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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Posted: August 16, 2011 8:56 pm | ||||||||
GMM
Moderator
Posts: 3491 |
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? ![]() 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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Posted: August 17, 2011 9:00 am | ||||||||
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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Posted: August 17, 2011 5:31 pm | ||||||||
Sphinx.
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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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Posted: August 18, 2011 1:27 am | ||||||||
GMM
Moderator
Posts: 3491 |
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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Posted: August 18, 2011 3:24 am | ||||||||
StevieJ
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Vlad here...
![]() 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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Posted: August 19, 2011 10:26 pm | ||||||||
Warwick
Posts: 5 |
Adding even more filesystem to FF is not the solution. |
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Posted: August 20, 2011 9:06 am | ||||||||
Vladimir Golovin
Administrator |
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.
Absolutely agree with this. However, I don't yet have a clear solution in mind.
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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Posted: August 22, 2011 7:39 am | ||||||||
StevieJ
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Excellent Vlad!!!
![]() ![]() ![]() ![]() ![]() ![]() Warwick, it should solve the problem that you have described...unless I have totally misunderstood what you are talking about... ![]() Steve
"Buzzards gotta eat...same as worms..." - Clint :) |
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Posted: August 22, 2011 8:29 am | ||||||||
Vladimir Golovin
Administrator |
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.
But it does exactly that with Brushes and Patterns ![]() |
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Posted: August 22, 2011 9:43 am |
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