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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
I have made this filter Color Squares with Photos and it has 2 bombers with 10 particles, BUT I wanted to be able to control where the bomber puts the particles instead of having they at totally random.



As seen in this image above, in the filter I have made that each sqaure is filled with an image and having 10 images (5 each bomber) I have made that each of the bomber fills half of the result, but the distribution inside depends on the random seed given by the variation setting value

According to the FF Bomber Help page it seems that the position and distribution of the particles can be controlled and customized using other components

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By default, a single particle is placed at the center of each grid cell, but its position, as well as the opacity, rotation angle, size, offset and other parameters, can be fine-tuned, randomized or mapped with other components


What other components could be used to position especifically the particles with the bomber instead of random?

If the first particle is placed at the center, what happen with the second, third, etc.?

What I want is that if I have 5 color controls input, I want to be able to define that the first color control will be positioned the first one, the second control will be the second, and so on.

I have been trying to this with chances values, but is still random.

CROSSWORD WITH WORDS INSTEAD OF RANDOM LETTERS

Also had the idea to use the great letters made by ThreDee to make crosswords using this well done filter Crossword Generator by Bowlarama and be able to define which letters go where instead of filling the crossword with random letters.

Thanks very much for any help
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Well well well... you set yourself up for some quite a challenge.

ThreeDee already provides us with a very simple method for inputting sentences. Basically we need a way to tile the text correctly based on string count. Then you can knock out the characters accordingly.

And using the bomber to produce words... would be amazing! Although I just don't see it being easily doable. The bomber's limited in scope. I kinda had some thoughts as I was writing this, but it's ... really insane if we do it just with nodes. REALLY insane given the volume of 26 letters.

Or maybe I'm blowing it out of proportion but still... I really can't imagine other methods if you're going for "just nodes".
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Thanks for your answer, but it seems that your answer, is about the second part of my post about the words, and I think that both things are the same, because the letters are the same as if they were images loaded as particles, so if you know how to put in order the color controls, I think it would be the same for the letters.

I agree with you that being able to make simple words in FF, would be good altough it can be hard if as you say you want to have them all available at the same with 5 bombers (25 letters) and to control all of them would be perhaps complex.

I do not know if the above is clear enough so I will explain it again

Do you know about placing the images in the SAME order as the color controls?
As said, that the first color control image appears in the first place of the squares of the above screenshot example, then it would appear the image from second color control and so on, and when reach the 10th color control it would start again
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
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Do you know about placing the images in the SAME order as the color controls?


Look at how ThreeDee ordered the list of items in the letter filter. The part where I'm saying "ThreeDee already provides us with a very simple method for inputting sentences." applies to images.

And I didn't answer this because... errm... maybe I'm being too hard. Answers are in my filters, threedee's... everybody's really.
"What other components could be used to position especifically the particles with the bomber instead of random?"

Answer: ANYTHING (black/white image preferred) that you feed into chance / Offset HV will control the location of particles. smile;)

This is one of those questions where I'd rather just make you the filter than write you a super long response. It's very involving. Otherwise I have faith that the FF community will just word a perfect response.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
I tried a couple things. Conclusion: the bomber isn't really the thing. Way too many params... just kinda hard to deal with it overall. Use a combo of thresholds to clip needed images. Seems easier dealt.
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
Skybase

Look at how ThreeDee ordered the list of items in the letter filter. The part where I'm saying "ThreeDee already provides us with a very simple method for inputting sentences." applies to images.


OH, I have seen now that there is some missing text in my post above smile:?: smile:?: (do not what happened) but before I have written:

"I have seen the very well done ThreeDee letters and input text but he does not uses the bomber to make the precise distribution of the letters."

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Skybase

Answers are in my filters, threedee's... everybody's really.


Well, before asking here, I have been looking about 20 filters that also use bomber in some similar way, but none of them have a custom way to do it, all are random.

I agree with you and is true that the best way to learn and know how something may be possible to be done is looking inside others filter that could make something similar.

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Skybase

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"What other components could be used to position especifically the particles with the bomber instead of random?"


Answer: ANYTHING (black/white image preferred) that you feed into chance / Offset HV will control the location of particles


OH, I see and understand that then you have to feed black and white "patterns" or noise to control the position inside bomber, and yes, I have seen something like this is some other filter, and maybe if the ThreeDee way of organizing letters could be feed into the chance in Bomber.

Thanks very much for your help
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Yeh... But honestly I feel the bomber's function is gonna be a brick wall for something you're talking about.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
... Not that you should not experiment with the bomber smile:).
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
There is something I have thought that bomber really is NOT absolutely random (as it does not give different results with the same settings, and always follows a defined "random" pattern, I mean that the randomness of the bomber is really supplied by the variation seed value, and so for value 1 it will ALWAYS distribute the particles in exactly same way and will not change, so you only need to know what is this "random" pattern and perhaps could be possible to make a black and white pattern to mask the input of chances.

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Skybase
I tried a couple things. Conclusion: the bomber isn't really the thing. Way too many params... just kinda hard to deal with it overall. Use a combo of thresholds to clip needed images. Seems easier dealt.


Sorry, what do you mean with "Use a combo of thresholds to clip needed images"? Do you refer to the input images, or which ones, and why should I clip them?

Thanks for trying, although is not good news, but anyway, if somebody FF expert and experienced like you does not know how this could be possible to be done, then it may be really difficult to make, hard and complex. Maybe must be done in a similar complex way as ThreeDee have already done for his filter, which I still do not understand how was done.

Bomber has way too many params...? Well, I think that this is not a problem in this case because as I have put in my filter of the first post, the bomber settings are very much reduced when using the bomber this way as you can´t modify most of the bomber parameters and must be kept fixed, or you will get unwanted results.

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Skybase

Yeh... But honestly I feel the bomber's function is gonna be a brick wall for something you're talking about


Maybe this can be the same brick wall as it already happened with the topic of controling bomber spacing and is not possible to make or it would be through script or very hard and complex to make.

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Skybase

Not that you should not experiment with the bomber smile:)


Yes, if it is not said that is not possible in any way, is worth to kepp trying, I will see about what I have put at the beginning of this post and if this could be something useful or not to consider for this.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
With me saying "too many params" I'm really saying "do what you can pre-bomber" If you have the opportunity to rotate and scale without the bomber, do it because it'll save ridiculous amounts of render time and it'll also make up for a more concise filter.

The bomber offers you these parameters but, to me, at least for what you're trying to achieve, it seems "nicer" to avoid the bomber and use what's already available. This is basically what I mean when I say "tack-on feature". It's not something you'd get immediately but a lot of optimized filters avoid usage of post-effects and rather have the entire structure produce the needed effect.

A word of nodey-procedural creative zen that my teacher always said to me: Always reuse what you got. Don't tack it on, it'll fall apart.

Then again... I think I'm talking far ahead of your game.

---- Answering some more questions above....-----
ThreeDee ultimately has a pretty complicated way of producing that wrap-around effect. It's quite neat. The idea is that you have a gradient that 1. divides the space according to what you choose. 2. Each space = has a incremental number. 3. The next item in line wraps to the other side of the given image.

So to get this working nicely with the bomber. The chance params have to errm... be very specific. 1. Repeat on the bomber has to work with how the spaces are divided (if you're using ThreeDee's thing). 2. The chance has to correspond with the selected character. So on...

It's basically what I got after just going with the flow of it. Aye. Sorry it's a bit vague.
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
I have been trying what I have explained above of finding the pattern of the randomness of the variation setting, but have found that this will not work, because you CAN´T change the already defined pattern, and can´t control what will appear, you must follow exactly the SAME pattern as it already has, and there are repetitions that are unwanted and can´t be changed, so forget about this idea above.

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With me saying "too many params" I'm really saying "do what you can pre-bomber" If you have the opportunity to rotate and scale without the bomber, do it because it'll save ridiculous amounts of render time and it'll also make up for a more concise filter.


OH, I understand, and this is something I have been also thinking that instead of doing it inside the bomber, it could be done in some way organize it and make all outside of the bomber first and then feed it. There was somewhere a filter that did this.

Thanks very much also for explaining the Threedee way and how to apply it to the bomber, will see what I can do.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
No, you can control how the bomber orders something. It's just the chance input that needs tweaking.
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
Skybase

No, you can control how the bomber orders something. It's just the chance input that needs tweaking


Yes, I agree and also believe that you can control how the bomber orders something, and is done through the chance input, what I said is that my idea of controlling it through studying how the variation seed value works with the bomber chance is bad and silly.

Thanks to Indigo Ray that suggested me to look at the Xia Script by Xirja I have found something interesting and that shows that, as you say well, you can control how the bomber orders something

Here xirja have used the tiles and to get that pattern have ONLY risen the value of the L range to 100 and changed variation to 5

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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Remember, the values are between 0 and 1. 1 = 100% chance. 0 = no chance. If you can control that, you're creating order in chaos.
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