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Betis
The Blacksmith

Posts: 1207
Filters: 76
For things that require positioning, you often have to have two (or three for 3D stuff!) sliders that seem, more or less, disconnected. Now I know that having a node with multiple outputs does not work with the program flow, so what I propose is a sort of "linked" controls via another interface.

For example the color picker opens another window as a custom controller to specify a value (or 4 values, RGBA).

So what if there were a sort of coordinate grid. When you selected a coordinate, it would change the two sliders connected to it?

It sounds like the kind of idea that would be rejected or impossible, but I wanted to spark some interest or thoughts in this subject.
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Since the program can clearly already detect mouse position and click (color picker), it should be a matter of figuring out a way to convert that position information into a suitable control range. Being able to connect that information programmatically to sliders or other inputs of choice should not be all that complex a task.
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Carl
c r v a

Posts: 7289
Filters: 82
sounds a good idea.
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
That is an excellent idea!

I did work out a way to position things when you're inside the editor - check this out: http://www.filterforge.com/forum/read...ssage85675

However the approach is not very intuitive, and some sort of mouse click x,y control would be very useful.
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
The right way to implement this is adjustable points in the preview. Users of the filter could drag the point around the image or enter the point coordinates manually. The point could be placed beyond the boundaries of the image, so there will be some kind of pointers at the edge of the preview to allow selecting and adjusting such points.

Internally, they would be linked to a control component, and you could obtain both coordinates and use them within the filter tree. If there are multiple Point Control components in the filter, points could be distinguished by adjustable "crosshair" look and color (both are configured per Point Control).

Perhaps there will be a new component type dedicated to all this (because otherwise we'll need to implement multi-output components to output both coordinates as Green). The big question is, "points" or "point arrays"? Or even "iteratable attribute-carrying point arrays"?

This is planned, but definitely not for v4.0.
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Ok, since it sounds like we have to wait for this, Sphinx's method gave me an idea that should work without having to go to the editor:

Use a color control input to control x and y coordinates. Then you could use a "coordinate input mode" (which has gradient for x and y coordinates in R and G channels) to pick the color with a color picker and paste it into a color control. A script of a snippet would convert that to coordinates.
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Hmm ok smile:-( But why delay such a feature when you can go for a really simple approach:

A new slider control variant with the option to output either x or y of a mouse click (scaled to 0..1,0..1 on the image canvas)

ThreeDee.. something like this (place the color picker ring where you want the star)?

Positioned Star.ffxml
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Betis
The Blacksmith

Posts: 1207
Filters: 76
Very nice sphinx, however y=0 is a problem, understandably. maybe clamp to like y>=0.000001 smile8)
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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Morgantao
Can't script

Posts: 2185
Filters: 20
OMG, this is genius!
Only have to solve the y=0 thing, as Betis mentioned, and then it's a perfect component!
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Betis
The Blacksmith

Posts: 1207
Filters: 76
or perhaps that's y=1 which is gathered from black... whatever yeah smile:D
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Quote
Sphinx wrote: something like this (place the color picker ring where you want the star)?


Very nice, Sphinx. You even solved it despite me forgotting there is no color picker to pick the color from the image itself! smile:D Actually, this is a better solution.
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CFandM
ForgeSmith

Posts: 4761
Filters: 266
Just seen this one...Very Clever method Sphinx. I am saving that one it will come in handy.. smile:)
Stupid things happen to computers for stupid reasons at stupid times!
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
There doesn't seem to be a way to change the color picker functionality of both saturation and hue reverting to zero when lightness is set to zero. So here is a slightly different approach that circumvents this problem:

The position control is affected by the size control in such way that "zero" position puts the entire element (in this case, a circle) just outside the image area at one edge and "100" (or "1") position puts it just outside the other edge. The position control is relative to the size of the element.

Thus, when you hit the zero position, the element is outside the frame and the picker zero-reset is not visible.

Positioned Circle.ffxml
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Morgantao
Can't script

Posts: 2185
Filters: 20
Quote
The position control is affected by the size control

In other words, the bigger the object, the more sensitive the X,Y controls are, right?

It looks really good ThreeDee smile:) . It really opens up alot of possibilities.
Ooooh, I wonder, can the Alpha in the color picker control the size of the object?
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Quote
the bigger the object, the more sensitive the X,Y controls are, right?


Yes. The x and y controls go fr om -r to 1+r, wh ere r is the radius of the circle.

Quote
can the Alpha in the color picker control the size of the object?


Certainly -- that or other things. Just have to enable it in the editor.

There are four individual controls in the color picker that can be remapped to whatever one can come up with, although x and y are probably the most intuitive in the color square itself.

You could for instance use the Hue in the color picker for z-coordinate -- that's still fairly logical -- or rotation. And alpha for size, scale (zoom), repeat, or anything else that seems suitable.
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Sharandra
Filter Forge Addict

Posts: 863
Filters: 26
Wow, that´s a great solution! Good job guys! smile:D Have to try that out on my cartoon filter, that should help reduce the amount of controls and make it easier to use! Thx so much for making this smile:D
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Well, suddenly the possibilities are endless.
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