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SpaceRay
SpaceRay

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Hi,

On this thread Found a possible way to "batch" load multiple images in bomber plus I put here a direct link to the great and wonderful filter given by Skybase and ThreeDee to be able to use Image grids to batch load images into bomber plus

SO I wonder if with the new bomber plus,

Would be possible to avoid repeat a source image loaded?

I suposse that for this to be possible it should be made some kind of database of what images have already been loaded, so I do not mean to do it this way, as this would be probably too complex.

INSTEAD OF RANDOM SELECTION

What I really mean and suggest is to be able to make that instead of random selection of the image loaded, it could sel ect the images one by one, beginning from the first one on the grid until the last one of the grid, and then after this one, if needed more, start again fr om the first one until last one again.

So then it would only be repeated the same image after all the other images have been already loaded once.

I do not know if this would be possible but I suggest it to know about it.

Thanks for your help
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Skybase
2D/3D Generalist

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The answer is yes! But the number of particles will be fixed to avoid repeat.
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SpaceRay
SpaceRay

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Quote
Sky base wrote:
The answer is yes! But the number of particles will be fixed to avoid repeat.


Thanks good news that it may be possible, but do not know what you mean that the number of particles would be fixed

I remember that someone told that it could be used a grayscale shades grid for the selection of images into bomber
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Skybase
2D/3D Generalist

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Oh wait I figured what you wanted. I think this method works so give this a shot.

Example filter does that. Note to make sure you keep the number of Source Grid Size and Repeat the same for it to load the image only once. For it to repeat, increase the density from 1 to 2. As a demo, the loaded lifesaver image is cut up into pieces in order of its xy coordinates.

Thanks to Betis for the help.

Image Loader Rev_Load in order.ffxml
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Skybase
2D/3D Generalist

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So it's now cutting up the image based on the coordinates.

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Skybase
2D/3D Generalist

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You can do some pretty rad stuff with it lol.

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SpaceRay
SpaceRay

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Quote
Skybase wrote:
Oh wait I figured what you wanted. I think this method works so give this a shot.


Thanks very much for your filter, and it looks very cool and interesting to be used with one single image to break it in multiple sized pieces like an explosion and multiply the bits and like it much

But regrettably it does not work for the grid because using density value 2 destroys the image IF the tiles are all in one row ordered

This below is the result with Density 1 that is correct, but it will show exactly the same as the original grid, so is useless to have the same image grid and not be able to multiply it across as it can be done easily with your original version using repeat

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SpaceRay
SpaceRay

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here is the same as above with density 2

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SpaceRay
SpaceRay

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what is curious is what happens if you rise the repeat and is not the same as the Size grid then the letters get repeated by itself one beside the other original one

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SpaceRay
SpaceRay

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Also the problem above is that you can not use the variation as it will not change

Although making it as a chaos distribution it looks better and less noticeable the letters repeated

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SpaceRay
SpaceRay

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I maybe wrong in the suggestion above and made wrong the idea of what I really wanted to get, after seeing what happens

What I mean is that using the original filter found on the link of the first post, the problem is that as there is a random selection, there is no guarantee that ALL the images included in the source grid are really feeded into the bomber plus
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Skybase
2D/3D Generalist

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[Deleted]
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Skybase
2D/3D Generalist

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Ooth tricky.

To everybody else:
I don't think the bomber plus has the capability to loop does it?
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SpaceRay
SpaceRay

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I maybe wrong in the suggestion above and made wrong the idea of what I really wanted to get, after seeing what would happen if it is done what I told, then all the grid images would be repeated exactly the same each time in the same order, and if variation does not work you would not be able to modify them.

What I mean is that using the original filter found on the link of the first post, the problem is that as there is a random selection, there is no guarantee that ALL the images included in the source grid are really feeded into the bomber plus, and is possible that the same grid image is loaded twice or more.

The idea I had is that to read each one of the grid images from source grid in order, but do not feed it to the bomber in the same order as it is being read.

Sorry if I may not be able to explain it correctly.
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Skybase
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Yeah so my solution to that was to represent all parts of the grid via center x and . Which meant that you had to set the grid count and the repeat count the same to appropriately get all parts of the grid once. But probably it's a limited solution. I don't know if there's another way around the issue.
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Rachel Duim
So Called Tortured Artist

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What you want is a "random" ordered list. For example, a 3x3 would have images:
1 2 3
4 5 6
7 8 9

What you want is the list scrambled, not random, so you get a random result like this:
4 7 3
1 9 2
6 8 5

This might be possible in LUA. It takes a secondary loop to do it this way, typically keeping a placeholder flag for each entry, and looping if the "random" value is already used, blah, blah, blah...
Math meets art meets psychedelia.
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SpaceRay
SpaceRay

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Probably the simpler explanation is that the filter of the link of the first post should be able to be sure to include all the included source grid tiles and read 1 time the source grid and position the tiles it has until filling the available slots on the result, and then if is needed to fill more, read again the source image and again fill the other needed slots, and so on.

Quote
Skybase wrote:
Which meant that you had to set the grid count and the repeat count the same to appropriately get all parts of the grid once. But probably it's a limited solution


Yes, it works well and works exactly as you told and following your instructions it works perfectly, but it only works for one image only with exactly the same size,

Quote
Skybase wrote:
But probably it's a limited solution


Yes, I agree that maybe this is a limited solution, at least as it is now, as you can not repeat the grid elements when the result is larger than the source, you can not use variation, so you can not shuffle or scramble the individual parts of that grid image, that is the point of this batch input filter.

Quote
Rick Duim wrote:
What you want is a "random" ordered list. For example, a 3x3 would have images:
1 2 3
4 5 6
7 8 9

What you want is the list scrambled, not random, so you get a random result like this:
4 7 3
1 9 2
6 8 5


Yes, this is nearly what I want and thought, I mean that the source has one order and then inside bomber you must be able to scramble, shuffle or change the position of the grids tiles

The problem comes when the result is bigger than the source, so the tiles of the source must be repeated

so following your example this the source

1 2 3
4 5 6
7 8 9

Now if the result size is 5x5

4 7 3 1 7
1 9 2 9 2
6 8 5 4 5
3 2 4 6 8
1 6 7 9 5

The result includes 25 tiles so the source grid will be read only 2 and a half times, and repeat only the needed tiles until filling the 25 slots of the result grid. I mean that all the numbers of the source grid are included twice (18), and then the remaining 7 is the first 7 grid tiles of the source grid.

and then you can make another possible variation and scramble and shuffle the same grid to get another variation result using the same source grid.

This above is a suggestion to be able to have a balance and include all the source images tiles without repeating them randomly, if anyone thinks about any other possible way it could be good too.
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Skybase
2D/3D Generalist

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I'm just gonna make a couple thoughts.

1. FilterForge has no way of remembering values it produced so there's no way of telling FilterForge "hey you already used that once"

2. We can probably get clever and use a way that just loads an image in 1 linear line so the whole thing loads sequentially. But I wouldn't know how to randomize positions.

3. Lua script???????
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LexArt
LexArt

Posts: 256
Good and intetesresting idea, SpaceRay, would be good to avoid repeating same image twice so that they do not appear one adjacent to another

I think that what you are trying to explain is that what you want is that the source grid is being read in a sequential way each time, so if it ends reading the grid, it should start again from beginning so this way it would never be repeated one adjacent image

Is a very good suggestion, although as Skybase has told, it may be difficult and tricky to do.
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Betis
The Blacksmith

Posts: 1207
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If you want to keep the images in a grid pattern but scramble the tiles, steer clear from the bomber, just use a tile node with solid fill and some granulated coordinates plugged into an offset node
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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LexArt
LexArt

Posts: 256
Quote
Betis wrote:
If you want to keep the images in a grid pattern but scramble the tiles, steer clear fr om the bomber, just use a tile node with solid fill and some granulated coordinates plugged into an offset node


Please, can you explain it a little bit more?

I do not know what is a granulated coordinates and wh ere to put the offset node

I have tried also to put the Grid that SpaceRay has shown above with the tiles component with repeat 5 for H and V and it does not work as expected

Thanks for your help
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Skybase
2D/3D Generalist

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I'm going to try my best to make it easy as possible to understand.

Imagine you have a grid of images. You want to shuffle that grid. Imagine a giant piece of lens that you can view which distorts the image to such a point where it shuffles the image up.

Let's get back into FilterForge world, you can (for example) shift the positions of the images around using offset. The problem of course is how do you shift it so it correctly aligns with the grid. Betis is saying that if you get a set of gradients set up correctly to the grid, you can in effect, shift the images to their correct positions.
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LexArt
LexArt

Posts: 256
Thanks Skybase for explaining it well and I did understand it right, although I do not know how to make those gradients, but does not matter, keep reading

Quote
Betis wrote:
If you want to keep the images in a grid pattern but scramble the tiles, steer clear from the bomber,


I think this is wrong in some way, because I have seen that after using the awesome and well done filter done by Rick Duim Grid Image input he did use the bomber and you can keep the images in a grid pattern, and you can surely scramble very easily all the images included in the grid and increase the amount of images to be scrambled

I may be wrong but maybe if using the Tiles node, would it be applied only to the amount of "tiles" appearing in the original source image grid? I mean that if what you mean is that you could be able to shuffle the same amount of tiles in another order, but you can not then increase the number of tiles and add more as it happens with the Rick Duim filter, then there is no point of using the tiles node for input.
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Skybase
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The request here is to shuffle a set of tiled input so we have no repeats until we're out of images to choose from, in that case we repeat.

The key issue here is that the bomber has no way of "counting" stuff. Think about picking a random colored ball from a paper bag. You don't know what will be chosen next because you can't see it. In almost the same way, the bomber really has no way of knowing what it's going to display next nor does it remember what it picked earlier. Basically the bomber avenue for doing the idea here is kinda hitting a dead end unless there's a really brilliant idea here. In simple terms: the bomber doesn't know the order of something. It only knows how to pick something out of a bag.

Therefore, to accomplish this we more likely need to resort to other components that give us a bit more control over what gets displayed.

To make it a bit more easier to understand these are the goals we're faced with.
1. We want to input an sequence of images that's laid out on a grid pattern. We want FilterForge to understand that there's grid pattern.

2. We want FilterForge to output a shuffled version of that grid image input.

3. We want FilterForge to make sure that we don't repeat the same element of the grid until we're out of elements to choose from. In that case, repeat the same action but shuffle again.

Ultimately, the computer knows nothing of what we're trying to do. It needs to be specifically instructed to provide the output. I'm absolutely no help here part because I got no time to mess around with FilterForge as often. But I hope there's a neat little solution we can all learn from.
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ThreeDee
Lost in Space

Posts: 1672
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It's pretty simple. Basically what Betis said. Use an offset with granular (posterized) values to kick the squares around. You have to offset in one direction at a time to avoid getting the same coordinates twice. Like this with the example 5x5 alphabet image.

(Keep seamless tiling on, otherwise some of the particles flip around.)

Shuffle 5x5.ffxml
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ThreeDee
Lost in Space

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Curiously, the letter "Q" always ends up in the same position...
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ThreeDee
Lost in Space

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I just realized you could make a look-up table for the Bomber plus with the same basic method plus some additional trickery:

Create an image with the appropriate number of squares each with an incremental grayscale value. Then use the offset method to shuffle them and finally hook up Bomber+ with Lookup to this shuffled "table" for which particle to choose.
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Skybase
2D/3D Generalist

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Oh smart deals. Nice work.
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SpaceRay
SpaceRay

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Quote
ThreeDee wrote:
I just realized you could make a look-up table for the Bomber plus with the same basic method plus some additional trickery:


OH! YES! I have also thought about it that this could be done in a similar way when I suggested to make non repeating colors in this other thread

Create random colors shapes that are not repeated nearby?

Quote
SpaceRay wrote:
1 - GRAYSCALE CHECKERS is to use a graduated checker box with different grayscale shades that are different and then feed this to the bomber to control the random color production as shown on this image, (although should be random grayscale squares)


It was my first choice as a suggestion, but I did not think that this could be used for this topic of this thread

I have tested and found that this graduated and progressive grayscale can be made using the very good and well done color chart filter that Skybase made here

Be able to make a good color chart inside FF with all the gradients?

although do not know if this kind of grayscale grid chart would work and is the thing you are suggesting

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SpaceRay
SpaceRay

Posts: 12298
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Here is the filter of the link above converted to be used as a grayscale grid chart generator

Graduated Grayscale Grid Chart.ffxml
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
ThreeDee wrote:
Create an image with the appropriate number of squares each with an incremental grayscale value. Then use the offset method to shuffle them and finally hook up Bomber+ with Lookup to this shuffled "table" for which particle to choose.


As shown here above, I have been able to make the grid with incremental grayscale values in a grid, although as said above, I do not know if this kind of grayscale grid chart would work and is the thing you are suggesting

What I do not know now is how to use the look up and offset to shuffle them and hookup to bomber plus
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ThreeDee
Lost in Space

Posts: 1672
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Here's the basic idea. Maybe someone can come up with a more sensible way to get the particles separated for the map switch. I did this first thing in the morning, so brains not awake yet.

Example made for use with 5x5 image grid input only.

Shuffle 5x5 Bomber+.ffxml
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Thanks very much ThreeDee, will test it and see how it works
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
sorry threedee that I still had no time to test your filter, as I can not use my computer now, but as soon as I can will try it (using my tablet now)

Quote
Skybase wrote:
To everybody else:
I don't think the bomber plus has the capability to loop does it?


This question has not been answered and I wonder if the bomber could be used with a loop?
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Skybase
2D/3D Generalist

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If you use it with a loop, the output of the bomber plus is what will get looped. If you input a loop output into the bomber plus, it'll bomb the output of the loop. So no, the bomber and the bomber plus doesn't have this capability.
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
Skybase wrote:
So no, the bomber and the bomber plus doesn't have this capability.


Thanks for the answer and know more about it and learn more about the loops and bomber
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LexArt
LexArt

Posts: 256
Thanks very much for this useful thread
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