xirja
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Tell me there is a way to emulate HV Chaos via offset in the Bomber+ chain and then I'll be impressed.
![]() BomberPlusHVChaos.ffxml _____________________________________________________
http://web.archive.org/web/2021062908...rjadesign/ _____________________________________________________ |
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Posted: November 21, 2015 3:59 pm | ||||
xirja
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Or another way to put it...
A humble request for HDR inputs on the Offset H/V ![]() _____________________________________________________
http://web.archive.org/web/2021062908...rjadesign/ _____________________________________________________ |
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Posted: November 21, 2015 8:37 pm | ||||
Indigo Ray
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Those are two different requests.
HDR Offset for the bomber could, if set up a certain way, result in an infinite number of particles in the render area. Think about it. Use a loop if you want HDR offset (because the loop, by definition, is finite!). Emulating H/V Chaos was/is already possible with the standard bomber. Plug in noise into Offset H/V (different seeds for each direction, of course). It is still possible with Bomber+ with the same method. As for emulating it within the slave chain, you can do it, but it's a little trickier. What I did was double the density while halving the repeat, and also scaling the particle down by 50% (in the slave chain, NOT the bomber+ parameter). Then, just use the Offset component with two randomizer slaves. (in the attached filter I modified the random distribution) Bomber Plus_ Non-clip offset.ffxml |
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Posted: November 21, 2015 9:04 pm | ||||
xirja
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Thanks Indigo, thats a way to do it.
I was unclear about the 'why' though. My hope is to be able move around all the particles, say into a circle, so as to avoid the loop method.
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http://web.archive.org/web/2021062908...rjadesign/ _____________________________________________________ |
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Posted: November 21, 2015 10:04 pm | ||||
xirja
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Here's an example of what I want to do with the Bomber+, else 5 seconds for 25 particles with the loop, I don't have that kind of time man!
![]() Bomber Plus Do This.ffxml _____________________________________________________
http://web.archive.org/web/2021062908...rjadesign/ _____________________________________________________ |
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Posted: November 21, 2015 10:33 pm | ||||
Betis
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Why can't you just hook up a Randomizer slave to the Offset H/V node?
Roses are #FF0000
Violets are #0000FF All my base are belong to you. |
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Posted: November 22, 2015 3:20 am | ||||
Betis
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Posted: November 22, 2015 3:27 am | ||||
xirja
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Yep, slaves can only be connected to the particle sub tree.
![]() From the bottom of https://www.filterforge.com/features/v...-plus.html :
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http://web.archive.org/web/2021062908...rjadesign/ _____________________________________________________ |
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Posted: November 22, 2015 1:44 pm | ||||
Betis
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Okay that's something I think should be made a little clearer. Similar to how HDR inputs are signified with a yellow border, slaves should have one too (HDR one is pretty hard to see though too)
Roses are #FF0000
Violets are #0000FF All my base are belong to you. |
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Posted: November 22, 2015 1:49 pm | ||||
Indigo Ray
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With two gradients (one for X, one for Y). Ready for some algebra? ![]() Pick a random particle. This is your center particle. Now, take the particle adjacent to the right, and offset it to the left by some amount c so it overlaps the center particle. Now, take the 2nd particle to the right, and offset it twice as much (2*c) so it also overlaps the center particle. ... take the n-th particle to the right, and offset it n*c so it overlaps the center particle. You now have an infinite number of particles overlapping the center particle! And we've only considered particles to the right... ...right? |
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Posted: November 22, 2015 7:23 pm | ||||
xirja
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Oh, its early Monday, but, but, but...
Referencing beyond the image bounds HDR is a problem, I see what you mean, but having only a finite set of particles within the image bounds and operating on those, well... If 0<n<1 then I'm still voting for 'actual' particles to be larger than their particle bounds AND to be able to be moved around the entire image space. zzzzzz _____________________________________________________
http://web.archive.org/web/2021062908...rjadesign/ _____________________________________________________ |
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Posted: November 23, 2015 8:06 am | ||||
Vladimir Golovin
Administrator |
Yes. And when you have a very large number of potential particles to be hit-tested per every sample. When Bomber calculates a sample, it first determines which particles can possibly intersect with the sample coordinates. Currently, it tests only the particles in the current grid cell and the neighboring cells. The number of particles per cell is finite, which gives you a finite sample calculation time. Larger offsets would mean that particles from more distant cells can possibly intersect with the sample coordinates, which in turn means that we'll have to cycle through all particles belonging to those cells, which means slower rendering. |
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Posted: November 24, 2015 11:26 am | ||||
Vladimir Golovin
Administrator |
The only slave-accepting input in Bomber Plus is Particle. In future releases we'll add some UI aids to indicate that. |
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Posted: November 24, 2015 11:27 am |
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