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Warwick
Posts: 5
Basically, FF is trying to be a file system. That is wrong.

When I use PhotoShop, it doesn't try to put all my images into some hidden directory structure somewhere.

When I write a game, all my image assets are in a directory for the project... but my FF filters and presets are off somewhere else, dissociated from the project.

FF can use any files for XML filter and preset definition - the commandline allows this just fine. So why can't I just keep all my filters and presets in my project directories? I can do this right now, but then I can't open, edit, and save them in FF (FF just "imports" them into the hidden directory if I open them!).

I understand that this allows a direct correlation between the online filter gallery and the files, but this can be done plenty of other ways.

Please fix this - it is essential for professional asset development pipelines!
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GMM
Moderator
Filter Forge, Inc
Posts: 3491
Quote
Warwick wrote:
When I use PhotoShop, it doesn't try to put all my images into some hidden directory structure somewhere.


Filter Forge doesn't put your images away either. What it does put away are settings and other files that are not supposed to be used manually – just like Photoshop. Would you complain on Adobe forums that Photoshop hides your color settings and action palette? smile;)

However, you can always symlink the %appdata\Filter Forge 2\System\Library\ folder to any other location if you want to have it at hand.
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Warwick
Posts: 5
FF output images are generated files, not source files. Photoshop images are source files. The correct analogy would be Visual Studio only letting you decide where the .exe goes, not all your source files.

The source files consists of a FF filter, a preset, and output configuration variables (image size, etc.).

Using a symlink does not work, because opening it causes FF to import it, and version management may not treat it correctly. Also, a preset cannot he opened at all. It's also very cumbersome to find which ffxml is a particular filter, since the name is inside it, not in the filesystem filename.

Part of my motivation for this is to make FF better usable for assets in Unity, rather than having to use expensive Allegorithmic Substances.

Also note that I am talking about the use case of generating a complete texture (eg. a brick wall), not using FF as a step in manipulating an image in PhotoShop.
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
GMM, your analogy is not sound: .ffxml files are the "project files" of filter forge, hence the parallel in Photoshop would .psd files, and not various settings files.

The problem about filter forges managed handling of custom filters is that it completely eliminates any manual handling. The plain old open/save menus are missing for ffxml files. If you open a e.g. a manually downloaded filter, FF will copy it to My Filters, which is both very annoying and wrong. The annoying part is that you can't use your own storage paths etc (it is logical to save special filter files for a given project in a dedicated project folder). The wrong part is that if I download someones filter from the forum, it is not mine, hence it should not reside in "My Filters".
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GMM
Moderator
Filter Forge, Inc
Posts: 3491
Quote
Warwick wrote:
The source files consists of a FF filter, a preset, and output configuration variables (image size, etc.).


Quote
Sphinx. wrote:
ffxml files are the "project files" of filter forge, hence the parallel in Photoshop would .psd files


I see your point. I always thought of filters as of tools to make an image, not the source material. Maybe Vladimir could share his opinion on this.
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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
Vlad here... smile:dgrin:

The answer is this...FF needs to allow a user-defined filter filing system within FF...it's just that simple...

http://www.filterforge.com/forum/read...9&TID=8729
Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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Warwick
Posts: 5
Quote
The answer is this...FF needs to allow a user-defined filter filing system within FF...it's just that simple...


Adding even more filesystem to FF is not the solution.
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Warwick wrote:
Basically, FF is trying to be a file system. That is wrong.


The rationale behind this decision was simplicity. Our baseline / reference interface was that of a typical Photoshop plugin. Now, when the Filter Library has grown so large, the interface definitely needs a redesign.

Quote
Warwick wrote:
When I write a game, all my image assets are in a directory for the project... but my FF filters and presets are off somewhere else, dissociated from the project.


Absolutely agree with this. However, I don't yet have a clear solution in mind.

Quote
Warwick wrote:
Please fix this - it is essential for professional asset development pipelines!


This is not a fix, but a complete redesign of the Filter Library infrastructure, both on the server and the client side. This is one of the most requested features. We haven't yet decided on priorities for FF4.0, but I think this will get a top priority.
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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
Excellent Vlad!!! smile:beer: smile:banana: smile:ff: smile:hammer: smile:loveff: smile:pimp:

Warwick, it should solve the problem that you have described...unless I have totally misunderstood what you are talking about... smile:?:
Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
StevieJ wrote:
Warwick, it should solve the problem that you have described...


Not necessarily. As I said above, I don't yet have a clear idea on how to implement that. Possible approaches include additional user-defined directories for My Filters, or an optional "document-oriented" way to launch Filter Forge, which probably will be more convenient for asset creators (or, more generally, those who keep their filters in a version control system like Git or CVS.)

Also, speaking of removing filter manager from Filter Forge. Users of the Basic edition just download filters from the Library and use them, they don't create anything. So it makes no sense to force them to use a filesystem instead of the built-in filter list.

For users of the Basic edition of Filter Forge, filters aren't documents they "open" and "edit" - they are just optional downloadable additions to the main program. The document, in their case, is a picture they're modifying.


Quote
Warwick wrote:
When I use PhotoShop, it doesn't try to put all my images into some hidden directory structure somewhere.


But it does exactly that with Brushes and Patterns smile;)
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