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Crapadilla
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An idea for your 'nesting' example: Motion-blur for Bomber+ particles. Since we can't use bitmap-based components in combination with Slaves to achieve a motion-blurred particle, how about using Loop to create fake motion blur? Superimposing multiple semi-transparent iterations of a rotated/scaled/offset Polygon should create a sufficient approximation of motion blur. I imagine this would be something that users would want to do: Creating more complex particles by using Loop, i.e. nesting Loop inside Bomber+. --- Crapadilla says: "Damn you, stupid redundant feature requests!" ;) |
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Posted: November 9, 2015 5:49 am | ||||||||
Vladimir Golovin
Administrator |
And what's more, the list extraction components, ideally, should be polymorphic. That is, they would not just work on List of Color, but on List of Anything - of Curves, Strings, Integers or whatever else. In Haskell, the type signatures would look like this:
Edit: whoops, I forgot that lists can be empty, and that we can't extract anything from an empty list ![]() |
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Posted: November 9, 2015 6:06 am | ||||||||
Vladimir Golovin
Administrator |
Yes, that would be possible. Also, some time ago I wanted to implement a stochastic version of loop which would be ideal for faking motion blur - it would replace layered copies with random noise. |
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Posted: November 9, 2015 6:10 am | ||||||||
Vladimir Golovin
Administrator |
One more slave (actually two) for Bomber Plus: Corner X and Corner Y. They output the X and Y coordinates of each corner of the particle in world space. In this example, I sample the color of the source image (lifesaver) at each of the four corners of the particle, and use a custom-made 4-point gradient to fill the particles. This approach can be used to create painterly effects:
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Posted: November 9, 2015 8:01 am | ||||||||
Skybase
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Damn... that's really cool.
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Posted: November 9, 2015 8:38 am | ||||||||
Crapadilla
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Maybe there should be some visual cue that distinguishes slave-accepting inputs from regular ones. For example, slave-accepting inputs could be marked by a little feedback loop icon immediately to their right (but still left of their input name). Also, if a master component requires a closed slave connection to work (such as Loop), you could give all connecting pipes between the master and slave components a red color plus an additional "!" icon for as long as the feedback loop is not closed properly. You could also color pipes red if the connection is made in a wrong way (i.e. a slave connected to a non-slave-accepting input), and hovering over/clicking the "!" would present further details on the erroneous connection. --- Crapadilla says: "Damn you, stupid redundant feature requests!" ;) |
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Posted: November 9, 2015 9:50 am | ||||||||
Betis
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Re: Generic List Component
I think changing your new "Map Switcher" node into a generic list source would be best. It would only take 2 inputs: The list, and the switch map. This would let you call any item from the list with a simple value. Something to consider is if you want the value of 1 to select the last switch and have intermediate values select other inputs, or if you want it to be more index based and have each integer correspond to that number in the list. Any value outside a valid range would default to a third input - error, like in the math components. Of course if your map range is clamped to LDR values and only accepts LDR input for the switch, you won't have to deal with that. Or did I miss the big picture? Roses are #FF0000
Violets are #0000FF All my base are belong to you. |
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Posted: November 9, 2015 10:06 am | ||||||||
Vladimir Golovin
Administrator |
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Posted: November 9, 2015 10:08 am | ||||||||
Betis
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Thinking about different Out-Of-Range handling, would probably be the similar to the free gradient continuation modes but with some new ones:
Assuming a list of 10 elements ending with index 9; a | denotes edge of the list • Zero - defaults to the zeroth index. [ ... 7, 8, 9 | 0, 0, 0 ... ] • Clamp/Constant - remains at the last closest input. [ ... 7, 8, 9 | 9, 9, 9 ... ] • Repeat - list is repeated ad infinitum. [ ... 7, 8, 9 | 0, 1, 2 ... ] • Mirror (Inclusive) - Reflects the indices including the last index [ ... 7, 8, 9 | 9, 8, 7 ... ] • Mirror (Exclusive) - Reflects the indices of the list excluding the last index [ ... 7, 8, 9 | 8, 7, 6 ... ] (and at the beginning: [... 3, 2, 1 | 0, 1, 2 ... ] Of course, this is only relevant if we're using an HDR index-based solution (like iteration slave for loops) for list evaluation. Roses are #FF0000
Violets are #0000FF All my base are belong to you. |
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Posted: November 9, 2015 11:00 am | ||||||||
Crapadilla
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Checking our current set of Bomber+ slaves against some older feature requests for the Bomber...
Here's one by uberzev: "Fog" option for bomber This issue appears to be solvable with the Octave slave, right? --- Crapadilla says: "Damn you, stupid redundant feature requests!" ;) |
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Posted: November 10, 2015 8:01 am | ||||||||
Vladimir Golovin
Administrator |
Yes, fog seems to be solvable via Octave slaves (actually called Layer and Normalized Layer to avoid introducing unfamiliar terminology, and for consistency with the naming of existing bomber inputs). Also, playing with the layering method of the bomber might be helpful as well.
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Posted: November 10, 2015 8:52 am | ||||||||
SpaceRay
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Following the Skybase quote below I wonder if
COULD BOMBER+ HAVE LESS PERFOMANCE AND SLOWER THAN OLDER BOMBER??? If the new bomber+ will have only one single input, and it will be able to have infinite sources that will feed this one single input, could it happen that it will be slower than the normal bomber that has 5 source input? I mean that there could be a perfomance bottleneck problem, if there is 25 (or more) sources and only one input, and it depends all on a input switcher to control the flow of the inputs one by one. Why not keep using the 5 input of the previous bomber? so it could rise the flow of incoming data from the slaves.
Thanks for the answer, and is well explained and understand it well this way, but I prefer the first answer you have put (and deleted) that is simpler, Bomber+ only has ONE input. so then you of course need to have a input switcher because there is only ONE input and can´t input more than one instruction each time. What you have written, remembers me of how it was explained the single and multicore CPU chips with cars waiting in a queue to enter the processing and a "police" controlling the traffic |
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Posted: November 11, 2015 6:35 am | ||||||||
Skybase
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I'm pretty sure the performance is much the same. Just if you start doing more crazy things it'll obviously get a lot slower.
But this is the bomber. It already runs pretty damn fast. |
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Posted: November 11, 2015 6:53 am | ||||||||
Ramlyn
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Among all these talks......
Just now I'm making a filter with a complex particle and a bomber. It asks me to use a particle adapter.............. Hufffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff BEFORE OF ANY OTHER IMPROVEMENT TO THE BOMBER, THIS SHOULD BE THE FIRST. Sorry. It is really not not not nice that, every time we use a bomber, we have to check if a particle adapter is needed or not. It is really boring and uneasy. Why isn't included in the bomber itself??? Please, can you make the components being able to be connected with a bomber without that we have to worry where a particle adapter is needed? THANKS I have no idea what the other people thinks, but for me it is a problem. |
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Posted: November 11, 2015 11:18 am | ||||||||
Ramlyn
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I have no idea how many particle adapters I have to insert in this filter......
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Posted: November 11, 2015 11:20 am | ||||||||
GMM
Moderator
Posts: 3491 |
It is a limitation of the Image component, not the Bomber. You can use Image 2.009 that doesn't require a Particle adapter. |
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Posted: November 11, 2015 11:37 am | ||||||||
Ramlyn
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It isn't only the Image component.
"The Particle Adapter component adapts the output of size-independent components (such as Image, Selection, Color Control, Grayscale Control and Frame)" |
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Posted: November 11, 2015 12:29 pm | ||||||||
SpaceRay
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Ramlyn, this happened to me too that when making some filters it tells me that it requires particle adapter AND even adding it, it STILL was telling me that is was required, and I thought it was a bug, and it was not, it was that it must be positioned correctly in a specific place
Please see this thread and maybe will help you to understand how to use the particle adapter with bomber FF 4.0 Particle Adaptor WRONG warning with shapes and bomber? Although be aware that using groups with particle adapter is not as easy as it may seem |
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Posted: November 11, 2015 2:11 pm | ||||||||
Crapadilla
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Re: Loading lists of images into FF
... which presumably would require a rewrite of the whole FF component infrastructure that could take several months? Years? ![]() ![]() In the meantime, maybe there is a place for a specialized image list loader component (Image Switch?) that would ONLY work within the iterative context of master/slave components like Loop or Bomber+? [ Currently, that appears to be the ONLY context where Image Switch would make sense, and lots of it, IMHO ] That may be an ugly, inelegant solution (from a software architecture perspective), but it would be a pragmatic one. Instead of having to construct huge sub-trees full of Map Switches and multitudes of Color Controls (and having to deal with a huge list of filter controls), we'd have ONE component, ONE UI element to deal with, and a lot less user headache. [ Of course, all this assumes that we can actually make a use case for this, i.e. that wanting to load multitudes of images into Loops and Bomber+ is actually something that users would want to do. Personally, I think that the potential applications for this are HUGE. ] --- Crapadilla says: "Damn you, stupid redundant feature requests!" ;) |
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Posted: November 12, 2015 3:32 am | ||||||||
Ramlyn
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To SpaceRay : yes, I'm aware of that. The particle adapter must be added just after the component that requires it, otherwise it doesn't work.
It would be nice if in the new bomber we hadn't to use the particle adapter. |
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Posted: November 12, 2015 7:21 am | ||||||||
Betis
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Re: Loading lists of images into FF
I imagine a good use for this would be to process frames of an animation in a particular way without needing an application like After Effects that deals with sequences well. (I'm thinking Slitcam processing, arranging frames of a timelapse in sequential order to have a sort of "time gradient", etc.) Roses are #FF0000
Violets are #0000FF All my base are belong to you. |
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Posted: November 12, 2015 11:29 am | ||||||||
Vladimir Golovin
Administrator |
Yes, years, if not decades ![]() (On the other hand, getting from zero understanding at all to a working type-checked visual node-based prototype took us less than a year, so far). |
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Posted: November 16, 2015 6:19 am | ||||||||
SpaceRay
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YES!! This would be really interesting and useful to be able to load lists of images from a defined source to be feed into the bomber+ |
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Posted: November 16, 2015 2:57 pm | ||||||||
Skybase
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The one thing I don't want this turning into are filters with 100s of inputs with ridiculous amounts of options etc etc. I personally think that's just a silly filter. It's a cool concept but it should be approached with care... if it were to be done that is. |
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Posted: November 16, 2015 6:09 pm | ||||||||
Betis
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Well if you had a one-control loader that would load it just like AE (a sequence) then it would be easily managed.
I was originally thinking this "List" type would be implemented with a corresponding List Control that would allow loading sequences of images as a single input. Roses are #FF0000
Violets are #0000FF All my base are belong to you. |
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Posted: November 16, 2015 7:37 pm | ||||||||
SpaceRay
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As far as I know from what I have understood from the lists and images is that the inputs for images with a list would not appear in the settings, although I may be wrong. I agree that it would be silly to have ridiculous amount of options and is not good. Also I think that this kind of filter could be also done in a private and personal way, without having to share and make it public in the forum or FF library, so is only a problem for the author and not anybody else.
To avoid possible confusion, what I mean with this is that a way to load automatically from a defined folder of images (maybe easier to load all the images inside the folder instead of selecting individual ones) into the list and then feed it into bomber+ and the inputs of images would not appear in the settings panel, or maybe only once. The order of the input of the images would be the same as the order found inside the images folder |
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Posted: November 19, 2015 1:21 am | ||||||||
uberzev
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I'd like the regular Bomber to allow Density above 5. That number is arbitrarily low.
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Posted: December 6, 2015 3:05 pm | ||||||||
kirkl13
Posts: 38 |
I'd like the particles having color+alpha+depth (fr om exr files for example) being Z combined properly with anti-aliased edges wh ere one particle intersect another.
Like what Zcombine node in Blender do. https://www.blender.org/manual/composi...mbine.html Actually would be nice to have proper depth combining in regular blend node too. |
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Posted: December 27, 2015 5:38 pm | ||||||||
Sphinx.
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I'd like the Bomber + slave nodes to be connectable to more than just the particle inputs - yes I know I can just add more transformations etc, but that slows things down (and seems pretty inoptimal when there already is stuff like rotation and size).
In particular I'd like to be able to connect the Randomizer slave to other inputs, e.g. the Rotation input. This is to limit the possible amount of different angles. |
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Posted: January 3, 2016 6:32 am | ||||||||
LexArt
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Posts: 256 |
This seems to be interesting, and I agree that it would be good, but maybe I think that any bomber improvement may be only for FF 6 and not available in any update of FF 5, and I wish I would be wrong,
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Posted: March 21, 2016 7:33 am | ||||||||
SpaceRay
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Bomber has been the most interesting and useful component that is the best thing but since bomber plus in FF 5.0 and now we are in FF 11.0 and there has not been any more improvements and added any possible additional features to the powerful bomber component
It is a pity that it has not been improved as it is really powerful and one of the best thing in FF Is there any possible news that in FF 12 there could be any kind of bomber improvement of any kind? Thanks very much |
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