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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
I think that most surely (do not know) none of the filters from Filter Forge Will be compatible and work in Ultraforge because they have of course different kind of nodes and different structure

But the question is IF many of the nodes included in Ultraforge are similar than the ones available in Filter Forge so if wanted you could copy and replicate manually a FF Filter to Ultraforge, building It all again from Scratch inside Ultraforge

I mean to have the reference of FF Filter and build It again inside Ultraforge with his own nodes

Thanks very much
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
SpaceRay wrote:
I think that most surely (do not know) none of the filters from Filter Forge Will be compatible and work in Ultraforge because they have of course different kind of nodes and different structure


This is correct. U;traforge is a very different beast, with a different approach and a different set of nodes.

Quote
SpaceRay wrote:
But the question is IF many of the nodes included in Ultraforge are similar than the ones available in Filter Forge


Ideally, I'd prefer full feature parity with Filter Forge -- that is, the ability to to in UF everything you could in FF. However, this won't be the case, at least at the start. In replies below, I'll try to provide some examples of differences between FF and UF when it comes to nodes and the general approach:
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Example #1: Seamless tiling and nodes that support it.

In FF, all generator nodes have an invisible parameter, Seamless Tiling, that gets its value from the global filter setting "Seamless Tiling".

The good thing about this is that authors don't have to deal with seamless tiling manually, and all filters are seamlessly tiled by default. However, this approach has its downsides. For example, if you want certain nodes in your tree to be non-seamless, or not fully seamless (e.g. you want left-to-right seamless but not up-down seamless), you couldn't do that. Also, in FF you couldn't set the range of the seamless region (i.e. the region in which node's ouptut is seamlessly tiled) -- the seamless region in FF always matches the dimensions of the original image.

In UF, you will be able to specify the seamless tiling parameters for each node separately. For example, you can have two Perlin nodes, one of which is seamlessly tiled horizontally in the region (0, 0, 1, 1), while another is seamlessly tiled vertically in the region (-1, -1, 3, 3).

This means that in UF there will be more work required in order to generate a seamless texture or effect, but, on the other side, you will have more tools and flexibility at your disposal.
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Example #2 -- Blurs and other bitmap-based operations

In FF, you can freely mix bitmap-based nodes (e.g. Blur or Sharpen) with sample-based nodes (Perlin, Worley, Distortion, Hue/Saturation, etc) -- that is, you can feed a potentially infinite texture into a Blur node, and get a potentially infinite image, which you can then feed into any nodes, both bitmap-based or sample-based.

In UF, bitmap-based nodes will only be able to take a finite, pixel-based bitmap as an input. This is because all sample-based nodes are now calculated on a GPU, which cannot execute memory management code needed for supporting infinite bitmaps. So if you want, for example, a blurred Perlin noise, you'll need to render into a bitmap (of finite dimensions) first, and then feed that bitmap into the Blur node.
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