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Zoltan Erdokovy

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I couldn't be bothered to look through the forum, so pls forgive me if sound redundant. smile:)

- Rotate node: To rotate stuff in any angle.

- Scale node: To scale stuff. I'd like to set the pivot of the transformation, and the way edges are treated (pixel repeat, warp).

- Multi blend node: Blend multiple sources in one node. Like a small photoshop. smile:) It would help keeping the node structure simpler and tidier.

- Visual groupping: Make a custom colored rectangle on the workspace, give it a name and drag nodes inside. These would visually separate different parts.

- Workspace zoom out: To zoom out and see a much bigger chunk of the workspace. Only small node thingies (without previews), link lines and visual groups are visible. It would make navigation much easier on extensive node structures.

- Comments: To give a comment to any node. Describing what happens where and why would help others (and even the author a few weeks/beers later) to figure out what's going on.

- Groupping: To collapse multiple nodes into one container, showing only given inputs and outputs. Maybe when the user expands the group it's on a separate workspace. Instead of Result there are output nodes, and we can also add input nodes which show up outside.
Complex filters quickly become unmanageable unless we can separate and focus on certain functions.
Maybe making virtual nodes: one series of nodes groupped together may used as any other node... but that probably would be an overkill. smile:)
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Nice ideas. smile8)
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Zoltan Erdokovy wrote:
- Rotate node
- Scale node


These aren't included because they would break seamless tiling. In order to include them, we'll need to redesign Filter Forge to support non-seamless filters. This is already on our long-term list.

Quote
Zoltan Erdokovy wrote:
- Multi blend node:


What kind of inputs would you like to see in this component? My initial plan for this component was as follows:

Source 1: map
Opacity 1: grayscale map
Source 2: map
Opacity 2: grayscale map
Source 3: map
Opacity 3: grayscale map
Source 4: map
Opacity 4: grayscale map
Source 5: map
Opacity 5: grayscale map
Source 6: map
Opacity 6: grayscale map

And probably a checkbox to flip the blending order (top-to-bottom or bottom-to-top).

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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Zoltan Erdokovy wrote:
- Workspace zoom out:


Already planned, currently on high priority.

Quote
Zoltan Erdokovy wrote:
- Comments:


Already on our list (most likely, we will look into it after we implement subroutines/groups).

Quote
Zoltan Erdokovy wrote:
- Groupping: To collapse multiple nodes into one container, showing only given inputs and outputs. Maybe when the user expands the group it's on a separate workspace. Instead of Result there are output nodes, and we can also add input nodes which show up outside.


That's exactly our plan. This task is on high priority, but due to the sheer amount of work involved, this feature may take long to implement properly.
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Lucato
FF addicted

Posts: 505
Filters: 39
Yup, nice ideas Zoltan.

Quote
Vladimir Golovin wrote:
And probably a checkbox to flip the blending order (top-to-bottom or bottom-to-top).


Talking about checkboxes Vlad, maybe add also one check box for each source to turn It On/Off. So, we would be abble "try" the best blends and check if I will need to connect all source inputs.

[ ] on / Source 1: map / Opacity 1: grayscale map
[X] off / Source 2: map / Opacity 2: grayscale map
[ ] on / Source 3: map / Opacity 3: grayscale map
[ ] on / Source 4: map / Opacity 4: grayscale map
[X] off / Source 5: map / Opacity 5: grayscale map
[ ] on / Source 6: map / Opacity 6: grayscale map

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Zoltan Erdokovy

Posts: 204
Filters: 24
Multiblend: Exactly as you say. smile:)

Quote
These aren't included because they would break seamless tiling.

smile:(
Just out of curiosity, when you rotate an already seamless texture with "warping" on, does it break tiling? In Unreal the result remains tileable.
Isn't it possible to implement them with restrictions or something? The lack of rotate makes concentric effects insanely difficult (and slow) to make. My most recent failure was an impact hole filter...
But I guess you know your job. smile:)

Otherwise I'm glad we kinda think alike. smile:)

EDIT: Fixed grammar.
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Zoltan Erdokovy wrote:
does it break tiling


Yes, it breaks tiling on non-square textures.
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Zoltan Erdokovy

Posts: 204
Filters: 24
Damn you non-square textures! /Shakes fist/
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