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GMM
Moderator
Filter Forge, Inc
Posts: 3491
Do you use a particular Map script often and would like to see it converted into a regular component? We're thinking of rewriting some scripts into components that will make them faster and more stable.

Please post your favorite scripts here or link to the relevant forum threads.

An important requirement: the script should be generic enough to be used as a basic building block for various filters. Variable Blur and Radial Blur are good examples; Flower by Ken is not.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Just gonna drop off a couple I often think FilterForge might be a bit more useful with.

Presents for Everyone - by Orteil
https://filterforge.com/filters/10155.html
Contains a script for perspective transformations. Generally any form of transformation like this is quite difficult to do in FIlterForge's basic nodes alone.

This might be not necessarily a basic building block and also a redundant feature but...
FXAA by iFredQC
https://filterforge.com/filters/12762.html
This kinda helps reduce render times, and it's kinda like a nice little thing to use where possible within the chain. I honestly imagine it as a little utility to pin-point where AA should be best used. Again, mildly doesn't fit the category but this just happens to be pretty handy.
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Rachel Duim
So Called Tortured Artist

Posts: 2498
Filters: 188
Thanks for these Skybase. FXAA has prompted me to look at how anti aliasing is done in Brush Engine Van Gogh. As a standalone, FXAA works well with the bomber filters output. However... if you place the FXAA map script component after the bomber, and turn off FF anti-aliasing, the filter is actually slower. Here are my informal results using filter preset #11 (variation 10) of Brush Engine Van Gogh:

FF AA turned off: 1 min
FF AA turned on (5 samples): 5 min
FF AA turned off, using FXAA: 12 min

If I use FXAA standalone, it only takes a few seconds to run. So my question, what is going on? I tried this in both FF 4 and FF 5, similar results.
Math meets art meets psychedelia.
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xirja
Idididoll Forcabbage

Posts: 1698
Filters: 8
Bitmap Buffer/Table :

https://www.filterforge.com/forum/read...8&TID=7472
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http://web.archive.org/web/2021062908...rjadesign/
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Rachel Duim
So Called Tortured Artist

Posts: 2498
Filters: 188
Thanks xirja smile:) There are no arrays in FXAA, but there are over 50 variables (necessary, complicated, for readability). Like a medium sized array. So, if I understand this, there is no real solution to this particular problem. The map script component needs a lot of memory (lot of threads), so in a larger filter there is not enough memory to go around, it seems smile:|
Math meets art meets psychedelia.
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Thumbs up on the Projective Transform

Grid Interpolator (impose a triangular or square grid of R resulution - return interpolated sample from x,y subgrid position) - I don't have the script anymore and it sucked due to the initialization block design issue. Anyways this type of component is far cheaper than then real bitmap based blurs..
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Indigo Ray
Adam

Posts: 1442
Filters: 82
How about CMYK Components?

I think "extract CMYK" and "assemble CMYK" components would be intuitive and useful. FF already has a precedence of extract/assemble components, so CMYK would fit right in. I don't think components would noticeably compute any faster than the scripts, but they would be used more often.

Sphinx's "map CMYK" script is interesting, but then users would expect to see a "map RGB" component as well.
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SpaceRay
SpaceRay

Posts: 12302
Filters: 35
I know that most possibly and probably this suggestion I am putting here is maybe too complex to be converted into FF components but anyway I put it here

It would be really great to have the awesome and amazing Map Script of the Inujima's Hyperbolic tiling converted to components I can see and understand better than the script that I can't understand nothing

It is here Hyperbolic Tiling V1 by Inujima

Thanks
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xirja
Idididoll Forcabbage

Posts: 1698
Filters: 8
+1
Quote
Hyperbolic Tiling V1 by Inujima


right, and on a similar topic:

17 Wallpaper Groups

That would be swell.
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http://web.archive.org/web/2021062908...rjadesign/
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
I'm gonna put 8 tentacles up for Variable Blur, Radial Blur and Perspective Transform.

Also, what about...

* Hard Shadows
* Fractals (like this or this)
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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inujima

Posts: 176
Filters: 26
This right blending component.

Photoshop Blend.ffxml
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Distance Transform

I'd really like to have options for 1-, 2- and 4-directional variants (of which the last one is actually the official Distance Transform, the others are ramps of sorts). The 1- and 2-directional just would be enormously useful for hard shadows, extrusions, bevels of various kinds and a whole lot more.
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Internal Image Minimum, Maximum and Average Color

Same as with External Image but with any source image connected internally in the Editor.
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Line Draw

Draw a straight line between two given points with line weight, color, possibly with cap style (square, round).

Or, instead of line weight, distance from line as an HDR value.

(Dotted line options wouldn't hurt either.)

(Neither would curved, such as curve angle control.)

(And if you really wanted to make me happy, a bezier segment draw component with anchor and control points smile:D )

Sort of like this (better ones exist, such as a Sphinx-optimized version):

Line Drawing scrippet.ffxml
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LexArt
LexArt

Posts: 256
I have just seen this thread and wish that some of this could happen
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