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IONclad
Building art one node at a time.
Posts: 123
Filters: 25
1.It would really speed things up with complex filters to be able to clone a node with all connections intact.

example. I wish to have copy#2 of a tile generator with 10 things connected. Currently I need to copy the generator, then reconnect everything, and if there is mapping, check the old one and set the remapping numbers AGAIN. It would save literally HOURS from each filter If I could drag-clone an existing node into a second connected node.

2. 3/4 node blending node. Many, MANY times I have needed to combine several outputs into one channel. Most commonly RGB into a single channel. (I don't like the lack of control with the RGB combine node), OFTEN I need to flatten a process which of course requires a string of blends. A simple 3 and 4 input blender (even with the same operation for all inputs) would reduce clutter and save MUCHO time.

3. the lack of a rotation node is SERIOUSLY irritating

4. the lack of a scale node is SERIOUSLY irritating

5. The addition of a batch processor for multiple input frames would allow me, and many others to use our own filters to apply to video/animation. I may be able to get photoshop to do it, but frankly until FF becomes more stable with photoshop I don't like using photoshop.

6. PROXIE proxie PROXIE. For any serious image filter use tweaking the settings on a 4000x3000 pixel image is... well... impossible. You need to create a proxie, which is fine, but in photoshop unless you create a preset applying the filter erases your 'tweaking'. I found myself yesterday following the following proceedure (about 20 times)
- Load image in photoshop. Reduce to 500 pix on long side.
- Run FF, tweak, get perfect. Save as preset. Quit FF
- Reset image to load state
- Run FF, Select Preset. Apply.

When really, the whole thing would be as follows if a proxie system were in place.

- Load image in photoshop.
- Run FF, tweak get perfect.
- Apply.

For one image it's not a biggie, but if you wanted to experiment with 10 images, the difference would be quite substantial.

smile:)

3.
the artist formerly known as Bongo51
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onyXMaster
Filter Forge, Inc.
Posts: 350
Multiblend and connection cloning are mostly UI features so I leave them for Vladimir to discuss.

Rotation and scaling will be implemented if we consider the idea of explicitly non-seamless filters (mere presence of these components will break seamlessness), also scaling up will pretty much prevent you from using bitmap-based components like blur, motion blur, sharpen and high pass.

Proxy is already implemented, works automatically and was internally tested and found useful and stable -- next release will include it.

Batch processor is certainly possible (even for frames of different sizes). Currently it's relatively easily achieved with Photoshop actions.

What stability problems do you encounter when working with FF within Photoshop?
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Quote
onyXMaster wrote:
Rotation and scaling will be implemented if we consider the idea of explicitly non-seamless filters
Yes, its time to do this.
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Bongo51 wrote:
2. 3/4 node blending node.


Multiblend is already in development.
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IONclad
Building art one node at a time.
Posts: 123
Filters: 25
stability issues with photoshop... I am unable to render larger images within the FF interface and must 'apply' the filter from within photoshop. (runs out of RAM I'm guessing) works for about 1/3 of the image, then just quits with an error (without ability to post bug)

FF also quits unexpectedly OFTEN while using it with photoshop, then photoshop will become unresponsive or unstable (twitchy). A few times I've needed to reboot.

I'm running XPpro/sp4 - athlon X2 - 2gb RAM - PhotoshopCS2

onyXmaster,
your saying a rotation node designed to rotate noise and brick components will break the seamlessness? I wouldn't have thought that. Specifically several users have accomplished rotation without seamless issues by using gradients. If this can be done, how is it that a node cant be made 'baking' this functionality into itself. If only to simplify the task and remove the need of building complex rigs to rotate things. ??


Ian
the artist formerly known as Bongo51
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IONclad
Building art one node at a time.
Posts: 123
Filters: 25
another note...

personally I wouldn't find it odd to have a bunch of non-seamless tools. A LOT of the power of FF is creating image manipulation filters and I would much rather have powerful nodes like rotate, scale, import bitmaps, etc. to create truly remarkable image filters. Maybe an idea for the next version number would be to have two workflow spaces, one for working with seamless tiles, and one for one-off images. In this way there will be overlap of tools, but no conceptial confusion regarding tools and their use.

I'm a 3d artist and only half (or less) of my required textures in any given project are REQUIRED to be seamless. I'd rather have that option AND the higher function toolset that comes with it. smile:)

Just a thought.
the artist formerly known as Bongo51
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Bongo, I think keeping both seamless and non-seamless filters in the same workspace is a better idea. The idea is simple: when you add a component that breaks seamless tiling, the whole filter becomes non-seamless, and the Seamless Tiling checkbox becomes grayed-out. This would be a lot easier than creating a separate editor for this.
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Bongo51 wrote:
stability issues with photoshop... I am unable to render larger images within the FF interface and must 'apply' the filter from within photoshop. (runs out of RAM I'm guessing) works for about 1/3 of the image, then just quits with an error (without ability to post bug)


Does it show any message when the error occurs? If it does, please press Ctrl+C when you see that message (this will copy the message text to the clipboard) and post the text here.
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Ken
CameraKen
Posts: 136
Filters: 16
Quote
I think keeping both seamless and non-seamless filters in the same workspace is a better idea. The idea is simple: when you add a component that breaks seamless tiling, the whole filter becomes non-seamless, and the Seamless Tiling checkbox becomes grayed-out. This would be a lot easier than creating a separate editor for this.


PERFECT

Best of both. Now we can have ‘rotate’, ‘text boxes’ etc

Fantastic, I can’t wait. smile:)

Ken.
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Lucato
FF addicted

Posts: 505
Filters: 39
Quote
Vladimir Golovin wrote:
Bongo, I think keeping both seamless and non-seamless filters in the same workspace is a better idea. The idea is simple: when you add a component that breaks seamless tiling, the whole filter becomes non-seamless, and the Seamless Tiling checkbox becomes grayed-out. This would be a lot easier than creating a separate editor for this.

- Yup, I agree. Maybe while editing/creating we would have some warning blinking when you add a Component the will make a seamless become a non-seamless filters and vice versa (not a pop-up asking to confirm). smile:) Maybe in some place a filter status -> Status: Seamless / Status: non-seamless
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IONclad
Building art one node at a time.
Posts: 123
Filters: 25
well, you guys would know better about which system would be easier to implement. Either way, I can't imagine FF being a whole product without a couple more nodes (like those mentioned above and other threads). I'm only speaking for myself but I'd be more then willing to accept breaking seamlessness with a few of the nodes.

Of course, complete seamlessness would be ideal, but I'd rather have access to a tool then not simply for that reason.

smile:)

I will absolutely copy and paste the error info next time a photoshop/FF crash occurs.
the artist formerly known as Bongo51
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