Tree/group/module setting: in case there are way too many setting in the list, we use a group or whatever you want call it to hide some of them, and when we need them, we expand the setting group.
it also works to have an option of hide a control compo in the setting list, but this way users lose a bit ability of controll.
There is another one kind achieve same as above: get a randomizer control compo to give out some non-controllable options to the filter, which i mean it gives every node a unique number to differenciate the variation between each of them. The variation value now in FF (im talking about the setting in all noise node) are totally the same or to be specific, the increment are totally the same.
it has its use but having a randomizer could make more awsomness.
Not RGB math compos, just Math compos witch will be really really useful to controll the value of settings
btw, if we add an input node onto all control components, it will be more and more crazy things coming out.
a Randomizer could also be in this type of components.
Final Output Transform node
After a tilable filter was created, some user may want do some transform to it, and we do it in this node, it will automatically calculate the length and width of the image to get it perfectly tiled, and as the result, maybe the image will not be a 1 by 1 square anymore, but user could put those texture directly into use on their project.
In case that if we do any transform before the result node, the result could be un-seamless-tilable..
That's it. I hope some people will agree about these ideas.
not productive at all.
|Posted: February 20, 2012 1:15 pm|
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