pentool
Posts: 10
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There's a similar texture generator program called "Genetica". I don't own it, but I have tried the program.
It can generate the various maps (bump, normal, etc) at one go. You can select which one(s) you want to generate and the program does it it one sweep.
I wish FF 3 could this this as well, as opposed to keep generating the maps separately. I could just checkmark which maps I want, and it would render all the selected maps at once. Then all I have to do is just save them.
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Posted: November 18, 2011 3:06 pm |
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Kraellin
Kraellin

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quite honestly, i dont know if FF already renders those at the same time as the regular output, but if it doesnt, then i dont want the extra render time each time i render an image. i rarely use any of the other maps. so, i get where that would be a boon for some; just make it an option that i can turn off. If wishes were horses... there'd be a whole lot of horse crap to clean up!
Craig
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Posted: November 19, 2011 9:02 am |
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pentool
Posts: 10
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Thanks for the note Kraellin!
Yes I do use the maps for 3D and you have to keep re-rendering them. The only positive side is that rendering the maps does not take as long as the main image. But still, selecting them individually all the time is a tad on the painful side. Especially because they are buried under a submenu.
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Posted: November 19, 2011 5:02 pm |
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Orteil
but certainly

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Well, when rendering a surface filter, I'm pretty sure FF renders the basic diffuse map, the bump map, and the various reflection maps, then uses those to generate the lighting and calculate the occlusion map, which are then applied to the diffuse. All of those maps are used to render the final picture, so I honestly can't see why FF should have to re-render them if you ask for a specific map.
So yeah, maybe asking for a render map shouldn't make FF render it all again if the finished picture has already been rendered ?
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Posted: November 20, 2011 5:21 pm |
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CorvusCroax
CorvusCroax

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FYI: this is a much requested feature! Hopefully FF inc will incorporate it soon.
Honestly, I don't know what the hold up is... it would be soooo useful.
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Posted: November 21, 2011 12:18 am |
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Orteil
but certainly

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You know what would be useful, relatedly ? If you could make changes to the diffuse map after all the shading has been applied. It could be a "post-processing" map or something... It'd let you blend the various render maps to your taste ! (like apply the lighting layer in overlay mode, etc...)
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Posted: November 21, 2011 1:04 am |
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GMM
Moderator
Filter Forge, Inc
Posts: 3491
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pentool wrote:
You can select which one(s) you want to generate and the program does it it one sweep. |
This is feasible with the command-line renderer. I'm not sure if it will show any increase in the rendering speed, though.
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Posted: November 22, 2011 2:20 am |
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saurabhgayali
Saurabh Gayali
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you ever wondered i get always blank alpha map for texture filters with transparent backgrounds saurabh.gayali@gmail.com
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Posted: November 23, 2011 6:29 pm |
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pentool
Posts: 10
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uglyboys wrote:
you ever wondered i get always blank alpha map for texture filters with transparent backgrounds |
Yes I was wondering about that myself, too. And since I'm just a new user (and not really interested learning the in's and out's of creating a filter, I wish if the creators would create an alpha map where it's needed.
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Posted: November 23, 2011 8:55 pm |
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Sphinx.
Filter Optimizer

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OpenEXR supports multiple channels and layer grouping. A simple option would be to add Save As.. Multimap EXR.
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Posted: November 24, 2011 3:48 am |
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saurabhgayali
Saurabh Gayali
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@sphinx
Can u explain in a laymen version plz saurabh.gayali@gmail.com
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Posted: November 24, 2011 1:55 pm |
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pentool
Posts: 10
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Sphinx. wrote:
A simple option would be to add Save As.. Multimap EXR. |
Why would that be a "simple" option? That is a very complicated option. I only need the normal map. Or the bump. Or the alpha. Or just the normal and the alpha (etc). A 3d program's normal channel expects a normal map and not an exr with multiple channels and layers. If the 3d program's normal channel can automatically pull out the normal channel/layer from the exr file, then I guess it's ok. However, I still have not seen people distributing their maps grouped in layers in an exr file. They distribute it separately. So no, I don't think that's a "simple" option. Furthermore, if I had an exr file, I have no way of telling what maps are embedded in it. In Windows 7 I can just use the big thumbnail view and get a comfortable view of all my png's or jpg's or what have you. But an exr will not show me what's inside unless I use photoshop or something else. Why would I need that? See how complicated it is!
The wheel needs not to be reinvented. But that's just my 2 cents.
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Posted: November 24, 2011 3:56 pm |
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raabix
Nodist
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Hm, I know this thread has been dead for quite a while. I know that I might be a fringe group using FF filters to generate PBR textures, but I need all the maps in one go and I know that FF can do it. This would be a great benefit.
So if there was an explicit render menu that lets me choose the maps that I would like to output and then renders them, that would be much appreciated.
Here is a quick mockup how how I would imagine this. Come on Filter Forge programmers, I know you can do this! 
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Posted: October 21, 2016 9:09 am |
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Chris P
Posts: 1
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Being able to render out separate maps automatically seems such a useful feature that I'm amazed it's 5 years since this thread started and that there appears to have been no progress whatsoever.
I love Filter Forge but I hate having to individually render out Diffuse, Specular, Bump, Normal etc.
It looks like it would be a trivial programming task to create something like raabix suggests.
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Posted: October 27, 2016 7:48 am |
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