YOUR ACCOUNT

CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
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.
  Details E-Mail
BenBeckwith
Posts: 136
Filters: 8
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.
  Details E-Mail
Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Quote
CorvusCroax wrote:
I find myself wishing for is a single layer bomber


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! smile;) smile:D

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!" ;)
  Details E-Mail
Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Well, with the Bomber I decided to disregard the Sacred Rules a bit -- and I like the result so far smile:)

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.
  Details E-Mail
Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Quote
Vladimir Golovin wrote:
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.


Adjustable particle count reads awesome!

You mean 1 to 10.000 particles in total though, don't you? smile:D
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
  Details E-Mail
Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
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.
  Details E-Mail
Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Quote
Vladimir Golovin wrote:
No, I mean the count of the Particle inputs (and the corresponding Chance inputs)


Ok, got it now! Nice! smile:)

Quote
Vladimir Golovin wrote:
This approach (customizable component inputs) is new to Filter Forge, but you'll see some quite powerful examples of it in future betas.


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! smile:) smile:loveff:
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
  Details E-Mail
Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
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" smile;)
  Details E-Mail
CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
So, Vlad, what about direct control of rotation for the bombers component?
  Details E-Mail
Dmitry Sapelnikov
Filter Forge, Inc. AKA Egret
Posts: 76
Filters: 5
Quote
CorvusCroax wrote:
Right now there is only 1 place to control the particle rotation, and it's a degree of random variation.

Hmm, actually bomber has 2 controls for rotation: Rotation and Rotation Chaos smile:?:
  Details E-Mail

Join Our Community!

Filter Forge has a thriving, vibrant, knowledgeable user community. Feel free to join us and have fun!

33,712 Registered Users
+19 new in 30 days!

153,534 Posts
+31 new in 30 days!

15,348 Topics
+72 new in year!

Create an Account

Online Users Last minute:

29 unregistered users.