YOUR ACCOUNT

Messages 1 - 45 of 78
First | Prev. | 1 2 | Next | Last 
Login or Register to post new topics or replies
Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Hi everyone, long time no see!

We've been working on Filter Forge 3.0 for some time, and today I'm revealing one of its major features: multiple image support. Essentially, it works by allowing you to load images from files or Photoshop layers into color controls in the filter interface. Here's how it looks in the current prototype:

  Details E-Mail
Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
To implement support for multiple images, we're overhauling Filter Forge's control components. Previously, all our control components were uniform. Starting with version 3.0, they will be separated by type – there will be green (map) control components, gray (numeric?) control components and blue (curve) control components. This picture shows how map control components can be used to load multiple images into a bomber:

  Details E-Mail
Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Some clarifications:

1. There will be two green control components: Color Map and Grayscale Map – both are shown in the Editor screenshot above.

2. The images won't be embedded into the filter's .ffxml file. Instead, the filter will reference them via filename and path. The references to the images will be stored in filter presets.

3. Filters containing references to external images or layers cannot be submitted to the filter library. However, FF3.0 will include multiple preview images (in addition to the Lifesaver) that can be safely loaded into controls, and filters referencing only stock preview images can be submitted.
  Details E-Mail
Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Issues and open problems:

1. We haven't yet decided on the method for storing references to Photoshop layers in filter's presets. The filename/path combo, obviously, won't apply here. Perhaps some hashed combination of layer name, document name and its dimensions will work, but we aren't yet familiar with the Photoshop CS5 plugin SDK, so we don't know if we have access to this information.

2. Separating control components into types may require changes in official Filter Forge terminology. The current term 'control components' conflates two characteristics – 'externality' (i.e. the ability of the component to expose something to the filter interface) and 'type neutrality' (i.e. the ability to be connected to an input of any color/type). I don't yet know if the old term will be appropriate for the new situation.

3. And finally, the most annoying issue – user interface for loading images into controls. The problem is that UI controls that represent the new Color Map and Grayscale Map green control components have different width. The color swatch is short, so we can easily add some kind of dropdown menu and display some info such as filename (as shown in the picture below), but the grayscale control is pretty long, in both its variants (LDR with a slider, and HDR with a spinner dial shown below), so it leaves us no space for any wide UI elements:

  Details E-Mail
Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
So, that's it for now – let's discuss! I'd especially welcome any ideas, mockups and feedback on the problem of image loading UI (a.k.a. different control widths) described in my post above.
  Details E-Mail
Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
This soo good news smile:)

Quote
1. We haven't yet decided on the method for storing references to Photoshop layers in filter's presets. The filename/path combo, obviously, won't apply here. Perhaps some hashed combination of layer name, document name and its dimensions will work, but we aren't yet familiar with the Photoshop CS5 plugin SDK, so we don't know if we have access to this information.


In some PS plugins you have access to other layers (from the image), I think I saw this as early as in CS2. When FF runs as plugin, you could add a new menu item, 'Layers' in the input context menu, which expands to a sub menu containing the available (and compatible) layers.

As for storage of the layer information in preset: In general I'd say this has very little application, but then again if you're working on a larger composition and need to go back and readjust something in the FF filtering, it would be annoying that the layer input information is not stored.
Identifying the layers in the PS image should IMO not be related to layer content, size or index in the main layer composition in the PS image. I'm sure the SDK contain information about some sort of layer ID or handle you can use as reference.
When the layer (or image) is not available, you could show some sort of '*' or other passive indication of change (I assume FF will fall back to a solid color input).


Quote
2. Separating control components into types may require changes in official Filter Forge terminology. The current term 'control components' conflates two characteristics – 'externality' (i.e. the ability of the component to expose something to the filter interface) and 'type neutrality' (i.e. the ability to be connected to an input of any color/type). I don't yet know if the old term will be appropriate for the new situation.


I am very excited about this change. The lim itation of the static gray controls is a very annoying aspect. As I think of it, controls and components in "External" category really are the same sort of user->filter communication entities. Will you be keeping the old "constant" controls along with the new additions or will you go fully procedural on all input types in FF3?
If you still keep up that distinction, I'd say the new map "controls" belong in the External category, along with other components that use external input some way or the other.


Quote
3. And finally, the most annoying issue – user interface for loading images into controls. The problem is that UI controls that represent the new Color Map and Grayscale Map green control components have different width. The color swatch is short, so we can easily add some kind of dropdown menu and display some info such as filename (as shown in the picture below), but the grayscale control is pretty long, in both its variants (LDR with a slider, and HDR with a spinner dial shown below), so it leaves us no space for any wide UI elements:


Hmm, I'm not sure I see the real problem here - the arrangement in the two first screenshots (large ones), look good - as long as you just keep the right alignment. When a grayscale input (HDR or not) is mapped with an image or layer, you don't have to show the slider, wheel and numerical input controls any more, so why is there a problem?
  Details E-Mail
Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Sphinx. wrote:
Will you be keeping the old "constant" controls along with the new additions or will you go fully procedural on all input types in FF3?


We'll obsolete the old Color control, the rest will remain as is.
  Details E-Mail
Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Sphinx. wrote:
When a grayscale input (HDR or not) is mapped with an image or layer, you don't have to show the slider, wheel and numerical input controls any more, so why is there a problem?


You're right. I did a better mock-up that shows all kinds of controls in both mapped unmapped forms, and it looks decent so far.

When a control is unmapped, we'll show its native form with a menu triangle on the right. The color controls will be 'padded' to the right for better looks -- see 'Particle 3' in the pic below.

For all unmapped controls (HDR/LDR colors and HDR/LDR grayscales) we'll just show the thumbnail, the text (the name of the loaded image, layer or stock preview pic) and the menu triangle.

Clicking the thumbnail brings up the Previewer dialog that shows the loaded image in zoomable/pannable form (similarly to the main preview). Clicking the text bar opens one a Chooser dialog for stock previews and PS layers, and the standard OS file open dialog for loaded images.

Clicking the menu triangle always brings up the same menu.

(Whew. I think I'm done with this one. Thank you.)

  Details E-Mail
Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
This just made my day brighter. smile:) Good to know!
  Details E-Mail
saurabhgayali
Saurabh Gayali
Posts: 183
Filters: 84
can their be any wishlist again!
saurabh.gayali@gmail.com
  Details E-Mail
Betis
The Blacksmith

Posts: 1207
Filters: 76
I'm not understanding the Value controls in these pictures... are there like two values or something?
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
  Details E-Mail
Kraellin
Kraellin

Posts: 12749
Filters: 99
Quote
Vladimir Golovin wrote:
Essentially, it works by allowing you to load images from files or Photoshop layers into color controls in the filter interface


what about stand-alone mode? cant import them one by one from 'load image'?

Quote
Vladimir Golovin wrote:
2. The images won't be embedded into the filter's .ffxml file. Instead, the filter will reference them via filename and path. The references to the images will be stored in filter presets.


wont this kill making the stand-alone freepacks?
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
  Details E-Mail
Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Betis wrote:
I'm not understanding the Value controls in these pictures... are there like two values or something?


Both of them are Grayscale, but the first one (with the spinner) is HDR and the second one is LDR.
  Details E-Mail
Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Kraellin wrote:
what about stand-alone mode? cant import them one by one from 'load image'?


In stand-alone mode, loading from Photoshop layers will be disabled, but you'll be able to load images from files.

Quote
Kraellin wrote:
wont this kill making the stand-alone freepacks?


Uh, I don't see how. Could you elaborate?
  Details E-Mail
Betis
The Blacksmith

Posts: 1207
Filters: 76
I meant the spinner only, it has '0,9', is it 0 and 9 or 0.9 but like, all European and crap? smile:D
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
  Details E-Mail
Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Quote
..but like, all European and crap?


Hey! People are living there you know! LOL, yes its just a different standard - we use that in Denmark too. It is controlled by the OS.
  Details E-Mail
Betis
The Blacksmith

Posts: 1207
Filters: 76
smile;) smile:D
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
  Details E-Mail
Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Betis wrote:
I meant the spinner only, it has '0,9', is it 0 and 9 or 0.9 but like, all European and crap?


It's just a screenshot made on a computer with Russian locale -- we use comma as a decimal separator instead of the period. Yes, it is controlled by the OS.
  Details E-Mail
Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
http://www.filterforge.com/upload/for...Mockup.jpg

Looks great! smile:loveff:

When do we get our hands on this? smile;) smile:D
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
  Details E-Mail
Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Crapadilla wrote:
Looks great!


In the latest mock-up it looks even better -- we decided to widen the left sidebar to make room for the menu buttons instead of compacting the affected controls. However, now we have a dilemma -- the left sidebar in the Editor will become wider too but the new space will be left mostly unused. But we're going to implement it this way anyway.

  Details E-Mail
Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Crapadilla wrote:
When do we get our hands on this?


The first beta should be out sometime this winter.
  Details E-Mail
Mike Blackney

Posts: 375
Filters: 57
Lots of great stuff in here! More than one image will really open things up, I'm really interested to see this in action.

Multiple preview images will be great, I'd be very happy if one of them was a normal map and maybe if one was a particle sheet you could put into bomber (so you could make a strong preset and it'd be real easy for people to drop in their own custom particle image).

The sidebar in the editor being wider would be cool for script editing smile:)

I got sad when you said winter because in southern hemisphere we just left winter. Then it clicked and I'm very happy smile:D
  Details E-Mail
Indigo Ray
Adam

Posts: 1442
Filters: 82
Wooooah what V3? I feel like I just got V2! Well, you know the saying, "Time Flies when you're Filter Forging!" (registered trademark symbol).

Anyway, that's a great idea with the new sliders! Another slider idea: Let us be able to set the endpoint values of gray sliders (not in the main screen, in the filter editor screen when you click on the slider).
  Details E-Mail
Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Indigo Ray wrote:
Wooooah what V3? I feel like I just got V2!


Don't worry -- FF 3.0 is far from being done. We just decided to be a little less secretive about the development.
  Details E-Mail
CFandM
ForgeSmith

Posts: 4761
Filters: 266
Quote
Vladimir Golovin wrote:
We've been working on Filter Forge 3.0 for some time

WHAT!!!!That is a good sign.. smile;) smile:) smile:D
I can update those anaglyph filters for easier processing.... smile;) smile:)

Quote
Indigo Ray wrote:
Wooooah what V3? I feel like I just got V2! Well, you know the saying, "Time Flies when you're Filter Forging!" (registered trademark symbol).

hehe +100
Stupid things happen to computers for stupid reasons at stupid times!
  Details E-Mail
Kraellin
Kraellin

Posts: 12749
Filters: 99
Quote
Vladimir Golovin wrote:
Uh, I don't see how. Could you elaborate?


never mind. had a wrong idea in there for some reason.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
  Details E-Mail
ronjonnie
Designer / Artist

Posts: 809
Filters: 320
Hey Everyone,

Filter Forge 3.0 is looking very COOL!
Let the Excitement begin!


+ Wow, Crapadilla is back! We missed you! smile;)

Have a GREAT day! smile:)

Ron
zazzle.com/Ronspassionfordesign*
So much to learn, so little time.
  Details E-Mail
James
James
Posts: 676
Filters: 46
Wow this looks great, maybe i will get some hate for saying this but i have chosen Genetica as my main app for textures because of the multiple image options it allows. Also because i really, really dislike the constant rendering FF always does (add a render button you click when ready to render instead).

I think all that would change with V3 if it allows multiple images and improves the workflow as i find FF way more powerful but i currently don't like the workflow as much, if improvements are made though i think FF is on to a winner with V3.
  Details E-Mail
IONclad
Building art one node at a time.
Posts: 123
Filters: 25
James, I agree. If FF were to modernize it's interface it would be killer. As an interface designer I actually did a mockup for V3 last week. It helped reduce my frustration with the 30+ major interface issues with FF.

The multiple source thing would be sweet, but I'd also love a render queue, keyframing and some way of doing small quick and accurate sample renders like Bryce's render window ability. this would make complex filters capable of being actually used! waiting for the first render square on my Mac Pro tower, an 8 core machine can sometimes take 10 minutes!!! that's just nuts
the artist formerly known as Bongo51
  Details E-Mail
Kraellin
Kraellin

Posts: 12749
Filters: 99
if you want quicker renders in FF, turn off anti-aliasing and in 'view' turn off 'actual size'. these two things will speed things up tremendously. there are also optimizing speed tricks which are covered both in the forums and in the wiki help pages. these can also help a great deal with speed. turning off ambient occlusion can (if it's being used) can also speed things up but can seriously change the look of the effct, too.

i sometimes go through other folk's filters and re-write them for speed. authors are usually more concerned with quality than speed. so, you can often tweak a filter and cut its render time a fair amount. authors shld take care of this since if i'm tweaking their filter for this reason i'll now be using the tweaked version and they wont get credit in the usage rating system FF, inc. uses to reward authors with HU (high usage) points.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
  Details E-Mail
James
James
Posts: 676
Filters: 46
It's not the filter rendering speed that is the problem it is the fact the interface is so annoying the minute you move a slider the cpu jumps back up to 100% which is bad design. I dislike how i cannot just have a basic preview and adjust things before finally pressing a render button when i have finished and ready to go.

I could re-write a load of optimized filters also because i am good with lua and FF has that now which is one of the main reasons i would upgrade but the interface just puts me off so much.

I use Genetica for now because it has great multi image support as well as other nice options and with the rendering workflow it is really nice. It has a optional floating preview window when building i can close or just leave open to re-render any time if that is ever needed, i can use multiple previews also. The preview is always optional and i can just build with a very basic preview and then i can re-open it later and check things. I can right click nodes and render images at any stage of the project and with the main render i can simply choose when i want to use it. Not trying to be nasty here but FF's workflow in comparison is just annoying and not as good, with some adjustments though it could be much better.

The thing with genetica is it simply doesn't offer the same amount of power when building things, FF was more powerful and now with scripting even more so. With the new version the single image lim it will be no more also.

So basically you have a really nice program but unless the GUI is updated also i am sure i would be frustrated while making textures/effects even if the results were great. This is why i mention it now as things can be done but if it's not updated i doubt i will want to upgrade as the GUI lets the program down in my opinion.
  Details E-Mail
GMM
Moderator
Filter Forge, Inc
Posts: 3491
Quote
James wrote:
I dislike how i cannot just have a basic preview


Have you set your preview size to 'Reduced'?
  Details E-Mail
James
James
Posts: 676
Filters: 46
Yes but this and adjusting other things like alias to off is not really a good way of working, you have to constantly go in and out of menus to change sizes and settings and also it still auto renders anyway. Basically it is not a good workflow in my opinion and also it makes FF a very cpu hungry app because of how rendering works.

Genetica is great but doesn't seem to want to have complexity for the building side of things as it has more focus on labs and high level nodes, so i really like the depth FF allows with low level nodes and scripting and in terms of building FF allows much more now.

The problem is the FF GUI just totally puts me off using this great app so i haven't used it as much, the suggested workarounds like that just don't work really. I know some others have the same view also so i really hope V3 has a reworked GUI as well as the other cool things like multi image support. If it does i think my workflow would probably be the opposite of how it is now i would use genetica less and FF all the time.
  Details E-Mail
Kraellin
Kraellin

Posts: 12749
Filters: 99
in the editor, i like the auto-immediate rendering. why plug in 20 components and then hit a render button only to find out that you goofed at the fifth component. with auto-render on in the editor you see what is happening on the fly, and that's a good thing for constructing. but, i wouldnt mind an option for either way, both in the editor and out. options are good! smile:)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
  Details E-Mail
IONclad
Building art one node at a time.
Posts: 123
Filters: 25
I agree that the live flow thing is useful in detecting errors and results, however, my main beef with FF regarding the editor is also the live flow rendering.

Consider this scenario.

After saving and closing a particularly large filter. Then deciding to tweak something.
When you first enter the editor, even after you just left it, the entire filter AGAIN must spend time and rendering power re-rendering all the thumbnails I just saw...they haven't changed, but I still have to wait every single time I open a filter for that repeated and wasted rendering effort, every single time, all in order to do something as simple as connect a single tile.
If those thumbnails were cached, and there were a "refresh" button that regenerated all the thumbnails... I could work with my node nets 90% of the time without live feedback.. then when I do 'plug in 20' components, the whole time without annoying lags as FF attempts to react to every single new change I can say "all done"... click the refresh... and go get a coffee. In this way I could interact with the filter, do other things, whatever, and come back to it a any amount of time later and open it without facing a wall of 100 nodes, all blank.

EVERY filter you re-edit must be repopulated. It make working casually, a little bit at a time to be really slow and a lot frustrating.
the artist formerly known as Bongo51
  Details E-Mail
Kraellin
Kraellin

Posts: 12749
Filters: 99
well, i have to say, you've won me over. just make it as options one can turn on and off as needed.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
  Details E-Mail
KGtheway2B
KGtheway2B

Posts: 660
Filters: 34
I'd like to see a focus on user-interface improvements for the v3 go-around. I was pretty disappointed at the near entire lack of these in the v2 release.

There's a ton of suggestions, I'm sure ffinc has an internal list of the good ones they could easily draw from.

Re-evaluating the library and managing obsolescence of the old libary would probably not hurt either, as well as some fresh thinking about the outdated rewards system.
  Details E-Mail
Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Quote
Vladimir Golovin wrote:
There will be two green control components: Color Map and Grayscale Map – both are shown in the Editor screenshot above.




The Grayscale Map component looks confusing to me. The GUI mockup shows a constant numeric value, but it should really show grayscale image map, no?
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
  Details E-Mail
Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Crapadilla wrote:
but it should really show grayscale image map, no?


When an image is loaded it shows the image, otherwise it shows the value.
  Details E-Mail
Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
IONclad wrote:
As an interface designer I actually did a mockup for V3 last week.


Would you mind sharing it here?
  Details E-Mail
Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
James wrote:
It's not the filter rendering speed that is the problem it is the fact the interface is so annoying the minute you move a slider the cpu jumps back up to 100% which is bad design.


Speaking of manual preview update: this is a popular request dating back to our first beta. Here's how it might look in the interface when implemented:

  Details E-Mail
Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
And the same function in the Filter Editor:

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

Posts: 4365
Filters: 65
Quote
Vladimir Golovin wrote:
When an image is loaded it shows the image, otherwise it shows the value.


Ah yes, of course! smile:blush:
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
  Details E-Mail
ThreeDee
Lost in Space

Posts: 1672
Filters: 112
This is massively awesome. It also means that the output image will no longer be forced to be the same size as the input image. Thus, in theory: actual rescaling of the images could be made possible and you could make large images from small images (or vice versa).
  Details E-Mail
Kraellin
Kraellin

Posts: 12749
Filters: 99
<-- is hoping v3 is all about user requests like this one!
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
  Details E-Mail

Messages 1 - 45 of 78
First | Prev. | 1 2 | Next | Last 

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!

153,533 Posts
+31 new in 30 days!

15,348 Topics
+73 new in year!

Create an Account

Online Users Last minute:

28 unregistered users.