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Sphinx.
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It seems the corner points that should represent the particle area gets way off as soon as you change just about any setting (in relation to one large particle, no repeat, no chaos).

Quote

Filter Forge Help Wrote:
The Corner X slave component of Bomber Plus Plus outputs the X coordinate (converted to an HDR grayscale value) of the specified corner of each particle. The coordinate is calculated after all transformations and offsets have been applied. The main use of this component is to lookup a value or color from a custom map at the particle corners or at other points within the particle to create artistic effects. This component can output HDR colors.


In the attached filter I placed a colored dot in each corner on a gray filled particle (showing a disc quarter piece at each corner).

The help specifically says "after all transformations", so I expect the dots to remain in place at the particle corners no matter what.

Try increasing the "Repeat" and notice how they displace, or the "All Chaos" which is connected to all the Chaos params and unleash true Corner XY chaos smile:D

Bomber - Corner XY Bug.ffxml
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Sphinx.
Filter Optimizer

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Starting point - one particle, no repeat, chaos or anything - size set at 99 to show border

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Sphinx.
Filter Optimizer

Posts: 1750
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Repeat now increased to 2, notice the displacement

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Sphinx.
Filter Optimizer

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All Chaos parameters set at 50, repeat back on 1:

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Sphinx.
Filter Optimizer

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On a related sidenote: it would be damn cool if you could add an before/after transformation checkbox to the Corner and Center nodes...
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Velho
Velho
Posts: 53
Filters: 6
Seems like you have made a mistake. If you connect any of the corner slave components directly to the particle input, you should get correct values (I do). In your example the particle itself is modified every time it's drawn on the bomber, because the ellipses are drawn on different locations inside the particle! (see the pic)

Quote
it would be damn cool if you could add an before/after transformation checkbox to the Corner and Center nodes...


+2, original center x and y information would suffice, so you would know where the original "piece" came from.

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Velho
Velho
Posts: 53
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Better pic

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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Quote
Velho wrote:
Seems like you have made a mistake. If you connect any of the corner slave components directly to the particle input, you should get correct values (I do). In your example the particle itself is modified every time it's drawn on the bomber, because the ellipses are drawn on different locations inside the particle! (see the pic)


Hmm.. hmm and hmm. I sure hope I missed something smile:D

I don't understand what you're trying to say though... could you explain precisely what I'm doing wrong?
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Quote
Velho wrote:
If you connect any of the corner slave components directly to the particle input, you should get correct values (I do)


Like so? It still looks very wrong to me..

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Velho
Velho
Posts: 53
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You should get values 0, 0.25, 0.5 and 0.75 for the left corner X.

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Sphinx.
Filter Optimizer

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Oh... maaan.. thats really stupid smile:D Damn I need to take a break from that bomber.
(hint: the dots are double displaced..)
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Velho
Velho
Posts: 53
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No bug finding reward for you smile:)
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Sphinx.
Filter Optimizer

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Luckily I dont' care about those - I only care about rendering displaced particles inside displaced particles

smile:ff: smile:banana: smile:beer:
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LexArt
LexArt

Posts: 256
Sorry that I do not understand what you both mean, so I will try to use the filter from Sphinx and see what happens and take the reference of Velho
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Sphinx.
Filter Optimizer

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GMM
Moderator
Filter Forge, Inc
Posts: 3491
Should I consider the issue resolved or do you still want us to look into it?
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Hehe.. stop reviving this embarrasing topic smile:D

No, please don't waste time on this: there is nothing wrong here and there never was (besides me getting confused over slave nodes). Fix the damn blending formulas instead smile:-p

I fed the particle coordinates back into the particle input which is why they get "double displaced", i.e. the particle coordinates from the slaves are mapped back into the particle local space. smile:blush:
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