SpaceRay
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Posted: October 10, 2013 3:52 am | ||||||||
SpaceRay
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Posted: October 10, 2013 3:54 am | ||||||||
SpaceRay
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Here is the filter that I have done
Please, is something I have done wrong, or what is wrong is filter forge editor? I have the latest version of FF 4.0 Particle Adapter Warning.ffxml |
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Posted: October 10, 2013 3:56 am | ||||||||
Skybase
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Any reason why you're using the fancy old method of creating polygon shapes?
![]() Here's a solution to the issue. Particle Adapter Warning.ffxml |
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Posted: October 10, 2013 5:38 am | ||||||||
GMM
Moderator
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SpaceRay, weren't it you who posted multiple messages about that in September? This has been fixed but not published yet -- the fix will be available in the next beta update.
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Posted: October 10, 2013 6:33 am | ||||||||
SpaceRay
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Thanks for the updated filter, will see it
Well, the reason is that I am using the shapes snippets available in the library and all these may be from FF 1.0 as they have not been updated.
Sorry I thought that this was already fixed in the last minor update, but then if if you say that it has not been fixed yet, it seems that it was only fixed the color control problem and I am wrong that it was already fixed this warnings, will wait for it on the next update FF 4.05 Color control bug when activating "allow images" crashes FE |
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Posted: October 10, 2013 6:51 am | ||||||||
SpaceRay
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I have been seeing your updated filter, Skybase and I thought that all was the same as the original filter, until I have seen this shown below that you have used the particle adapter after the Frame component, I did not know that it could be used in that way too, I have only used it when connecting something to bomber.
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Posted: October 10, 2013 8:56 am | ||||||||
Skybase
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Honestly more like a workaround than a solution.
You can use the particle adapter where needed to produce bomber-friendly sources. But given that it's an "adapter" it's probably preferred that it'd be used before the source enters the bomber. Not that there are rules against it. [edited] |
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Posted: October 10, 2013 9:11 am | ||||||||
SpaceRay
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Thanks, well, it has solved and fixed the warning problem that I had so this is all that was needed and even I agree this is workaround, it works right, so is enough.
Yes, you are right there are no real rules against using the particle adapter on other parts of the filter that are not just before entering the bomber to make it bomber-friendly, and it did work well.
Old method of creating polygon shapes? Is there a NEW method better and optimized way to do it? As said I have not done it myself, is just this Polygon V2.0 by uberzev snippet, but was released in 2008, so there could be newer ways that could be done in 2013 with FF 3.0 or FF 4.0 I have remembered now that you have a great simplified way of creating shapes when you made the awesome and excellent Gradient Shapes ![]() |
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Posted: October 10, 2013 12:06 pm | ||||||||
Skybase
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==== slightly off topic now====
"Old" as in methods introduced in 1.0 to compensate requests back then. Polygon/Ellipse components were introduced back with 2.0! Did you... forget about them? Also, the introduction of HDR/non-seamlessness/RGB math made some of the 1.0 technical snippets obsolete methods. And yes, if you want to build a polygonal shape from scratch, new versions allow for more concise methods for constructing, so a lot of those components can be condensed to 1 or 2 components. I'm just saying it's interesting you're picking up a method from the 1.0 era to generate polygonal shapes when we already benefit much more from the provided poly/eclipse components. Most optimized = what's readily available as a component. But I'm not saying that 1.0 snippets lost their value completely. They're nice technical reminders of what we had to do to generate stuff back then and also some inspiration. Though as a guy who makes filters, I never liked the whole thing with having "obsolete" components in the newest filters. Just something uncomfortable about them. For bonus points you should: using techniques from the 1.0 era and using only what was available back with 1.0, add a full 360 rotate function to the polygon snippet. ![]() |
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Posted: October 10, 2013 1:03 pm | ||||||||
SpaceRay
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I understand know what you mean ![]()
OH!! ![]() ![]() ![]() ![]() ![]() Thanks for bringing me to the real, actual and modern world of FF ![]()
Yes, I agree they are not totally useless, because as you say very well, you can still now learn some things from them and how they are built, AND also some of these snippets have additional shape generators that can´t be done directly with either polygon/elipse components. |
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Posted: October 11, 2013 3:00 am | ||||||||
Skybase
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Actually you can do everything the snippets display using polygon/eclipse components. I certainly feel they're all doable!!
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Posted: October 11, 2013 3:14 am | ||||||||
SpaceRay
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Yes, you are right, I agree and think also that most of the FF 1.0 snippets can be also done with Polygon and elipse, but as you have said well, must be done with other additional components and so this is why I have said
I mean without needing any other component for getting the same result |
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Posted: October 11, 2013 3:52 pm |
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