: 12749
Filters: 99
steve,

dont forget, that 70% discount could be because FF, inc. is doing really well. ya know? smile;)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
Hey Craig smile:) I responded...but deleted it...no sense in highlighting the obvious here anymore... smile;)
Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Cold outside eh? smile:D
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softhunterdevil
check my filters

Posts: 125
Filters: 11
What about utilizing vast ground we use for components as the filter previewer also when we make filters? such as in tabs or when we middle click ?
and also please keep at least 5 types of images... human potrait, landscape scenery, lifesaver object, animal running, like diff types and filter creator should be able to choose which image to use for website preview.
please also update inbuilt filter downloader. its pain to go website everytime.
please give ability to lock some controls fr om randomness or ability to lim it it upto certain value range
some iphone/ipad/android app ?

Oh i forgot ... inbuilt 3d visualiser will come handy with basic shapes... you know for people who develop games. they will be able to assume how it would looklike in the game with lighting before they go for final render.
check my filters please
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Chazzy
Chazzy
Posts: 19
Filters: 28
Is there any chance you could add multiple selector controls to Filter Forge?

I like to allow the users of my filters to choose their own blend mode when merging images together, and at the moment I have to use IntSlider for this, which isn't ideal as people can't see what the blend modes are. A selector which offers multiple choices would ideal for something like this, and would also have other uses aswell.

Examples:

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GMM
Moderator
Filter Forge, Inc
Posts: 3491
Quote
Chazzy wrote:
Is there any chance you could add multiple selector controls to Filter Forge?


There is always hope but the chance to win a lottery is higher.
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Chazzy
Chazzy
Posts: 19
Filters: 28
Quote
GMM wrote:
There is always hope but the chance to win a lottery is higher


What a shame! It would have been such a useful addition!
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Crapadilla wrote:
we'd need a new component that could explicitely override the incoming image stream with user image data. In its 'inactive' state the Override component would just pass its source input data down the stream. Once active however, it would pass along the image data specified by the user.


We've implemented it within the new control components as an option. When you turn this option on, an input appears on the control component, and you simply plug your "default" signal there -- see the picture below.

The question is, how do we name the input? Currently, it is named "Override" but it's actually the image that is the override, not the input. Should we name this input "Default"? Any other ideas?

(BTW the first beta of FF3.0 is almost ready. We're currently squashing remaining bugs, preparing the site, server etc. If everything goes as planned, it should be out in several weeks.)

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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Nice to hear from you smile:-)

Quote
The question is, how do we name the input? Currently, it is named "Override" but it's actually the image that is the override, not the input. Should we name this input "Default"? Any other ideas?


Yeah, the override terminology is reverse - "Default" or "Default input" is definitely a better choice (the correct one IMO). Another option could be "Fallback".

While I have your attention: can we expect any new scripting features? I'm in particular hoping for some sort of basic FF API (so we can use optimal blending functions and perhaps noises)

Quote
If everything goes as planned, it should be out in several weeks.

"Several weeks" .. hehe, whats that? 2 or 200?
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Sphinx. wrote:
Yeah, the override terminology is reverse - "Default" or "Default input" is definitely a better choice (the correct one IMO). Another option could be "Fallback".


"Default Source" perhaps?
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Sphinx. wrote:
(so we can use optimal blending functions and perhaps noises)


Nice coincidence -- this is exactly what we added to scripting. Originally I planned to announce these additions in the second beta, but since there is interest we'll release them in the first beta.
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Awesome, the overrides made it in! I'm looking forward to the new beta. smile:beer:

BTW, any news on polymorphic components or Z-Depth Bombers? smile:D
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Crapadilla wrote:
BTW, any news on polymorphic components or Z-Depth Bombers?


Z-Depth, not yet. Speaking of Polymorphic Components, we don't have full-blown component polymorphism built into the infrastructure yet, but mild cases of ad-hoc polymorphism are slowly creeping into the product. For example, we already integrated HDR and LDR Bombers into a single component (the switching is done via a non-input checkbox); and the new Color Map and Grayscale Map control components can dynamically sprout a new input (see above) and switch between HDR and LDR modes based on their settings.
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cfree68
colin Fizgig

Posts: 61
Filters: 23
Could there be a way to disable elements in a pulldown menu like the overlay effects? I like to give access to them but more often than not, most of them don't have any effect on the output. It would be nice to be able to provide a subset of the options for blending effects and rename them to something more descriptive of what they do in a new pulldown.

So 19 options with only 5 that actually do anything useful become five options with accurate names for what they do.

Just a thought.
colin Fizgig
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Mike Blackney

Posts: 375
Filters: 57
Default sounds more comprehensible to me, Default Source seems more technically correct but UI-wise its meaning seems much less clear.

Very very excited about the beta smile:D
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Vladimir Golovin wrote:
Sphinx. wrote: (so we can use optimal blending functions and perhaps noises)
Nice coincidence -- this is exactly what we added to scripting. Originally I planned to announce these additions in the second beta, but since there is interest we'll release them in the first beta.


My bad. Dmitry, the developer who worked on this feature, advices to release this feature in the second beta, as it needs some extra testing. So, I'm moving this to the second beta -- sorry for misinformation.

On the bright side, we've finally found and plugged (not fixed yet) the biggest bug that delayed the release of the beta. So the beta goes into pre-release testing sometime next week.
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
softhunterdevil wrote:
What about utilizing vast ground we use for components as the filter previewer also when we make filters? such as in tabs or when we middle click ?


No tabs or middle-clicks yet, but stay tuned for the second beta.

Quote
softhunterdevil wrote:
and also please keep at least 5 types of images... human potrait, landscape scenery, lifesaver object, animal running, like diff types and filter creator should be able to choose which image to use for website preview.


Wait for the first beta smile;)

Quote
softhunterdevil wrote:
please also update inbuilt filter downloader. its pain to go website everytime.


Yes, it's a pain. It's on our list as one of the high-priority items. Don't expect it soon, though -- redesigning the filter storage is a lot of work, plus I'd like to do it when we have some concrete decisions about paid filters / paid Library section, which is a big project in and of itself.
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Can we get this as one of the new default images?

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
GMM wrote:

Quote
Chazzy wrote:
Is there any chance you could add multiple selector controls to Filter Forge?


There is always hope but the chance to win a lottery is higher.


Very good smile:D Excellent answer by GMM smile:D smile:D he is polite and found a funny way to say it as he does not want to say it will not be implemented because it is too difficult and would need lot of work as is shown in the other Vladimir Post

Quote
Vladimir Golovin wrote:
Dropdown (a.k.a List Control) was put on indefinite hold because it was going to take too long to implement (it requires a serious redesign of Filter Forge's infrastructure for control components).

Regarding the Rotate component -- we wanted to include it but we had to drop this idea because rotation breaks seamless tiling on non-square images (also true for Scale, which breaks tiling and is very slow when used with bitmap based components).
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Please, Was this options of MANUAL update as shown below, being planned for FF 3.0 ??? smile:?: smile:?: smile:?:

But they have NOT been included in FF 3.0, so I am asking if this will be included sometime.

Quote
James wrote:
It's not the filter rendering speed that is the problem it is the fact the interface is so annoying the minute you move a slider the cpu jumps back up to 100% which is bad design.


Quote
Vladimir Golovin wrote:

Speaking of manual preview update: this is a popular request dating back to our first beta. Here's how it might look in the interface when implemented:




And the same function in the Filter Editor:

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Morgantao
Can't script

Posts: 2185
Filters: 20
Did you win the lottery yet, SpaceRay? smile:D
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
Morgantao wrote:

Did you win the lottery yet, SpaceRay? smile:D


No smile:D Would this mean that there is very low possibilities that we will not see this feature added to FF ? The same as in lottery? smile:D

Vladimir has ALREADY SHOWN this feature INCLUDED in FF so, this must have been already done and developed and was going to be included in FF 3.0 so I do not understand why if they have already done it and was included then this has been taken out and is not available. smile:?:
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Morgantao
Can't script

Posts: 2185
Filters: 20
In one word: Photoshop smile;)

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
In one word: Photoshop ?? smile:?: smile:?: smile:?:

Sorry I do not understand, is that this was not compatible with Photoshop ? smile:?:
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Morgantao
Can't script

Posts: 2185
Filters: 20
Look at the image I attached in my previous post. find 4 differences from YOUR version of FF smile:D
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Sorry I had a problem with GMM confusing 6000 for 60000, and now I have not been able to see those differences smile:D smile:D I must have more attention to things smile:D

Please, are this the differences ? smile:D

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Morgantao
Can't script

Posts: 2185
Filters: 20
Other than the numbers on the filters, yes, those are the differences.
The numbers are due to me having almost all filters on the library, and very little time to see what each of them does.

Once the catalog tool will be operational, I will start looking at each and every one of the 8600+ filters, arrange them in folders, take notes, add keywords and rate each of them, so I can have a clue what's available when I need something.

That shouldn't take more than 5 years smile:D
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