JordanW
Posts: 3 |
As a note I've used Filter Forge1 at work only a couple times but I'm giving the beta of 2 a solid go a home because I can see potential use for it in my personal art so I'm still kind of new to FF. So I apologize if any of this is me overlooking something that is already in the program
![]() It would be nice to be able to rearrange and resize elements of the filter editor window. For example it would be helpful to be able to break off the image/filter preview window as it's own floating window to be able to place it on a second monitor. Having nodes that can be placed in a right click menu would help speed up workflow. Math nodes would be awesome (I'm sure someone's mentioned this) Many shader editors have them but it's super useful to just be able to run math on an image. I'm actually kind of surprised you can't reference multiple external images (is this something i'm overlooking?) Images should have a texture-coordinate/distortion input so that we can run simple math functions on them or distort them by arbitrary patterns. Inputs that are normally scalar (like scale on a cell node) should be able to be hooked up to a 2d input so that the scale of the cells could be defined by a grey scale image. When a control is hooked up to an input it inherits the input's name, like Radius. This would be more helpful if it also inherited the node's name as a prefix, like BlurRadius. Right clicking on a beige control input should bring up and right click menu with the control inputs available and auto-hook this node into the slot. |
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Posted: December 18, 2009 11:40 pm | ||
Kraellin
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http://www.filterforge.com/wiki/index...e_Wishlist
If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig |
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Posted: December 19, 2009 7:39 am |
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