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Sphinx.
Filter Optimizer

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Quote
Crapadilla wrote:
No! Just give us illumination gradients, and we're fine!


What is that? Did I miss some thread describing what an illumination gradient is?
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

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I had been joking about it in another thread. smile;)
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Sphinx.
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ahh.. I see.. well, its not a bad idea, I did some experiments in this direction myself (a beast of irrational tinkering smile;) )
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James
James
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Genetica is a cool program imo these would be great to have in FF, maybe also a dedicated glass material, i know theres ways to get the glass look but why not add a material out also as theres a metal one which is no doubt similar in ways so im sure the devs could do that smile:ff: And in combination with the things you mention some great effects/textures to be made im sure.
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

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The interesting thing is that Genetica also has a sample-based architecture, just like FF, so the two should be comparable.

However, judging from the responses of the devs to various 'genetica-inspired' feature requests, it appears that the two architectures are somewhat less comparable as it may seem. How else could one explain that Genetica does certain things like 'lighting' and 'shadows' with utter ease where in FF it would pose "some significant technical difficulties" as OnyXMaster maintains?
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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onyXMaster
Filter Forge, Inc.
Posts: 350
Well, FF does lighting with ease too, I already told people here that lack of point lighting you all seem to crave for some strange reason smile:D , is only a learnability plus UI stuff. About shadows -- the best part of the effect the Crapadilla demonstrated (large colorful picture of something that appears to be cut from paper to me) comes not from hard shadows, but from carefully attached region-based gradients. Ambient occlusion, if it will make it into 2.0 in one way or another, will mostly eliminate the need for hard shadows (problems with seamlessness included).
As for "shaders" as normal components (i.e. having the ability to connect the "shader" output to another component, as opposed to the current scheme of shaders being limited to root component) -- it may or may not happen, since there are problems with seamlessness (as usual) and performance, that may prohibit inclusion of "shaders" as normal components.
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