CorvusCroax
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So, bombers are very cool: I'm finding, though, that while it's nice to have multiple layers of bombers (the 4 different inputs), what I find myself wishing for is a single layer bomber that I could control more directly.
I wish that I could directly control rotation of a bomber layer, by using a bitmap input. Right now there is only 1 place to control the particle rotation, and it's a degree of random variation. So, it would be nice to have a bitmap input for rotation: could be either based on grayscale or maybe hue. One thing you could do with that is to easily control the increments of angles. Say, if you wanted all your bombers to be at increments of 45, you could use a stepped curve on your input bitmap for rotation. |
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Posted: October 21, 2009 12:48 pm | ||||||
BenBeckwith |
I find myself wanting a single particle bomber as well. What would be most ideal is if we could specify how many we want. Would there be any speedups with a single particle type bomber rather than 5? If so, then I think this is a big deal, I'm often going to only need 1 and don't want to have the overhead of 5.
I'm also having issues when I want high density, low repeat (large particles) to a small area based on a mask. Because of the low repeat, I already don't get a super high density and the mask further removed particles. Using detail doesn't help when I want all my particles to be similarly sized. I wish either the mask could bias the existing particles rather than remove, and/or Size would have a much larger range. |
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Posted: October 21, 2009 4:38 pm | ||||||
Crapadilla
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I have to admit I was also wondering why there are 5 particle map inputs instead of just one (not that I dislike having 5 inputs though). After all, this appears to violate the sacred FF design rules! ![]() ![]() Theoretically, if we were forced to use five "single particle layer" bomber components and blended them, wouldn't this be more 'generalized'? Is there a computational advantage by processing up to 5 particle layers per bomber component? Or does it have to do with particle layering/sorting benefits? --- Crapadilla says: "Damn you, stupid redundant feature requests!" ;) |
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Posted: October 22, 2009 6:12 am | ||||||
Vladimir Golovin
Administrator |
Well, with the Bomber I decided to disregard the Sacred Rules a bit -- and I like the result so far
![]() Also, I hope to introduce adjustable particle count in future revisions of the Bomber. We may set it to 1 by default, and the maximum will be, I guess, about 10. |
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Posted: October 22, 2009 6:49 am | ||||||
Crapadilla
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Adjustable particle count reads awesome! You mean 1 to 10.000 particles in total though, don't you? ![]() --- Crapadilla says: "Damn you, stupid redundant feature requests!" ;) |
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Posted: October 22, 2009 6:59 am | ||||||
Vladimir Golovin
Administrator |
No, I mean the count of the Particle inputs (and the corresponding Chance inputs), not particles themselves. This approach (customizable component inputs) is new to Filter Forge, and you'll see some quite powerful examples of it in future betas. We didn't introduce it in the Stage 1 because the infrastructure is not ready yet -- currently it's planned for Stage 3.
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Posted: October 22, 2009 7:09 am | ||||||
Crapadilla
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Ok, got it now! Nice! ![]()
So, I'm guessing we might see an advanced type of Switch component and maybe an advanced Multi-Blend that leverages this functionality. And of course: Script components! ![]() ![]() --- Crapadilla says: "Damn you, stupid redundant feature requests!" ;) |
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Posted: October 22, 2009 7:17 am | ||||||
Vladimir Golovin
Administrator |
Yes, Switch, Multiblend and Gradients are obvious candidates for this, but at the moment we don't want to spend our time on small-scale improvements. Remember our motto for v2.0, "Major Features Only"
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Posted: October 22, 2009 7:25 am | ||||||
CorvusCroax
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So, Vlad, what about direct control of rotation for the bombers component?
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Posted: October 23, 2009 12:44 pm | ||||||
Dmitry Sapelnikov |
Hmm, actually bomber has 2 controls for rotation: Rotation and Rotation Chaos ![]() |
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Posted: October 23, 2009 1:43 pm |
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