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xirja
Idididoll Forcabbage

Posts: 1698
Filters: 8
I had a dream about an erosion node.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
I dream of FilterForge providing a bunch of new toys.
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
I had a dream about Animating FF filters...
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Grimbly
Grimbly
Posts: 68
Lol, I'm with Sphinx on hardware acceleration smile:) In general any sort of improvement in the way FF utilizes hardware would be highly welcome. I've been doing a lot of testing lately now that I figured out how to run multiple instances of the Command Renderer and have since discovered that, although FF can use multiple CPU's, if allowed it'll use all 32 of my cores, It's peak efficiency is almost always with 2 cores. It does render quicker with more cores but that's not the only measure to determine efficiency and peak efficiency is almost always 2 cores. The only real exception is when the filter benefits from running on a single core, heavy on blurs and such smile:)
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Ramlyn
Ramlyn

Posts: 2930
Filters: 691
Yes, a speed improvement is surely welcome, if....... it doesn't require to abandon some versions of Windows/Mac.

As Skybase said, new components/options would be nice.

For example, a component to simulate easy 3D surfaces ( spheres, cubes, etc. ). Now we can do something similar with some filter but the filters are slow and the results aren't always good. We know that FF isn't a 3D graphic program, but adding just some basic component could help us to make better and faster filters.

Also adding to Bomber the chance not to overlap the particles and some more pattern option in kaleidoscope would be nice.

But......... thinking about it............. I would really appreciate if the controls could stay in order when we pass from Simple Filter to Surface and from Surface to Simple Filter. It is so boring to have to put in order everything again.
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
I had a dream about 64-bitness... or was it bitmap scripts? smile:D
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
By the way...

Is it just me, or have the devs been in super-silent mode since the release of FF4? Communications here have died down quite a bit, it seems.

I hope this equates to them being super-busy and having cool things up their sleeves... like the 64-bit rewrite. smile;) smile:D
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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GMM
Moderator
Filter Forge, Inc
Posts: 3491
Yes, Vladimir is very busy and doesn't really have time for the forums. Cool things are under active development smile:)
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xirja
Idididoll Forcabbage

Posts: 1698
Filters: 8
Cool you say?



oooh yes!
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Well considering that this is for BETA STAGE 2, so it would have to been happening soon, I would not expect nothing complex that would require very much work to do.

My dream is to have a bomber component with even more controls on the particles result that are not possible in FF even joining many FF components to the bomber, for example having :

1 - non-overlapping feature

2 - alpha map for particles position directly inside bomber

3 - particles layers inside the bomber

4 - spacing value (so you can specify how much empty space and separation between particles even if they are overlapping)


Quote
xirja

I had a dream about an erosion node.


OH Yes! This would be really great if there could be an erosion node that could have different options and features, that would be very helpful and useful.

Quote
Grimbly

Lol, I'm with Sphinx on hardware acceleration smile:) In general any sort of improvement in the way FF utilizes hardware would be highly welcome


YES, YES, YES, YES, YES, YES!!!!!PLEASE!

I also agree much that if the GPU hardware acceleration would be really the best things, OR if it is not possible, at least any way that could make faster renderings.
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Marcus_EU
Marcus_EU

Posts: 5
Filters: 1
GPU hardware acceleration would be very cool, especially for Animations which personally would be my MOST WANTED missing feature.

I use Artmatic a lot (OS X only) and some keyframe-features with automatic interpolation like in Artmatic Designer would be awesome and take the app to a new level.

What would be possible could be seen on apps like Artmatic ( http://uisoftware.com/artmatic/indexAMVY.php ) which even goes much further. Unfortunately OS X only.
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
mori, in regards to adding to adding there is no hope to be integrated inside FF

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GMM

Sorry, no plans to add animation/AE support in the nearest future, though it still remains on our list.


Although CFandM have given in this thread some possible suggestion that makes it possible right now to have animations with FF 4.0



Quote
mori

What would be possible could be seen on apps like Artmatic


I think and that it could be more helpful if you give some examples screenshots, speficic website page or a video showing what you want and refering to, as the link given goes to the main page of the software
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
This beta stage2... arrives ever so slowly. Very VERY excited. Assuming it's a really intense process of making stuff happen.
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Rod_D
have you seen my eraser?

Posts: 222
Filters: 3
Good things come to those who wait. smile:)
What would be nice is if we could be told what we are waiting for. What additions or improvements are the developers working on?
Do we have to be surprised?
Rod
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GMM
Moderator
Filter Forge, Inc
Posts: 3491
Quote
Do we have to be surprised?


Sorry but yes, you have to.

We have a fixed timeframe but features tend to suddenly require more time than expected. We don't want to put ourselves in a situation where we have announced a set of features but are unable to implement them.

This is not a mere speculation: Randomizer Locks were definitely planned to be included in FF 4 but, as you know, didn't make it.
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Rod_D
have you seen my eraser?

Posts: 222
Filters: 3
Got ya! smile:) I can understand that logic.
Rod
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Eh well. Make good things = only goal making things. Pretty much wish FF team the best.
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Is it just me, or have the devs been in super-silent mode since the release of FF4? Communications here have died down quite a bit, it seems.


Dilla and everyone, I plan to become a bit more talkative, in relatively near future (though not right now yet, need to resolve some things first.)

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my dream was hardware accelerated


Sphinx, we're exploring GPUs again (for a different project), but I can confirm that exact porting of Filter Forge in its present form to a GPU is unfeasible. A realistic way of doing hardware accelerated rendering would be to start from scratch and develop a new, hardware-friendly architecture, not bound by the legacy of the CPU codebase.
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
For example, a component to simulate easy 3D surfaces ( spheres, cubes, etc. ). Now we can do something similar with some filter but the filters are slow and the results aren't always good. We know that FF isn't a 3D graphic program, but adding just some basic component could help us to make better and faster filters.


Ramlyn, technically, Filter Forge's architecture is very similar to a ray-tracing renderer, so it should be capable of rendering 3D objects (as our example raytracer filter shows). The problem is not the rendering, but the scene definition and manipulation. We'll need to define object meshes, texture mapping, materials, lighting, camera, and the big problem is how to do all this in a node-based environment (yes, I know, Houdini, but it's a product with 20 years of development under its belt).

Quote
Also adding to Bomber the chance not to overlap the particles


Speaking of the Bomber, we do plan a very powerful, very general feature for it in FF5.0, but it isn't related to particle spacing or collision.
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Totte
Übernerd

Posts: 1460
Filters: 107
One thing that would be cool is the ability to load a UV mapped 3D mesh and render on it the same way you do in Substance.
- I never expected the Spanish inquisition
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Ghislaine
Ghislaine

Posts: 3142
Filters: 270
Quote
One thing that would be cool is the ability to load a UV mapped 3D mesh and render on it the same way you do in Substance.


+ 100 Totte ! smile:)
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
Totte

One thing that would be cool is the ability to load a UV mapped 3D mesh and render on it the same way you do in Substance.


+100

YES!!! This would be really cool and make FF stand above and change much how you can things in FF, but I do no think this will happen in FF 5.0

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Vladimnir Golovin

Quote
Also adding to Bomber the chance not to overlap the particles


Speaking of the Bomber, we do plan a very powerful, very general feature for it in FF5.0, but it isn't related to particle spacing or collision.


Thanks very much Vladimir for answering and take the time to do it, as the communication is really lacking and all is kept in tight secret and there is no news about anything new

This is a very good and bad news

It is a very good news that the bomber will be updated with more features and make it even more powerful, as this is one of the best components (at least for me) from FF, and I like very much that the bomber is going to be made better and will be waiting to see what do you mean with very powerful, very general feature.

BAD NEWS OF NON-OVERLAPPING IN BOMBER COMPONENT

But then the bad news is that it seems that there will not be any way to avoid the overlapping of the particles made by the bomber so you could make a tight graphic particles composition, and the arrangement would be done automatically,

BOMBER WITH OVERLAPPING BUT WITH SPACING CONTROL FROM CENTER OF PARTICLE TO CENTER OF NEAREST PARTICLE?

Also the bad news is that there will be not either a spacing slider to be able to control the spacing between the particles generated by bomber, so the particles could be separated by a defined distance to the next nearest particle.

I may understand that maybe making non-overlapping could be difficult, but maybe having a slider distance control from the center of the particle to the center of the nearest particle would be maybe easier and would not take into account the shape or size of the particle. If it could be possible to have this, it could be controlled better the spacing between particles even if some of them may be overlapping. Better this than nothing.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
[Edit]

Carry the party on. Very excited for the general particle update thingy. VERY excited! smile:D
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Quote
Vlad wrote:
Sphinx, we're exploring GPUs again (for a different project), but I can confirm that exact porting of Filter Forge in its present form to a GPU is unfeasible. A realistic way of doing hardware accelerated rendering would be to start from scratch and develop a new, hardware-friendly architecture, not bound by the legacy of the CPU codebase.

You could perhaps introduce an isolated set of HW accellerated components, which when running in "pure" HW setups is parsed completely into shader logic. These may take inputs from the outside "soft" network, and may render to a special surface/renderer/rasterizer/texture component and this would in turn allow connections to traditional FF components. smile:beer:
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
but I can confirm that exact porting of Filter Forge in its present form to a GPU is unfeasible


and I wonder if there could not be another alternative to accelerate without using the GPU?
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