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Lucato
FF addicted

Posts: 505
Filters: 39
Quote
Vladimir Golovin wrote:
Well, a screenshot is a bit too much to ask at this stage, but I do have a couple of screenshot fragments to tease you with . Here's the first one, a fragment of a UI element which implements a long-requested badly-needed feature:


Great, I bet it's a input field for searching filters. ;0)
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tigerAspect
Posts: 222
Filters: 9
Quote
I can read the word "script" clearly!

Ohpleaseohpleaseohpleaseohpleaseohpleaseohpleaseohpleaseohpleaseohpleaseohplease.
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KGtheway2B
KGtheway2B

Posts: 660
Filters: 34
Quote
Great, I bet it's a input field for searching filters. ;0)


Yep, that fits the bill nicely!
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Kraellin
Kraellin

Posts: 12749
Filters: 99
Quote
Vladimir Golovin wrote:
You've interpreted it exactly backwards


well, that figures. lol.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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BenBeckwith
Posts: 136
Filters: 8
Quote
I can read the word "script" clearly!


"Script Import Button..." ? smile:D
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Kraellin
Kraellin

Posts: 12749
Filters: 99
script input button... hmmm, so you'r allowing photoshop actions/scripts to be inputted into FF? (or have i got this exactly backwards again? smile;) ).
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Quote
BenBeckwith wrote:
"Script Import Button..." ?


More like "Script Input Button"... smile:D
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Quote
Kraellin wrote:
so you'r allowing photoshop actions/scripts to be inputted into FF? (or have i got this exactly backwards again?


I'm guessing it's LUA scripts, but I'm hoping Python! smile;)
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Kraellin
Kraellin

Posts: 12749
Filters: 99
what are LUA scripts? or, more precisely, what is "LUA"?
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Kraellin
Kraellin

Posts: 12749
Filters: 99
ok, i looked it up. god, i hate wiki. so, it's a scripting language. i'll leave it at that. smile:|
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Beliria
FilterForger & creative genius ;)

Posts: 1932
Filters: 45
Think I can bide my time till they release this smile:D, although on the other hand... I really would love to be able to tidy up the filters I am creating without having to take them out of the main folder in application data..

Plus getting curious as to if we will have some new components to play with, fingers crossed there will be smile:D .
Nothing wrong with a little insanity ;)
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Betis
The Blacksmith

Posts: 1207
Filters: 76
Hopefully a LOT more components. I want to want a search bar for them. And I know they have to stick to one of their loose self-rules: to not make a component out of something else you can already make it out of. I think it's something like that. Maybe we should get out own noise maker! smile8)
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Beliria wrote:
Plus getting curious as to if we will have some new components to play with


The first round of beta 2.0 will include new components.
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jffe
Posts: 2869
Filters: 90
Once the V2 beta is out, will anyone who gets a license for V1 after that point get the V2 upgrade for free ? Or will they still need to pay the upgrade cost ? Ie = the typical "grace" period for when a new version comes out right after someone buys a previous version etc. And of course FF is under no obligation to offer free anything other than bug fixes for the current version (which in the case of V1 they have done rather diligently, if slowly, but they have for V1 in my opinion) I'm just asking.

jffe
Filter Forger
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
jffe wrote:
Once the V2 beta is out, will anyone who gets a license for V1 after that point get the V2 upgrade for free ?


Good idea, though we'll have to think how it will interact with our discounts, preorders etc.
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Quote
Beliria wrote:
Plus getting curious as to if we will have some new components to play with


We already know that there'll be bomber components, math components and script components, eh? smile;)

Quote
Betis wrote:
And I know they have to stick to one of their loose self-rules: to not make a component out of something else you can already make it out of. I think it's something like that.


Personally, I'd like to see the the "generality rule" bent a little in favor of "convenience" components. For example: We can do polar-coordinate transformations with the current toolset ('Spherify' snippet), but a component specifically optimized for that purpose would be terrific. The same goes for non-seamless scaling and rotation operations, etc. Basically, these new components should replace all the often-used snippets simply because they are faster and make for cleaner filter trees.

What I don't like to see is out-of-the-box grouped components for these functionalities, i.e. just taking snippets and collapsing them into a container component, but that's just my preference. We'll have to see which solution Vlad leans towards.
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Beliria
FilterForger & creative genius ;)

Posts: 1932
Filters: 45
Quote
Crapadilla wrote:
We already know that there'll be bomber components, math components and script components, eh?


Am bad.. not read much about what will be getting or not, I like surprises smile:D (some of the times smile;) )
Nothing wrong with a little insanity ;)
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Betis
The Blacksmith

Posts: 1207
Filters: 76
I see what you mean Dilla, I hope they do that too.
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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Redcap
Redcap

Posts: 1290
Filters: 100
It has been a week and I haven't seen any new blurred pictures, what gives? smile:D




If you are bored check out my unpractical math website
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
A random list of Node-Based programs compared with scripting features if FilterForge were to implement.

This actually reminds me of one of Apple's developer software called Quartz Composer. In version 3.0, Quartz Composer has a Java function that you can write your own tiny components in.

In Reaktor 5, Native Instruments introduced CORE, the deepest end of Reaktor programming nodes. CORE is like bending circuits. It's amazingly flexible, simple, but hard to understand.

In Maya, they have MEL and Python so nobody ever has to worry. Maya has a component-based interface.

In Artmatic Pro, there are grouped components and they have like 400 components anyway so they don't ever have to worry about scripting features. Besides it works in an odd way.

In MAX/MSP/JITTER/VVVV ... they have like enough programming bits to actually do everything. In fact the nodes make up scripts anyway.

In Houdini Master Edition, you have thousands of nodes to play with, thousands of nodes to connect around. You can make your own programs for it as well.

In Blender they have crazy loads of components that do image processing like the ones in FilterForge, they also have scripting, but not exactly similar to Quartz Composer scripting blocks.

In Apple Shake 4.0 and Color 1.5, the nodes are strictly for image processing, you have no scripting features, but the amazing thing is that they all work nicely together anyway. So you never need scripting features.

In The Foundry - Nuke, you already have tons of image processing components, and they work together, so no need for scripting components.

In Terragen 2, they have fractal components that do things you'd expect. They have no need for a scripting feature.

In Genetica... they're in on a different planet when it comes to nodes.

AND FINALLY IN FILTERFORGE 2.0, math, Bombers, macros, scripts? + more. Actually FilterForge is one of those programs I can trust for a clean, minimalist interface. The programs mentioned above, not including some, have confusing interfaces. The strongest feature of FilterForge is that its "clean" compared to many environments. It also works like a charm. So yah. smile:D I'm drooling.
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Skybase wrote:
Actually FilterForge is one of those programs I can trust for a clean, minimalist interface.


You're totally right. That's our primary design constraint, and that's why it takes so long (well, not actually that long, compared to the Mac version) to add new stuff.

As for "no need for scripting", I've yet to see a visual node-based system which is Turing-complete.
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
We've started to tighten up the code and the launch plan for the first round of beta 2.0. Here's a (slightly retouched) glimpse of what you'll be getting your hands on:

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Carl
c r v a

Posts: 7289
Filters: 82
Quote
Vladimir Golovin wrote:
(slightly retouched

Thats just cruel smile:D
Quote
Vladimir Golovin wrote:
first round of beta 2.0.
smile:ff:
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Totte
Übernerd

Posts: 1460
Filters: 107
Looks like it could be the feared Über-height-render, perfect for making alps, or it can also be the digital pizza slice filter to slice your image in movable versatile slices, so far, I can not really tell from the picture smile;-)
- I never expected the Spanish inquisition
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Sign Guy
Digital Art Developer-Publisher

Posts: 554
Multiple images perhaps?

Fred Weiss
Allied Computer Graphics, Inc.
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Quote
Vladimir Golovin wrote:
Here's a (slightly retouched) glimpse


Is that the bomber node?

All the map (green) inputs would be the offsets, rotations, scaling, frequency, distribution, opacity. (there'd be a lot a map inputs on a bomber.)

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Kraellin
Kraellin

Posts: 12749
Filters: 99
i agree with carl... just plain cruel! lol, vlad, i had never realized how sadistic you are! smile:D smile:dgrin:

i know what that is. it's the new craig component that automatically adds 120 controls to your filter, regardless smile;)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Quote
Vladimir Golovin wrote:
We've started to tighten up the code and the launch plan for the first round of beta 2.0. Here's a (slightly retouched) glimpse of what you'll be getting your hands on:


I like the smell of that! smile;) smile:D
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Redcap
Redcap

Posts: 1290
Filters: 100
smile:D



If you are bored check out my unpractical math website
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Quote
Vladimir Golovin wrote elsewhere:
some of the new features we're planning require significant infrastructural reworking.


So the infrastructural reworking is mostly done, I presume?! How are the chances for an early-octoberish beta start? smile8)

Also, if that's a Bomber component up there (which I guess it is), it has grown significantly more versatile compared to Vlad's old design:

Quote

Particle Noise: Map Component
-- Particle: color map
-- Background: color map
-- Size: grayscale map
-- Stretch: grayscale map
-- Angle: grayscale map
-- Opacity: grayscale map
-- Density: grayscale map
-- Roughness: grayscale map
-- Details: slider
-- Fill Mode: combobox
-- Variation: random seed


Just look at the insane amount of control inputs in that "slightly re-touched" example (an amount similar to the noise components we already know)!

Can't wait to get my hands on it! smile:D smile:ff:

Since Vlad obviously decided to allow 'uber-tall' components in the editor, that would also mean the chances for a more versatile Multiblend (and similar things) have become significantly better. smile:)
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Kraellin
Kraellin

Posts: 12749
Filters: 99
multiblend with modes for each layer? you're dreaming, dilla smile;)

20 green nodes and 8 grays... i'd say bombers is a good chance.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Quote
Kraellin wrote:
multiblend with modes for each layer? you're dreaming, dilla Wink

20 green nodes and 8 grays... i'd say bombers is a good chance.


Yup, I also think the image Vlad posted shows a bomber. Nevertheless, the abundance of inputs makes a multiblend with modes for each layer appear to be much more of a possibility now (not that I'd particularly want one though). smile:D
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Redcap
Redcap

Posts: 1290
Filters: 100
I am pretty sure it isn't even a real component because it is missing the awesome exclamation mark of doom that we all love so dearly.

However, while we are musing; I say it is a way to load more than one image into the filter at a time, with controls telling how to blend, size, and move the differnt images.



If you are bored check out my unpractical math website
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Betis
The Blacksmith

Posts: 1207
Filters: 76
They were probably playing around with it, and took a snapshot, then edited out the names, nodes, wires, and component preview. I still think it's a real (and soon to be awesome) component.
Roses are #FF0000
Violets are #0000FF
All my base are belong to you.
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Indigo Ray
Adam

Posts: 1442
Filters: 82
Quote
Kraellin wrote:
multiblend with modes for each layer? you're dreaming, dilla Wink

Aw...I would've used that too... smile:( as long as it didn't slow down the current one. But bombers are definitely more enticing! smile:D
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ronjonnie
Designer / Artist

Posts: 809
Filters: 320
Do we have a release date?
We are all dying to get our hands on this NEW ugraded version! smile:loveff:

Ron
zazzle.com/Ronspassionfordesign*
So much to learn, so little time.
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Crapadilla wrote:
So the infrastructural reworking is mostly done, I presume?!


I wish it would be so, but no, it's far from finished.

Quote
Crapadilla wrote:
How are the chances for an early-octoberish beta start?


As usual, can't promise anything, but said chances are pretty good.

Quote
Crapadilla wrote:
Since Vlad obviously decided to allow 'uber-tall' components in the editor, that would also mean the chances for a more versatile Multiblend (and similar things) have become significantly better.


Yes, the new infrastructure makes uber-long components more tolerable (I'd expect to see it fully implemented in the beta round 2 or 3), but stuff like this is currently on ultra-low priority, as we'll be 100% busy with the proper productization of major new features.
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Redcap wrote:
I am pretty sure it isn't even a real component because it is missing the awesome exclamation mark of doom that we all love so dearly.


I edited it out smile:D

(Actually, the component simply doesn't have required inputs.)
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Redcap
Redcap

Posts: 1290
Filters: 100
Quote

As usual, can't promise anything, but said chances are pretty good.


Yeah!



If you are bored check out my unpractical math website
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ronjonnie
Designer / Artist

Posts: 809
Filters: 320
Quote
Vladimir Golovin wrote:
As usual, can't promise anything, but said chances are pretty good.


That's the part we are all looking forward to! smile;)

Ron
zazzle.com/Ronspassionfordesign*
So much to learn, so little time.
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Quote
Vladimir Golovin wrote:
Actually, the component simply doesn't have required inputs.


So it IS a Bomber then, with the "exclamation mark of doom" as the default particle shape! smile:D
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Quote
Vladimir Golovin wrote:
[...] we'll be 100% busy with the proper productization of major new features.


To recapitulate, major new features are rumored to be:

- Bombers (i.e. particle components)
- Shapes
- Math components with unclamped output (the major reason for the infrastructural revamp, AFAIK ---> i.e. getting HDR ready!)
- local filter search
- grouping of components in the editor

plus onyXMaster's favorite:

- soft shadows for surface type filters (possibly ambient occlusion?)

Can we say "AWESOME OCTOBER" together! smile:D smile8)
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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CorvusCroax
CorvusCroax

Posts: 1227
Filters: 18
Wasn't "save all channels at once" said to be probable, also?
(I may be just wishfully remembering.) smile:?:


Re: Shapes. Kewl...Are shapes confirmed? How are they going to work? (Like that other program (Gen-something...)
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Clicky!

And yep, I think shapes are pretty much confirmed since they go along with bombers perfectly! smile;)



The one thing I'd like to see confirmed for v2 are user-defined 'My Filters' folder trees. Man, it's sure getting crowded in my one lab folder. smile:cry:
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Crapadilla wrote:
Can we say "AWESOME OCTOBER" together!


Well, I'm afraid we can't -- the first beta round won't include all planned features. We're planning about 5 beta rounds, and each of them will include its own batch of features.
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