GMM
Moderator
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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Posted: October 16, 2015 8:35 am | ||||
Skybase
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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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Posted: October 16, 2015 11:10 am | ||||
Rachel Duim
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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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Posted: October 17, 2015 11:21 pm | ||||
xirja
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Bitmap Buffer/Table :
https://www.filterforge.com/forum/read...8&TID=7472 _____________________________________________________
http://web.archive.org/web/2021062908...rjadesign/ _____________________________________________________ |
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Posted: October 18, 2015 10:09 am | ||||
Rachel Duim
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Thanks xirja
![]() ![]() Math meets art meets psychedelia. |
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Posted: October 18, 2015 2:40 pm | ||||
Sphinx.
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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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Posted: October 18, 2015 4:09 pm | ||||
Indigo Ray
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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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Posted: October 20, 2015 9:35 am | ||||
SpaceRay
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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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Posted: October 21, 2015 7:30 pm | ||||
xirja
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+1
right, and on a similar topic: 17 Wallpaper Groups That would be swell. _____________________________________________________
http://web.archive.org/web/2021062908...rjadesign/ _____________________________________________________ |
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Posted: October 21, 2015 10:48 pm | ||||
Crapadilla
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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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Posted: October 25, 2015 4:25 am | ||||
inujima
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Posted: October 25, 2015 7:38 am | ||||
ThreeDee
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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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Posted: October 25, 2015 1:41 pm | ||||
ThreeDee
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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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Posted: October 25, 2015 1:51 pm | ||||
ThreeDee
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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 ![]() Sort of like this (better ones exist, such as a Sphinx-optimized version): Line Drawing scrippet.ffxml |
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Posted: October 25, 2015 2:05 pm | ||||
LexArt
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Posts: 256 |
I have just seen this thread and wish that some of this could happen
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Posted: March 19, 2016 5:55 am |
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