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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
I often find myself wanting to implement randomization for certain control inputs WITHOUT exposing these inputs to the filter settings tab as controls a user can set. As such I thought it would be nice to have a new category of 'control ops' which connect to control inputs like the normal controls, but DO NOT show up in filter settings. The first candidate for this would be 'control op: randomize'.

Check the example image below taken from my 'Noise Lab: Scratches' snippet. There are 5 angle controls in there to control the angles of the scratch layers A to E. Now, when using this snippet within another filter, I'd have to include these 5 angle controls or lose the ability to randomize these angles. But what if I don't want the user to be bothered with these controls AND still have them randomized 'under-the-hood' for convenience? Yup, then I'm pretty much up a creek without a paddle! We'd either need a way to internally activate randomization for specific controls, or have a dedicated component that does this: the control op randomize! smile:D

This control op would not only allow randomizing a control input that it is connected to, but also grant control over the range that random values are 'picked' from, similar to remapping. Having this control op would allow filter authors to drastically reduce controls for their filters. Many inputs don't really need to be explicitely controlled but still need to be randomized to produce wide ranges of variations.

--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Kraellin
Kraellin

Posts: 12749
Filters: 99
dilla, this used to exist in one of the betas. that was back when we could only have 10 controls max. i got around that by putting in the controls anyways. the 10 would show up and the rest wouldnt but they'd randomize like normal controls that showed up in the tabs. i didnt have any control, though, over the high and low limits.

now that we have unlimited controls, your idea is a VERY good one, especially the limiters. in fact, i could use this right now on 'the monster' where i'm plugging other filters into mine. i could just leave all their controls intact and not have to re-work all that.

so, +1 from me on this one.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
[Blatant Bump]

Yup, +1 from me also! smile:D
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
+1 Very good idea!!! .....but has to be second behind having lockable controls for me 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
Filters: 65
We need both, of course! smile:D
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
Of course! smile;) smile:D

How much bargaining power have you acrued with Vlad??? smile:D lol....
Steve

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

Posts: 4365
Filters: 65
Quote
StevieJ wrote:
How much bargaining power have you acrued with Vlad??? Big grin lol....


None. I'm just making suggestions with an occasional gentle insist... smile;)
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
No comments?

And I thought this was a fantastic idea! smile;) smile:D
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
It's an excellent idea.....maybe they don't fully understand what you are talking about.....

"Control Op Randomize" and "Lockable Controls" combined with much of this suggestion from Volde would be the "PERFECT" improvement package....
Quote
voldemort wrote:
I really wish the next incarnation of FF automatically removes controls when the path that they are on are not selected

for instance I have 4 callout check boxes for Y / N if all but 1 are No it would be nice if the other 3 control sets where either grayed out or automatically removed

also somtimes you are forced to put in a control for a random factor but really dont need the users imput or dont even want it but are forced to use it anyhow
it would be nice if there was a way to disable the interactive nature of some sliders even if you leave them unchecked it automatically allows user imput any more

ive tried using a random noise and isolating a section for a random component but it dosnt work very well

I think thats my next major project is creating a whole line of non-interactive components like that for snippets
Steve

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

Posts: 11264
Filters: 163
It almost seems like FF could make a "Professional Advanced" version with all sorts of these goodies taking precedence for advanced filtermakers and users.....
Steve

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

Posts: 12749
Filters: 99
actually, i suggested having the controls on inactive legs ghost or go invisible when that switch control wasnt active, months ago. so, this is not new. if you've got a switch going to four different legs, only one leg is ever active. so, it just makes sense to hide the controls in the gui for those inactive legs. would be a great space saver. but, i can also see it's a bit counter to vlad's and other's philosophies on what makes a good filter; the whole less is more concept. still, i'd love to have it smile:)

and as for 'professional advanced', i think scripting may go a LONG ways to fullfilling this. image being able to write your own components! that would be sweet.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Quote
StevieJ wrote:
maybe they don't fully understand what you are talking about.....


Don't know. I thought I had illustrated my point rather eloquently. smile;)

Quote
Kraellin wrote:
actually, i suggested having the controls on inactive legs ghost or go invisible when that switch control wasnt active, months ago. so, this is not new.


Actually I was refering to something different than ghosting controls for inactive parts of the filter tree. While I'd like to have that feature too, we are talking about a different feature here.

What I was asking for is a control component that feeds random values into a control input, but which doesn't appear as a control slider on the filter main UI. Remember, you can only randomize a control input if you actually feed a control component into it, but this automatically 'publishes' this control to the filter end user.

To allow for a larger range of filter variations - and fewer controls - parameters could be set to randomize internally without the user ever seeing these random values. This is where my little idea comes into play...

[On a sidenote, I'll admit I fail to see how this would run counter to a 'less is more' philosophy when it comes to controls. Such a component would actually allow for reducing the number of controls on a filter.] smile:dgrin:

Quote
Kraellin wrote:
i think scripting may go a LONG ways to fullfilling this. image being able to write your own components! that would be sweet.


If this hypothetical scripting component allowed for random functions and worked with controls also, I'd be all for it.

Quote
StevieJ wrote:
"Control Op Randomize" and "Lockable Controls" combined with much of this suggestion from Volde would be the "PERFECT" improvement package....


Yes, lockable controls are another thing that's definitely important. When it comes to control randomization, the user should be able to lock certain controls conveniently from the filter settings tab on the main UI. In addition, the filter author should be able to set 'default' locks on control components in the Filter Editor to provide the end user with a more usable and convenient randomization behaviour.
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Kraellin
Kraellin

Posts: 12749
Filters: 99
sorry, dilla. i was actually responding to steve's post of volde's quote smile:)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
No matter. My fault, I could have read that quote... smile;)
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Kraellin
Kraellin

Posts: 12749
Filters: 99
yeah, well i shld know better than not to quote when threads start to get long.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
hehe. smile:D
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
Quote
Kraellin wrote:
i suggested having the controls on inactive legs ghost or go invisible when that switch control wasnt active, months ago

I missed it.....great suggestion!!! smile:)
Quote
Kraellin wrote:
scripting may go a LONG ways to fullfilling this. image being able to write your own components! that would be sweet

Yeah, that would cover it.....
Quote
Crapadilla wrote:
I thought I had illustrated my point rather eloquently

Yes you did smile;) smile:D
Quote
Crapadilla wrote:
What I was asking for is a control component that feeds random values into a control input, but which doesn't appear as a control slider on the filter main UI. Remember, you can only randomize a control input if you actually feed a control component into it, but this automatically 'publishes' this control to the filter end user. To allow for a larger range of filter variations - and fewer controls - parameters could be set to randomize internally without the user ever seeing these random values. This is where my little idea comes into play...

Even more eloquently smile;) smile:D
Quote
Crapadilla wrote:
Yes, lockable controls are another thing that's definitely important. When it comes to control randomization, the user should be able to lock certain controls conveniently from the filter settings tab on the main UI. In addition, the filter author should be able to set 'default' locks on control components in the Filter Editor to provide the end user with a more usable and convenient randomization behaviour.

Perfect combo......
Steve

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

Posts: 1460
Filters: 107
+Ï€
- I never expected the Spanish inquisition
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Betis
The Blacksmith

Posts: 1207
Filters: 76
+i
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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KGtheway2B
KGtheway2B

Posts: 660
Filters: 34
Imaginary votes don't count smile;)

Idea is strange but good. +0x5f3759df from me.
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