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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
I find myself wanting particle sizes that are larger than what just fills the repeat square.

Right now if you have, say, the repeat value of 5, at 100 size the particle is 1/5 of the image area. I'd like to be able to overlap the particles up to a certain point. Even up to 300% would be a great improvement. Or the size could be made relative to the full image size, not the repeat square size. Understandably this would slow down rendering.

Or there could be a checkbox option to make it relative to the full image OR relative to the repeat square.
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BenBeckwith
Posts: 136
Filters: 8
I second this. I want to say add more levels to density, but that would make a high repeat/high density situation really slow. I also thought making the density a hard set amount of particles would be nice, but that would break repeat. The only one that would work well is making the Size maximum much higher. In this case, you could make a particle image with a bunch of speckles, input into a low density, huge particle size Bomber and still give the effect of high density because of the amount of speckles in the particle image. This would cut down on number of particles and fill rate... right?

I also wish there was a way to map the particles to the Chance masks. So instead of simply masking them out, move them to the white space.
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Quote
BenBeckwith wrote:
I also wish there was a way to map the particles to the Chance masks. So instead of simply masking them out, move them to the white space.


+1 smile:D
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
quote]BenBeckwith wrote:
I also wish there was a way to map the particles to the Chance masks. So instead of simply masking them out, move them to the white space. [/quote]

I agree. Many particle engines also have a 'don't let instances overlap function'. Essentially it just culls out the ones which touch... which could be very useful in filter construction.
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ronjonnie
Designer / Artist

Posts: 809
Filters: 320
The Bomber feature is a great improvement!

It could use some fine tuneing.
I would like to cast my vote, for all of the above,
to, YES! PLEASE!

Have a good evening! smile:)

Ron
zazzle.com/Ronspassionfordesign*
So much to learn, so little time.
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Kraellin
Kraellin

Posts: 12749
Filters: 99
Quote
I'd like to be able to overlap the particles up to a certain point.


or, to overlap with a blend mode and/or varying opacities. +1.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
ThreeDee wrote:
Or the size could be made relative to the full image size, not the repeat square size. Understandably this would slow down rendering.

Or there could be a checkbox option to make it relative to the full image OR relative to the repeat square.


Both are good ideas. Yes, this will severely slow down rendering.

Quote
BenBeckwith wrote:
I also wish there was a way to map the particles to the Chance masks. So instead of simply masking them out, move them to the white space.


I'm not sure I get the idea. Could you elaborate?
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BenBeckwith
Posts: 136
Filters: 8
Instead of removing particles that are in the black space, move them to the white space. So if there are 1000 particles with no mask, there will still be 1000 particles with a mask. Obviously it would want to bias more of the particles in the lighter areas if it's a soft mask.
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Dmitry Sapelnikov
Filter Forge, Inc. AKA Egret
Posts: 76
Filters: 5
Some facts about particle size over 100:
due to optimization issues bomber component uses an information about
max possible particle size. Such information plays crucial role in performace.
We allow full-tunable particle sizes - we refuse all optimizations.
And it's a reason why we've created density slider instead of particle size > 100
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