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uberzev
not lyftzev

Posts: 1890
Filters: 36
This effect is pretty much impossible to achieve with the current toolset.



I realize there's a bit of a curved path going on. Even without that this would be a nice addition to FF.
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CFandM
ForgeSmith

Posts: 4761
Filters: 266
Quote
uberzev wrote:
This effect is pretty much impossible to achieve with the current toolset.

Well not quite impossible smile;) Just very slooow....Hate to tread in your thread but....This would be an interesting addition to the tools already at hand...

Back when you posted that spiral arm I was fiddling and payed attention to the method that you were using for your Zoom Blur..The same can be had with your spiral arm....Lost this in a crash so its not there yet.. smile;) smile:)

Stupid things happen to computers for stupid reasons at stupid times!
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CFandM
ForgeSmith

Posts: 4761
Filters: 266
One more..

Stupid things happen to computers for stupid reasons at stupid times!
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Yes there are workarounds but they're slow/ugly.

This is a pretty fundamental effect so I think a dedicated component would be justified. smile:)
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Quote
uberzev wrote:
This is a pretty fundamental effect so I think a dedicated component would be justified


I agree... this is basic kit and ff should have it. Could also incorporate something like 'wind blur' in pshop.
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Mike Blackney

Posts: 375
Filters: 57
I don't think that the FF sampling architecture supports doing this quickly enough that it will ever be added as a component.

If it was added then it would probably be a hackjob that would disable AA/need its own AA path and would disable seamless tiling, and I'm not sure that's a direction that FF wants to go in.
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Kraellin
Kraellin

Posts: 12749
Filters: 99
+1 i can see voldemort now doing spiral filters with trails!
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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jitspoe
Posts: 189
Filters: 27
I've been thinking of ways to implement this in LUA, but as Mike suggested, it would probably too slow, as it would mean sampling every pixel along the blur for every pixel you render.
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65


Since we have the unidirectional blur implemented in the form of the Smudge component now, what if this component would accept a curve component as an input from which to generate a custom trail shape?

This could possibly allow for all sorts of curved trails (other than those that curve back onto themselves, of course)... smile:)



And as for CFandM's image... we might need a Radial Smudge for that!
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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