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jitspoe
Posts: 189
Filters: 27
I don't know if there's really a standard format for vector images, but this could be very useful for some filters (especially when you want to be able to render them at high resolutions).

Example: I was making a stone wall texture and had an offset map source image. I had a lot of issues with artifacting around the edges of the stones. I couldn't place stones right next to each other or it would be really bad. With a vector image, either the sample would be in one stone offset or another. There wouldn't be any "bleeding" in between. I suppose this could be worked around in ff3 with an insanely high res input texture but lower overall resolution, but vector images could be really useful. Multiple image support + vectors would let you do just about anything you wanted, looking back on the feature requests for spline drawing, etc. Unfortunately, they couldn't be submitted with the source images, but you could make some cool stuff for personal use.
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Betis
The Blacksmith

Posts: 1207
Filters: 76
yes! Down with pixels! smile:D
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Vectors would integrate perfectly well into Filter Forge's rendering model. The SVG support is on our feature list for FF4.0, but we're already investigating it on low priority.
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
U
Quote
Vladimir Golovin wrote:

Vectors would integrate perfectly well into Filter Forge's rendering model. The SVG support is on our feature list for FF4.0, but we're already investigating it on low priority.


This was in May 2011 for FF 4.0 and now we are in June 2017, so six years afters and 3 versions later and there is still no news about vector support

If is true that it would integrate perfectly into FIlter Forge, why it has not been included yet?

I know also that it is said that is on low priority but as said this was in 2011, it must be the lowest priority ever for six years

This would be a revolution for FF if possible and would make it much more incredible and awesome than it already is
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
I thought this: https://filterforge.com/forum/read.php...&TID=13390 was what came for that.

Not that I know anything.
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chrisd
Posts: 51
My experience with autotracing output fr om FilterForge as well as other raster graphics shows a relatively narrow range that will produce vectors useful in other work. I have found some current FF components and methods to lim it the number of colors and produce well defined edges.

It is obvious the line between useful and unweildy can be easily crossed due to the enormous number of points and paths that can be created with even a 1-bit pattern if its very complex. In addition to that, mesh gradients and blends can significantly increase the point and path numbers or processing time.

Of course, FilterForge might implement vectors in a way unlike autotracing, although perhaps there may still be a need to reduce complexity.

Here's an example of a plugin for Illustrator to produce vector patterns http://artlandia.com/products/SymmetryWorks/
I'm giving this as an example of output that users might be looking for, not a direct transfer of functionality.
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thereisone

Posts: 27
Filters: 2
So many threads to dig up requesting some kind of vector support, many being put off by the complexity of how to implement such a feature.

I'd really really like this feature, and I feel there could be a simple way to do it, although I'm not sure of the implications involved. Rather than allowing imports of SVG or EPS files or code, how about only allow the user to draw the shape internally using the bezier curves that is almost already available.

Basically just like the attached Curve Editor component, but being able to draw a full closed shape?

Thoughts?

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