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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Opacity of opaque but masked particles seem to be affected even when Particle Mode is normal and opacity property is 100. See attached filter.

Not sure if this is a bug or how it is supposed to work, but it would be great if particles remained opaque (perhaps as a special layer mode).

Bomber Opacity Issue.ffxml
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
This image shows what I mean: you can see through stars as if the particle input were semitransparent which its not.

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Dmitry Sapelnikov
Filter Forge, Inc. AKA Egret
Posts: 76
Filters: 5
This effect is caused by Details+Roughness sliders which are both non-zero.
In your filter bomber generates octave layers, which have opacity less than 1.0.
Just set Roughness or Details slider to zero for reaching the expected result.

And if you want to add more particles, use Repeat and Density sliders.
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
I think the best solution is to set Roughness to 100, layering method to "Simple" or "Simple (Normalized)". After that, you can control the number of octaves by changing Details. Density will also work fine with this setup.
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Quote
Egret wrote:
Just set Roughness or Details slider to zero for reaching the expected result.

And if you want to add more particles, use Repeat and Density sliders.


Thanks for your answer.

No matter what combination I try, I can't get nearly the same look. Even with Size Chaos at max, I get little size variation. Also things become very slow with high density (using the fBm controls, roughness and details seem to be much faster)

I guess what I'm after is a knockout option / optimization in the fBm combining, where subsequent octaves in a particle area only are added if the particle alpha of the current octave is non opaque..

I think the only way to achieve this is via clipped multiple bombers (each set to one "layer" at different scales).
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Quote
Vladimir Golovin wrote:
I think the best solution is to set Roughness to 100, layering method to "Simple" or "Simple (Normalized)". After that, you can control the number of octaves by changing Details. Density will also work fine with this setup.


Ahh, this is more in the right direction. Now the problem is how to achieve brightness decrease as z-order rise. Z-order seem to be unrelated to particle numbers (i.e. Particle 1 is not necessarily the closest)
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Dmitry Sapelnikov
Filter Forge, Inc. AKA Egret
Posts: 76
Filters: 5
Quote
Also things become very slow with high density (using the fBm controls, roughness and details seem to be much faster)

Yes, it's really so due to the implementation (i.e. if we increase density, we need more collision checks)
Quote
Even with Size Chaos at max, I get little size variation

Try the following combination: Size = 0, Size Chaos = 100
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