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IONclad
Building art one node at a time.
Posts: 123
Filters: 25
I just had another filter rejected. For what appears to be an umbrella rejection reason. "filter renders too slow..." Ok... maybe. The filter in question was one I spent many hours on to donate to the 3D community... it takes a single quad image containing already existing (outside FF) 3D maps and plugs each one into the appropriate channel so that one could use FF to render your library of 3D maps. Also, the filter could easily be modified to work with any four bitmap inputs, hand drawn, photographic, whatever.

This filter I built on an anemic Dell laptop, and when I test rendered it prior to submission it took 20 minutes... that's correct. 20 minutes. This means on any normal workstation class it would render the default image in under 5 minutes. Seriously! My 100 year old tugboat filter is perhaps 10 times more complex and takes HOURS to render... so, why was that one and so many others of mine accepted, but this wasn't... ???

So, if as suggested I go looking for 'fixes' to make it more streamlined and faster rendering, will it then be accepted? If I get the render time down to 2 minutes on my Quad core Windows workstation... would that be fast enough?

Can I please get some definitive answer about what qualifies as 'fast enough' for filters? Faced with the seemingly incongruous results submitting filters, I'm a little leery about sinking another 10 hours of development time into community filters if it's always going to be a crap-shoot as to if it will be acceptable.

What would be really helpful is for FF to post a filter for developers. One that you considered to be as complex and slow rendering as you would be willing to accept as a submission. Developers could download this benchmark filter and render it. Everyone will have a different render time of course, but it doesn't matter, since the rule would be simple. If your own filter renders faster, all is good... if it takes longer it will be rejected. If you change your 'bar' to allow more complex filter, you can update the benchmark filter.

Ok. Vent over.

Ian
the artist formerly known as Bongo51
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Indigo Ray
Adam

Posts: 1442
Filters: 82
I find it odd that FF still rejects for this ever since the preset rendering job was moved to the submitter's computer. Maybe the whole reason for it was rather so the users don't complain about long rendering times. But on the other hand it makes us authors angry.

Since there still is such rejections, a benchmark filter would set a tangible limit and force us filter authors to learn speed tricks.

Ian, your "100 Year Old Tugboat" filter looks great, but holy crap it's SLOW! I'm sure there's a way to speed up the filter you're trying to submit now. Heck, just get Sphinx's attention and you'll be set. smile;)
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Kraellin
Kraellin

Posts: 12749
Filters: 99
if i'm remembering correctly, the criteria was a filter had to render within 15 minutes on a single core, 1 ghz machine.

also, altruistic donations of filters can also be done through the forums here. just upload it like you would an image. the .ffxml filetype is recognized in the forums.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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GMM
Moderator
Filter Forge, Inc
Posts: 3491
Since v 2.0, it's the 15-minute limit on the preview render, not on the render of the filter itself. If a small thumbnail renders longer than 15 minutes the whole image will probably take many hours to render.

We're unable to provide a benchmark filter that would take exactly 15 minutes. However, this one is one of the toughest (though really nice), we don't recommend to submit filters slower than Clay Sticks.
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Quote
GMM Wrote:We're unable to provide a benchmark filter that would take exactly 15 minutes. However, this one is one of the toughest (though really nice), we don't recommend to submit filters slower than Clay Sticks.


LOL, Ironically the most optimization obsessed guy has the slowest filter smile:-D - It uses most of the optimization tricks I know, and I barely passed the submission.. Perhaps I should take another look at it smile;)
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IONclad
Building art one node at a time.
Posts: 123
Filters: 25
GMM, Thanks! that's exactly the kind of thing I need. I know with this situation, rendering, there is no exact answer. However, my underlying question has yet to be answered. I'll submit the filter in question for those who want it, but is there certain functionality we should not try to duplicate with filters? Is it policy, or does it happen where FF rejects filters due to: "oh, in six months we will have an actual function to do this way better, we don't want this filter out there when we release the next version".? So, if my filter "FFQuick3D" renders in less time than Clay Sticks... then what? smile:p

The tugboat filter was one of my very first, way back in the early days when life was simple and there were 200 filters in the database. smile;) One of these days I need to go back and rebuild that filter so that all the noise isn't set to roughness=100. smile:p

smile:)
the artist formerly known as Bongo51
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IONclad
Building art one node at a time.
Posts: 123
Filters: 25
Here's the filter in question. let me know if there is some sort of glaring slowdown if anyone finds such a thing? thanks.

also, It just popped into my head... that indeed FF may have cracked down a bit on long rendering filters. In the beginning it may have been that they just wanted decent looking filters, and it's likely they wouldn't accept similar filters now.. not ones like my early monsters. smile:p

Quick3DVisualizor.ffxml
the artist formerly known as Bongo51
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IONclad
Building art one node at a time.
Posts: 123
Filters: 25
GMM. sorry, one detail.. I'm still (unfortunately) using v1. I wonder if this is in any way connected to the speed issue.

umm...GMM "genetically modified moderator"?
the artist formerly known as Bongo51
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Sign Guy
Digital Art Developer-Publisher

Posts: 554
Quote
IONclad wrote:
umm...GMM "genetically modified moderator"?


Generic Moderator Module

Fred Weiss
Allied Computer Graphics, Inc.
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IONclad
Building art one node at a time.
Posts: 123
Filters: 25
I was so sort of close!
the artist formerly known as Bongo51
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GMM
Moderator
Filter Forge, Inc
Posts: 3491
Quote
IONclad wrote:
but is there certain functionality we should not try to duplicate with filters? Is it policy


We don't have any policy of such kind. However some filters may become unneeded as we add new functionality in future versions.

Quote
IONclad wrote:
using v1. I wonder if this is in any way connected to the speed issue.


IIRC, there weren't any significant speed changes in v2. The only exception would be v1 filters that use workarounds to make rhombs, circles, spirals and other shapes — v2 has separate fast components for that.
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GMM
Moderator
Filter Forge, Inc
Posts: 3491
Quote
Sign Guy wrote:
Generic Moderator Module


Hehe, you may want to add this to the Acronymfinder smile:)
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
IONClad, I'm taking a look at your filter now - Do you have an example image for use with this filter?
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Ok, you can do a few things which has little impact on the look of the filtering:

- Enable "Flat" on all Worley noises (the ones that are not perlin)
- Lower "Details" in all noises, in particular in the Worleys (You could add a global slider for all noises)
- Get rid of those two "double blurs", one should do it (use a radius compromise mapping, say 0..5, instead of 0..1 and 0..10)

FF2 will make some things easier (and probably a little faster), like positioning and such, but overall I don't think you'll see a big performance increase by shifting to FF2.

If you want even better performance, you have to rethink the whole construction: Instead of splitting up in four segments that are processed individually, you could process them all at once (with different settings for each quadrant) and then split up as late as possible in the filter chain.
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