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Big Al
Bigal
Posts: 17
I have been enjoying many of the filters but wonder why some filters don't have render maps. I have Filter Forge 6 Professional and am wondering why under the menu heading the render maps are turned off. Are these created in the filter editor? I trying to use the filter called "Into the Peacock Room" plus some other curtain filters but no render maps that I am aware of.

I have been looking for some filter editor tutorials and many are older and some don't explain what each filter does. At least what I have found. Does Filter Forge have any newer updated tutorials on how to use the filter editor?

Thanks
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GMM
Moderator
Filter Forge, Inc
Posts: 3491
Some filters are 'flat', without height information, so it's impossible to generate render maps from them. Please check this help section:
https://www.filterforge.com/more/help/...esult.html

Quote
Big Al wrote:
some don't explain what each filter does.


We have over 12,000 filters: do you really think we need 12,000 tutorials? You can ask filter-specific questions in the comments to a particular filter.
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Big Al
Bigal
Posts: 17
Hi GMM

It appears that I asked the question wrong. I was asking about the filter editor not each independent filter I should have said nodes or components. It would be nice to have a tutorial for how the components work. I was playing around with the filter editor this morning and I can connect many of them but really don't understand the logic behind it all. Some are easy to understand but others are hard for me to grasp. And how does a person know which order they all go in? I know they have the the "help components" in Filter Forge but it would be nice to see how the components work in real life. At least a more updated version.

Thanks for the link I am going to check it our right now.

Some other thoughts can a person take a flat texture and add some components to create render maps?

Thanks
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
​Hey BigAl. I've been responsible for a couple tutorials in regards to filterforge. My hope is that I did what I could to explain somethings about it.

One of the key elements of confusion comes from the simple fact that FilterForge can be a very open program which offers an amazing "near-hassle-free" node-programming system. It's so open that I don't think there's a right or wrong on how you define your image. Hence, the logic here with connecting stuff together is that you're free to do whatever you want and it'll most likely work.

I would stress on your end goals creating something than it being "the logic behind" those nodes. It otherwise becomes very tedious and technical which can get pretty discouraging if you're just trying to make stuff.

Remember, in FilterForge what you see is what you get. And while there are some small technical challenges you'll have to overcome, a lot of it is reapplying the knowledge and experience from whatever you do. If you have trouble, please feel free to drop me a private message. I'm more than happy to help with some guidance.

Overall FilterForge has been pretty much the same all these years. Logic-wise the only brain-hurt thing that's happened is when loop and plus components were introduced. So I don't think there's a strict need for updated tutorials.

Let's talk about the flat result. The flat generators / effects basically don't have height information to generate texture maps from. One silly easy way of converting a flat output to a surface output is to just connect whatever you can to generate height and otherwise. This of course is just the messy way of generating bump, normal, whatever other texture map you need but it does work.

The reason why I say it's messy is because we're converting RGB signals to black and white which doesn't exactly convert. It's of course best to construct each element for the ultimate output.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Note: I know I'm a bit vague but I think once I'm able to sit down I'll be able to give you a better run down of some of the things you're asking. I'm at work and I'm kinda sneaky posting this! smile;)
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