xirja
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I had a dream about an erosion node.
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http://web.archive.org/web/2021062908...rjadesign/ _____________________________________________________ |
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Posted: February 12, 2015 1:53 pm | ||||||||
Skybase
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I dream of FilterForge providing a bunch of new toys.
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Posted: February 12, 2015 8:31 pm | ||||||||
Sphinx.
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my dream was hardware accelerated
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Posted: February 13, 2015 4:46 am | ||||||||
CorvusCroax
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I had a dream about Animating FF filters...
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Posted: February 24, 2015 3:45 pm | ||||||||
Grimbly
Posts: 68 |
Lol, I'm with Sphinx on hardware acceleration
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Posted: February 25, 2015 4:05 pm | ||||||||
Ramlyn
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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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Posted: February 26, 2015 2:21 am | ||||||||
Crapadilla
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I had a dream about 64-bitness... or was it bitmap scripts?
![]() --- Crapadilla says: "Damn you, stupid redundant feature requests!" ;) |
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Posted: February 28, 2015 10:06 am | ||||||||
Crapadilla
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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. ![]() ![]() --- Crapadilla says: "Damn you, stupid redundant feature requests!" ;) |
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Posted: March 1, 2015 4:31 am | ||||||||
GMM
Moderator
Posts: 3491 |
Yes, Vladimir is very busy and doesn't really have time for the forums. Cool things are under active development
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Posted: March 2, 2015 8:28 am | ||||||||
xirja
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Cool you say?
![]() ![]() oooh yes! _____________________________________________________
http://web.archive.org/web/2021062908...rjadesign/ _____________________________________________________ |
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Posted: March 3, 2015 7:56 am | ||||||||
SpaceRay
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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)
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.
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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Posted: March 9, 2015 10:48 am | ||||||||
Marcus_EU
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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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Posted: March 20, 2015 4:21 am | ||||||||
SpaceRay
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mori, in regards to adding to adding there is no hope to be integrated inside FF
Although CFandM have given in this thread some possible suggestion that makes it possible right now to have animations with FF 4.0
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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Posted: March 22, 2015 2:30 am | ||||||||
Skybase
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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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Posted: March 30, 2015 7:13 pm | ||||||||
Rod_D
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Good things come to those who wait.
![]() 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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Posted: April 2, 2015 6:48 am | ||||||||
GMM
Moderator
Posts: 3491 |
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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Posted: April 2, 2015 6:58 am | ||||||||
Rod_D
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Got ya!
![]() Rod
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Posted: April 2, 2015 7:00 am | ||||||||
Skybase
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Eh well. Make good things = only goal making things. Pretty much wish FF team the best.
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Posted: April 2, 2015 9:04 pm | ||||||||
Vladimir Golovin
Administrator |
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.)
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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Posted: July 9, 2015 8:14 am | ||||||||
Vladimir Golovin
Administrator |
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).
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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Posted: July 9, 2015 9:02 am | ||||||||
Totte
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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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Posted: August 10, 2015 9:03 am | ||||||||
Ghislaine
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+ 100 Totte ! ![]() visit https://gisoft.ca |
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Posted: August 10, 2015 9:45 am | ||||||||
SpaceRay
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+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
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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Posted: August 11, 2015 2:44 am | ||||||||
Skybase
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[Edit]
Carry the party on. Very excited for the general particle update thingy. VERY excited! ![]() |
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Posted: August 11, 2015 3:51 am | ||||||||
Sphinx.
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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. ![]() |
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Posted: August 11, 2015 10:37 am | ||||||||
SpaceRay
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and I wonder if there could not be another alternative to accelerate without using the GPU? |
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Posted: August 12, 2015 4:39 am |
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