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StevieJ
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STEVE'S MOST WANTED FEATURES: smile;) smile:D

1) New HDRI images with clear skies, flat horizons, and alot less image detail: For cleaner lighting without all the HDRI image noise.

2) Omit/Include options for each HDRI in randomization: To include the good and omit the bad HDRIs in randomization. As it stands, lighting is limitted to including either one or all HDRIs in randomization with no further control over it.

3) Ability to set lighting control parameters for each lighting scheme: To eliminate all possible bad lighting areas in each HDRI during randomization.

4) Option to include lighting controls with primary filter controls: So users can have direct access to them with the rest of filter controls without having to tab to them.....and as a means to control lighting parameters in randomization.

5) HDRI editor to build custom HDRIs in FF and implement as components: This would take care of #1, #2, #3, and #4 here.....and be the slickest thing since sliced bread smile;) smile:D

6) Lockable filter controls.....little check boxes to the right or left of controls: To have the ability to lock control values so the randomizer can be used as a much more efficient tool to zero in on desired effects and troublshoot filter problems.....especially with control-laiden filters.

7) Omit/Include option for "Size, Pixels" control, ability to set "size, Pixels" control parameters, or option to disconnect components (or fix/lock component size) from the "Size, Pixels" control: So the "Size, Pixels" control is not left being disfunctional on filters that rely on fixing component scale or scale parameters. The Size and component Scale are similar, but they are not the same.....and there are alot of effects where it is much more desirable (and sometimes necessary) to just use component scale.

smile8) More Noise: There's alot that can be done with existing noise that hasn't been done, but there's alot that can't be done as well.....at least not without slowing filters down to a crawl. Expanding the spectrum of noise components would drastically increase possible effects while making filters faster and more efficient from not having to create alternate noise with multiple existing noise components.
Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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StevieJ
Designer/Artist

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Quote
Crapadilla wrote:
*** insert sounds of crickets lazily chirring in the afternoon sun ***

Just inserting this to save Dilla the trouble smile;) smile:D
Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
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No no no, it won't be so idyllic this time, more like...

*** insert sound of whetstone slowly running across the blade of the legendary two-hander 'Razor of Occam' ***

... and subsequently...

*** insert sound of metal swiftly slicing through air, followed by that distinct THUD sound that skulls make when hitting a stone floor ***

smile;)
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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StevieJ
Designer/Artist

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LOL.... you forgot the slo-mo of bloodspray, the look of death on the face, and the body twitching on the ground smile;) smile:D

Hmmmmm.....so, in other words, my ideas suck smile;) smile:D LOL....

Seriously, are there any suggestions up there that you like.....or do you like it exactly the way it is???
Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

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Quote
StevieJ wrote:
Hmmmmm.....so, in other words, my ideas suck


On the contrary: they're all sound.

It's just that I had the impression Vlad was rather frustrated with our constant barrage of feature requests. Naturally, one has to imagine a soundscape fitting this scenario... smile;)
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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StevieJ
Designer/Artist

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Yeah, I can imagine that Vlad has read enough about what we want smile:) smile;)

Maybe if we all got on the same page with the top three improvements (as you attempted to do in another string), it might have a better chance of being considered in the next PC (not Mac smile:D ) release. Maybe something like these three.....

1) Customizable Components (your excellent idea from another string that I forgot about).
2) Restructure Lighting for full Control

3) Enhanced Spectrum of Noise Components
Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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jffe
Posts: 2869
Filters: 90
I dunno, we all have a zillion things we'd like changed/added. I'd rather have 10 little things changed/fixed than 3 new things added though. For instance, why can't we change the lighting, without a preview render having to start over at the same slow speed, why can't that just be a layer, then it only has to recalculate that layer part instead of ALL the rest of the filter internals. But, maybe that's just me, I'm interested in speeding up the workflow, and fixing/adjusting a few things I consider important to making the Pc version of FF ready for prime time as I like to say. *shrug*

jffe
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StevieJ
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Filters: 163
I guess it's personal preference..... I would like to see major improvements with the little things fixed in the interum update releases.....

Yeah, the re-rendering with every move is a total pain in the butt.....especially with slow filters. A preview layer would be a great idea to speed things up.....

Steve

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

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not sure you could do a pre-preview with just the altered settings. think about it. you are mapping effects through components. each alteration has to map through however many components you have. so, to get a preview of a preview, you still have to map that pre-preview through all the steps in order to achieve it. in order to do what you want, you'd have to have some sort of weird cache of the components and their staged effects stacked on top of each other and only alter those in that cache where changes occur. i mean, it's probably possible to do, but not very practical in terms of coding and code size.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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jffe
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Quote
Kraellin wrote:
each alteration has to map through however many components you have.


Not since lighting is always the last thing it does. Theoretically (and well, that could be a huge difference between in-theory and in-practice here) recalculating just the lighting, could be as little as 10% of the filter, but would usually be still less than 1/2 at any rate, and should be able to be done way faster if it were seperated out as a "layer" internally. Again, since I am not a coder, that is all theoretical, however logical it might be ha-ha. smile:D

jffe
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Kraellin
Kraellin

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oh, ok, jffe. you did say lighting. i see what yer sayin now.
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
A low res snapshot may not help if you need to see the details of the effect.....but only re-rendering from the point of change instead of the whole thing would speed things up. Anywho, I don't think that FF will bother with anything like this given that the program is geared towards dual and quad cores.....which go thru them like butta smile;) smile:)
Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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onyXMaster
Filter Forge, Inc.
Posts: 350
You have the "Reduced preview" already, no more cookies for you smile:D
Actually, while we're not going to do "reduced quality" previews, we might implement the relighting scheme. I believe I have something similar along with a possible implementation written down in my project notes smile:) There was a limitation though, regarding a fact that you won't be able to use the "relighting" when the image is larger than some predefined size (think like 1200x1200 or so) due to possibility of using too much memory.
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onyXMaster
Filter Forge, Inc.
Posts: 350
Ah, and it will work only while the first rendering pass is done ("Progressive previews" must be enabled), supersampling pass will work as before.
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onyXMaster
Filter Forge, Inc.
Posts: 350
Also, final decision is done by Vlad so don't be so sure that relighting will be implemented at all smile:)
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onyXMaster
Filter Forge, Inc.
Posts: 350
Btw, StevieJ, doesn't the "reflection blur" slider help your #1?
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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
Quote
onyXMaster wrote:
StevieJ, doesn't the "reflection blur" slider help your #1?

It does in alot of filters......but not with my plethora of (un-submitted) 3D glass filters which can't have that high polished/reflective glass shine without capturing the HDRI image in it.....so the clear sky, low flat horizon, and low detail would take care of that problem.....

Personally, I would do cartwheels and handstands if I could just have full control over lighting parameters.....so I could set a high randomization level to switch between all the lighting environments, cut out all the bad areas in each environment, and have every randomized effect be good....

I think the current set up relies too heavily on the user already knowing that most filter's access to different lighting environments is thru different presets.....and that they are just randomizing in one lighting environment under the moderate randomization level. I think that there are alot of users that just want to use the filter without trying to figure out how it is set up......so they get it and just start randomizing from the lead preset.....not realizing that they are only randomizing in one lighting environment and a fraction of the usable effects......
Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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StevieJ
Designer/Artist

Posts: 11264
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As it is now with HDRI image reflection.....

Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
How I would like to see it.....

Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
This is a sample from one of my 3D glass filters. Height has to be utilized to get the embedded effect.....but all the HDRI image detail migrates together to create those undesirable grey/black contours......

If I bring the reflection to the surface, I either have to use reflection blur and loose the very realistic glass effect that I want.....or have the effect be all about looking at the HDRI image. This sample method seems to be the lesser of the two evils so far.....

Maybe just an additional "clean" HDRI image.....or maybe just some vertical control on the existing HDRI images would do the trick.....

Steve

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

Posts: 12749
Filters: 99
you could also do it with custom hdri's, steve, but of course that has the liability of not being very transferrable.
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
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Quote
Kraellin wrote:
custom hdri's

Customizable HDRIs and/or an HDRI editor "inside" of FF would take care of everything!!! Taking it one step further, imagine if you could place them anywhere in your filter as their own components, eh??? One can only dream smile;) smile:D LOL.....
Steve

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

Posts: 12749
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yup, i think we've requested about three or four sub-editors now, hdri, scripts, math, paint, and i forget what all. lol. how many do you think we'll likely get? but yes, internal hdri editor would be interesting. just not sure how you'd implement it.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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onyXMaster
Filter Forge, Inc.
Posts: 350
HDRI editor is almost certainly not going to happen. We're not going to duplicate neither HDRShop nor Photoshop inside FF, especially since the former is freely available.
Customizable HDRIs? What's this, they are bitmaps that represent a sphere surface after all, how you want to "customize" a bitmap?
HDRIs as components? I don't get it at all smile:)

I might agree though that there must be a way for users to include their images/HDRIs with filters. But all the details of properly implementing this are so hard to grasp, that I think this won't be done even for 3.0.
Vertical lighting environment rotation is something I plan to explore, might be even for 2.0.
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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
Quote
onyXMaster wrote:
Customizable HDRIs? What's this, they are bitmaps that represent a sphere surface after all, how you want to "customize" a bitmap?

Quote
onyXMaster wrote:
I might agree though that there must be a way for users to include their images/HDRIs with filters.

That's what I meant.....be able to create/use our own HDRI images....
Quote
onyXMaster wrote:
HDRIs as components? I don't get it at all

If possible.....separate HDRIs from the surface result into their own components for placement anywhere in the filter tree.....allowing full control over lighting parameters, inclusion of lighting controls with primary filter controls, and all kinds of other interesting things through placement and combinations. Of course, I don't know how feasable or even possible this is with how the program is currently set up.....
Quote
onyXMaster wrote:
Vertical lighting environment rotation is something I plan to explore, might be even for 2.0.

Excellent.....that might allow me to take care of alot of HDRI image detail in my 3D glass filters......as well as adding tons of new lighting variations to each existing HDRI......
Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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Vladimir Golovin
Administrator
Posts: 3446
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Quote
StevieJ wrote:
1) New HDRI images with clear skies, flat horizons, and alot less image detail: For cleaner lighting without all the HDRI image noise.


We had plans to add these in the first version. The biggest problem is that the providers of 'stock' HDRIs are few and far between, the cost of licensing is pretty steep, the licensing terms are very restrictive, and the negotiations are painfully long. If we get a chance to license some good synthetic HDRIs, we'll include them.

Quote
StevieJ wrote:
HDRI editor to build custom HDRIs in FF


Negative. What's the point in duplicating features already present in Photoshop, HDRShop and Artizen? Plus, don't forget that any modified HDRI must pass through the precalculation process -- try to import a HDRI via File > HDRI Import command to get an idea of how long the precalc will take.

Quote
StevieJ wrote:
Option to include lighting controls with primary filter controls


This was considered during the development and rejected. Same for other common controls such as 'Seamless Tiling', 'Size' and 'Variation'. The reason is interface unification and clarity.

Quote
StevieJ wrote:
Omit/Include option for "Size, Pixels" control, ability to set "size, Pixels" control parameters, or option to disconnect components (or fix/lock component size) from the "Size, Pixels" control


I considered this. It can be done by adding a checkbox 'Fixed Size' to all components (it is already implemented in Frames, for example). Not sure if it makes it into FF 2.0 -- the idea needs more refinement.

Quote
StevieJ wrote:
More Noise


Well, we already have Perlin and Worley, which are the most popular basis noise functions. Lattice convolution noise is way too slow. I think adding bombers / particle noise will solve the problem, at least partially.
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Vladimir Golovin
Administrator
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Quote
onyXMaster wrote:
Vertical lighting environment rotation is something I plan to explore, might be even for 2.0.


Yes, this is already on my list.
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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
Thank you for that rundown and information.....sounds like version two is going to have some nice refinements and enhancements.....look forward to it smile:)
Steve

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