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angelboiii
maya dude
Posts: 107
Filters: 20
ronjonnie:
Vladimir allready gave his answer smile:) i would love this fast also, but really can live without it.. just learn how to use the new nodes for now in the non-seamless way, then.. when its ready, just impelment everything in seamless smile:D

Vladimir Golovin wrote:
OK, adding it to the list for Stage 4.
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ronjonnie
Designer / Artist

Posts: 809
Filters: 320
Hey angelboiii,

Thank you! I guess I missed that with all the frustration. smile:eek:

Have a GREAT day! smile:)

Ron
zazzle.com/Ronspassionfordesign*
So much to learn, so little time.
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
angelboiii wrote:
NON-SEAMLESS tiling on the non-seamless components should be an option..


Just wanted to say that we've implemented an additional Override option for the Seamless Tiling checkbox that forces it to "always enabled". It will be available in the upcoming beta.
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Totte
Übernerd

Posts: 1460
Filters: 107
Great!

Some of the non seamless stuff is very good to build things for the seamless, like bomber particles...
- I never expected the Spanish inquisition
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Totte wrote:
like bomber particles...


Bomber Particle inputs are marked as "seamlessizers" -- they can accept connections from non-seamless components without disabling the Seamless Tiling checkbox. This is already implemented in the beta that is currently online.
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ronjonnie
Designer / Artist

Posts: 809
Filters: 320
Hey Vladimir,

Good to hear from you!
Quote
Vladimir Golovin wrote:
Just wanted to say that we've implemented an additional Override option for the Seamless Tiling checkbox that forces it to "always enabled". It will be available in the upcoming beta


We all, are SOO looking forward to seamless filters again with the NEW features!

THANK YOU!

Have a GREAT day! smile:)

Ron
zazzle.com/Ronspassionfordesign*
So much to learn, so little time.
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ronjonnie
Designer / Artist

Posts: 809
Filters: 320
Vladimir,


We all, are SOO looking forward to seamless filters again with ALL the NEW features!

THANK YOU!

Have a GREAT day! smile:)

Ron

SLIGHT computer problem .. smile:D ..Thank you..

Ron
zazzle.com/Ronspassionfordesign*
So much to learn, so little time.
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softhunterdevil
check my filters

Posts: 125
Filters: 11
I would like to see ... a way to insert divisions or break or space ... between the parameter controls in the settings tab ... which is used to tweak the filter. Filter makers sould have the ability to add dividers between controls to group similar or related controls. Such as controls for "eyes" ... or "paint" in case there are large no. of controls. The divider should have a heading / title too which will help to identify the set of controls. Filter maker should have the ability to move up/down the divider as presently one can do in manual arrangements.
check my filters please
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softhunterdevil
check my filters

Posts: 125
Filters: 11
Will suggest the Filter Editor Interface to be somewhat like this ... (here thumbnails are not there, and more bigger size of image preview is there. Also you can have parameters control section ...

check my filters please
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Kraellin
Kraellin

Posts: 12749
Filters: 99
no, no, no, dont like that. i want to see my filter tree and all the thumbs. i dont mind having a larger preview on the side and grouped components to save space, but in a large filter, especially if you're tracing a problem, you want to be able to see all the thumbs to find where things went wrong.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Regarding the larger preview -- I think I've finally found a good way to implement this (doesn't look like the suggested pic above, don't worry smile:) ), but I'm afraid it won't make it into v2.0. It is possible though that it will be released as an update.
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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
Quote
Vladimir Golovin wrote:
Regarding the larger preview -- I think I've finally found a good way to implement this

Can we see a screen shot of what you have in mind??? .....so we users can start beeeotching or praising it..... smile;) smile:D

Personally, what I think would work best for "me".....is either one-touch tabs or a preview button (takes up less space than tabs) up top in header bar to toggle between a full-sized preview and the component editor in the editor window.....opening to preview on what component is currently selected in the editor.....with the same right-click view controls.....and even better, with a view control menu bar at the top of the preview window that has another toggle to go from selected component preview to result preview and back. Something like that would be slick and really help my workflow.....

..... smile:devil:
Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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softhunterdevil
check my filters

Posts: 125
Filters: 11
Quote
Kraellin
no, no, no, dont like that. i want to see my filter tree and all the thumbs. i dont mind having a larger preview on the side and grouped components to save space, but in a large filter, especially if you're tracing a problem, you want to be able to see all the thumbs to find where things went wrong.


this can be toggled ... wid say middle mouse click ... and regarding the "components" menu on the right ... I think they can be grouped in toolbar at top (drop down menu) like microsoft office or any other softwares. Options like ... Go to "input components" and "output components" can be there when a specific component is selected.

A specific component can be marked with ctrl+no. On hitting dat one can directly go to the component. ctrl+0 to ctrl+9.
check my filters please
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angelboiii
maya dude
Posts: 107
Filters: 20
Vladimir: Seamless tiling override!!! YESSSSSSSSSSS!!!!!! smile:D Now we are talking smile:)
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
angelboiii wrote:
Seamless tiling override!!! YESSSSSSSSSSS!!!!!!


Uh-oh. This shouldn't be there.

(I don't mind the feature being prematurely released, per se. I'm concerned about the fact that we didn't increment Filter Forge's version number for today's mini-release, and the filter library that is currently deployed on the server isn't yet aware of this new override. I'll check with the programmers tomorrow.)
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
I would like a node that returned it's upstream input with a new variation. Iow, input a node chain and the output is the input with variations incremented for all upstream nodes that have variations.
@ronviers
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Lucato
FF addicted

Posts: 505
Filters: 39
Ops, I'm sorry for my delay on the feedback. I didn't see that spinner/dial reply Vlad. Talking about these spinner/dial buttons, where they removed into the 2.007? I didn't get to find them.
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Lucato wrote:
I didn't see that spinner/dial reply Vlad. Talking about these spinner/dial buttons, where they removed into the 2.007? I didn't get to find them.


Uh, I'm a bit confused. We didn't remove anything. Could you quote the context?
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Lucato
FF addicted

Posts: 505
Filters: 39
Quote
Vladimir Golovin wrote:
Quote Lucato wrote: I got a suggestion that we would have an option to click once over the button and it goes to next 50% value of the range value option and if click twice it goes back to zero value. So, for example if a variable is from 0 to 100

Lucato, the whole point of the spinner/dial control is that variables it is controlling don't have any range -- they are unlimited! Otherwise, we would simply use the existing Slider control Big grin

As for the reset to zero, we'll probably bind it to right click, as in 3DS Max -- we have this on the list on low priority.

Also, did you know that you can hold Shift while using the spinners/dials to speed them up?


I'm sorry about that, as your post was the last one in the page and I didn't see the page navigation, I thought I was in the last page and I thought my reply was right below yours. Here it is.
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Lucato
FF addicted

Posts: 505
Filters: 39
7 ) Scripiting (Apply Changes):
When we "Apply Changes" by pressing the button, it refreshes the script code windows and scrolls it to the top while when pressing the shortcut (Ctrl+Enter) it doesn't happen. It would be cool if the button pressed would act the same way without scrolling to the top. Every time after applying I need to scroll back to the place I was changing the code. When trying/testing it becomes a pain IMHO.

8 ) Scripiting (Debug):
It would be very cool, if we would have some kind of debug window where it would inform the actual values of each variable of the running script.

9 ) Scripiting (Inputs for Map and Curve Scripts):
I'm not sure if this idea would be bad for company secrets, but it would be very very cool if the "map script" and "curve script" components had an input and we would connect any original/default FF components and it would show the scripts and its inputs and we would edit them the way we want to without changing the original ones once the map script will assume the new version and the original version will be as an input only.

10 ) Coming soon...
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Lucato, regarding where to find spinners/dials:
- Any Math component
- Any 'Free' component (Free Gradient, Free Rectangle etc.)
- Color Picker in HDR mode

Quote
Lucato wrote:
When we "Apply Changes" by pressing the button, it refreshes the script code windows and scrolls it to the top while when pressing the shortcut (Ctrl+Enter) it doesn't happen.


That's a bug. We'll fix it.

Quote
Lucato wrote:
It would be very cool, if we would have some kind of debug window where it would inform the actual values of each variable of the running script.


Yes, but we will also need breakpoints, and, therefore, a full-blown debugger, which is a bit too much work at this stage. Meanwhile, you can use the error() function to print values to the message log (Igor Lorentz has explained it in a nearby thread.)

Quote
Lucato wrote:
I'm not sure if this idea would be bad for company secrets, but it would be very very cool if the "map script" and "curve script" components had an input and we would connect any original/default FF components and it would show the scripts and its inputs and we would edit them


Basically, you're suggesting a way to expose the source code of stock FF components, right? This is technically impossible because our components aren't written in Lua, they're written in C++, and they use a different API than what we expose to Lua.
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Lucato
FF addicted

Posts: 505
Filters: 39
Quote
Vladimir Golovin wrote:
Lucato, regarding where to find spinners/dials: - Any Math component - Any 'Free' component (Free Gradient, Free Rectangle etc.) - Color Picker in HDR mode

Ops, they are still there! :0) Thanks Vlad.

Quote
Vladimir Golovin wrote:
That's a bug. We'll fix it. (Apply Changes)

Thanks.

Quote
Vladimir Golovin wrote:
Yes, but we will also need breakpoints, and, therefore, a full-blown debugger, which is a bit too much work at this stage. Meanwhile, you can use the error() function to print values to the message log (Igor Lorentz has explained it in a nearby thread.)

I see. Thanks, I'll check the error() function. Thanks for the tip. I'll check also the Igor thread.

Quote
Vladimir Golovin wrote:
Basically, you're suggesting a way to expose the source code of stock FF components, right? This is technically impossible because our components aren't written in Lua, they're written in C++, and they use a different API than what we expose to Lua.

Yup, rigth! I see. I tought they were made with Lua too. It would be amazing. Well, who nows you guys some day can post some components in Lua version at the Scripiting Library Thread. :0)
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Lucato
FF addicted

Posts: 505
Filters: 39
10 ) Scripiting (Map and Curve names):
The green/blue header of the Map and Curve components would be named and the original Map/Curve script title would get after a hi-fen. E.g., I would nominate a Map Script as "Grid" and it would show on the header as "Grid - Map Script" or to short it and get more space for naming them, it would be "MS: GRID" for Map Script or "CS: Grid" for Curve Script. Well, something like that, otherwise all different scripts will be MapScript in one texture/effect.

11 ) Coming soon...
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Lucato
FF addicted

Posts: 505
Filters: 39
11 ) Scripiting (Line #s):
The scrip text area would have on its left side the number of the lines or an option to show/hide them. It will help to follow log and so on.

12 ) Coming soon...
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Lucato wrote:
The scrip text area would have on its left side the number of the lines or an option to show/hide them. It will help to follow log and so on.


You can follow the log by double-clicking error messages that have line numbers -- this sets the cursor to the line where the error occurred.

(But a sidebar with line numbers can be easily implemented.)
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Lucato
FF addicted

Posts: 505
Filters: 39
Quote
Vladimir Golovin wrote:
You can follow the log by double-clicking error messages that have line numbers -- this sets the cursor to the line where the error occurred.

(But a sidebar with line numbers can be easily implemented.)

Thanks for the tip.
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GMM
Moderator
Filter Forge, Inc
Posts: 3491
Quote
Lucato wrote:
When we "Apply Changes" by pressing the button, it refreshes the script code windows and scrolls it to the top while when pressing the shortcut (Ctrl+Enter) it doesn't happen.


Fixed! The fix will be available in the next update.
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Lucato
FF addicted

Posts: 505
Filters: 39
Thanks GMM. Let's wait the new update. ;0)

Continuing...

12 ) Show preset (MI):
On the right side of the "Show Original" checkbox FF would have a new check box "Show preset" with a dropdown list on its right side containing the preset factory numbers/names from 1 to the last preset in the effect/texture in use. So, we would compare the actual settings with some other preset we have created instead of only with the option to compare the original with the actual values. I mean, we would have two options with this feature:
1 - the existing one "Show original" to get to compare the preset in progress with the original image;
2 - this new feature to get to compare the preset in progress with the existing presets from the texture/filter selected/in use.

13 ) Coming soon...
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Messages 46 - 73 of 73
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