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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
I wonder if there could be possible to make a good color chart inside Filter Forge like for example



This color chart example, shows all the gradients of the colors between black and white and the different hues and lights. I think that is not interesting the lowest row of grayscale shades

I do not mean to have the numbers and letters, as this would be maybe complex inside FF so is not needed and this could be easily added in photoshop or other software

I just only suggest to make the background of colors that can be found for example in this color chart above, or in any other possible chart that may include all the colors gradient in this way

It would be good if it could include the black grid squares, but this is not important as this can be easily added later on photoshop

SOURCE COLORS FOR FILTERS IN FF?

I think that this may be used for color source for many of the filters available that require to have a source image, and this source could create beautiful multicolor designs

USE COLOR CHART AS LOOK UP TABLE?

I also thought that maybe an alternative use could be that this could also be used as a look up table to pick up random colors to be used for bomber or other possible shapes with other components

Thanks for any help
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Skybase
2D/3D Generalist

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Filters: 76
This?

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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
WOW! oh! You have done it. Good and well done, and with the squares, I like it, but

it would be good and great if the gradients would be much wider in between the colors, as in the example above I have put, there are more hues and shades availables and the transition between colors is much softer with less variation between colors. i mean that in your example is very good and well done and beatiful, and like it as said, but would be even better if you also could have the option to make more softer transitions between columns, as now you they are nearly one color per column.

sorry for being picky, and thanks for making it, but as you can see in the one above there are more shades and hues of colors

Maybe the problem will be that it needs to be square and can not make a rectangular color chart?
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Quote
it would be good and great if the gradients would be much wider in between the colors, as in the example above I have put, there are more hues and shades availables and the transition between colors is much softer with less variation between colors.


Well you should be super happy that you're using FilterForge, a program that lets you alter things on the fly with sliders n stuff. Hey lol I don't even have to do the work, I'll let you make your own preset.

Disclaimer: The filter attached is intended to be a technical exhibit for general screen calibration, management / tone adjustments. You can actually use this to determine if your monitor is biased towards specific tones or colors. This filter is not intended for artistic uses, strictly should remain utility.

The filter lets you adjust hue, tiling, spacing between the tiles, and the background value for comparison purposes.

You can work this filter with any resolution you want. So it works perfectly with any image ratio given I'm not using the spectrum component.

Color Chart.ffxml
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Oh! Sorry I forgot to give the a big thanks for the filter that is very well done and like it how you have done it, useful and helpful.

and also thanks for all the good comments of the previous post

smile:loveff: smile:loveff: smile:ff:
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
by the way I have made an updated version of this color chart to make instead a grayscale chart

Graduated Grayscale Grid Chart.ffxml
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Skybase
2D/3D Generalist

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lol you just added a desaturate node at the end lol come on lololol. Guess what: S stands for Saturation. If you changed the value of S you would have gotten a grayscale version of the grid.

I fixed it for you.

Graduated Grayscale Grid Chart.ffxml
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Skybase
2D/3D Generalist

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I was just taunting. Thought I'd be at least informative.

Basically the method here utilizes the Assemble HLS component which stands for Hue, Lightness, and Saturation. As you can see, the input of a gray-scale image creates rainbows. This is because the first input understands a grayscale image as the HUE input. The grayscale image acts as what's known as a "map". Like in the real world, maps are used to locate or determine what's there. The gray scale image basically represents what hue to represent in the specific area.

The two other inputs act similarly. The key here is that I'm using a value, that is a number, to control the output assemble HLS. So in this case I added a slider to the Saturation input which will now change the saturation.

Hence you can get pretty creative with the assemble RGB, HLS, HSY, LAB and others by throwing new things in there.

Homework: try inputting images into the HLS inputs to see what cool things you get. Try Assemble RGB as well and see how that differs from the rest. Remember, the best inputs are grayscale. FilterForge, however does make life a bit easier. You can input color into those channels and it'll work, but be warned: it's actually converting the image to a grayscale image anyway. This rough conversion may cause issues.
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
Skybase wrote:
lol you just added a desaturate node at the end lol come on lololol


Sorry, I know this is bad, but I just wanted a fast result, and forgot that it has the S - Saturation, so I just put a desaturate at the end

Thanks very much for all the additional information of the previous post that I think is useful and good
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
lol I mean the solution works, it's just not a good answer.

Basically, when you use desaturate on anything, it will take into account the color no matter what you do. While the desaturate node offers several methods, the fact that it has to take into account the colors may cause undesireable output. If you're ok with the messy outputs, there's no complaint. In some cases you need to do it this way any how, so it's not entirely the problem.

It's best to work the solution from the source. In this case the HLS component is what's producing the rainbow, therefore it's best to manipulate THAT to produce the desired output.

The key here is that you need to sometimes identify the root of what's doing something so you can try to solve stuff from that point.
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Thanks I understand what you mean, is better to go to the source to make clear and good results as the HLS is already included and there is no point or need to use desaturate component even if it does work, because may give messy result

thanks for explaining why is not good to use the desaturate even if it works

Sorry that I made a fast modification and did not care to see what was included, from now on I will not make quick modifications and will care to make it right
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