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

Posts: 4365
Filters: 65
Quote
We're using a very old Adobe Photoshop SDK (for host compatibility and legal reasons), and recompiling it for 64-bitness may turn out to be problematic or impossible. [...] Most likely, the 64-bit plugin mode won't make it into the release of Filter Forge 2.0 - but we may release it in a free update after that.

Quote
We'll be adding support for 64-bit (full support for Windows versions and partial support for Mac OS X, as I explained elsewhere), however, I'm not sure that the feature makes it into 2.0 -- there are higher-priority things on our plan.

As for 3600x3600, such sizes -- and much larger ones -- will render perfectly fine on our current 32-bit system, and going 64-bit won't bring any speedup on such small tasks.

Actually, 64-bitness doesn't bring any speedups other than those that might result from being able to address more memory.

Quote
Yes, but a 64-bit Photoshop plugin is a necessity, as more and more pros upgrade to CS4 -- which includes a 64-bit version of Photoshop.


To put things into perspective, here are some random quotes from Vlad on the topic of 64-bitness. [My emphasis]
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Sign Guy
Digital Art Developer-Publisher

Posts: 554
Preview render times for 600 x 600 default of Soft Fur (a recent Editor's Pick) with and without anti aliasing using Version 3.012. There is still no way to override the anti aliasing embedded in the filter. If one turns it off and then switches to a different preset, the anti aliasing is turned back on.

With 5 sample anti aliasing = 1 minute 19 seconds
With no anti aliasing = 15.9 seconds


If I tweak the settings 10 times, it will take 13.17 minutes of refresh time to see the results. If I manually turn off the anti aliasing, it will take 2.65 minutes to see the same results.

That's not a bitch ... just a fact. Anti aliasing is not needed for viewing variations, only as an option when rendering saved files.
Fred Weiss
Allied Computer Graphics, Inc.
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CFandM
ForgeSmith

Posts: 4768
Filters: 266
Good to see you still posting Fred. smile:)
Thats one of the things that I found, not really annoying but odd...Presets also save that anti-aliasing info.....The only way to override that is create new presets with that anti-aliasing info as you like or as you said adjust manually each time... smile:|
Stupid things happen to computers for stupid reasons at stupid times!
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Sign Guy
Digital Art Developer-Publisher

Posts: 554
Good to hear from you Chuck.

I'm aware of the solutions you list. Just don't understand why a global override isn't added to Options.
Fred Weiss
Allied Computer Graphics, Inc.
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Agreed, a global AA Override would be great!

I remember requesting that a while ago, along with a global force seamless tiling option.
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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CFandM
ForgeSmith

Posts: 4768
Filters: 266
Agree as well... smile:)
Stupid things happen to computers for stupid reasons at stupid times!
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
For the record:

Coming fr om a VFX background in commercials/feature film (I'm working as a Shading|Lighting|Rendering Lead Artist for a large germany-based VFX company), I do not find rendering in FF to be excessively slow.

The way I see it, this whole discussion appears to be a battle between two differently tuned "frames of reference": One is tuned to the reality of rendering in the VFX world (where rendering a 4K frame can literally take days in worst cases), and the other is tuned to the realm of applying filters Photoshop-style (wh ere the wait times are comparatively negligible).

Now, I can see why someone with a photoshop-style "frame of reference" would quickly become frustrated with rendering FF filters at print resolutions: FF filters are simply nowhere near as optimized as the built-in PS filters. Coupled with the oftentimes sub-optimal construction of library filters, an average FF filter is likely to spectacularly blow apart the aforementioned individuals' render time expectations. A VFX person on the other hand will not have any problem with a 4K image taking an hour to render. They're simply used to the wait that comes with heavy computation.

So, I'm convinced this whole discussion really comes down to differing perspectives and expectations. Yes of course, FF Inc. should always strive to make FF render faster. But then again, FF renders just fine for the things it does.

Example: While writing this, I'm rendering one of my complex texture filters at 4K resolution on my laptop. Rendering time is nearing an hour, and I'm thinking: "Well, it would have taken much longer for me to paint this by hand in Photoshop." Then I rendered 'Grin Inc.' at 4K resolution in 1 min 40 sec, and I'm thinking: "Yup, it really is all relative!"
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Sign Guy
Digital Art Developer-Publisher

Posts: 554
Dilla, your comments are dead on. Guys like Mike Jackson (Teton Images) and myself are Photoshop users working in 2D looking for a workflow such as Photoshop provides. We use Filter Forge as part of wide format imaging and printing. Speaking for myself, I wouldn't know what to do with the various maps generated while FF does its thing. I want my 3600 x 3600 tiles to complete in a couple of minutes and Mike wants his huge photos to be processed into watercolors just as quickly.

When one reads how Filter Forge is presented,

Quote
Filter Forge — the best Photoshop plugin. Filter Forge is a high-end Photoshop plugin that lets novice and expert users create a wide variety of realistic and abstract textures and effects. It's a must-have for any digital artist.


one has, IMHO, a reason to expect that they will experience rendering times that are similar to the referenced product ... Photoshop.

Perhaps, the FF Team should look for ways to bypass those portions of the FF engine that result in the slowness but are only needed for those maps needed for 3D applications and give us Photoshop users a much more productive tool for our less complex needs.
Fred Weiss
Allied Computer Graphics, Inc.
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Quote
When one reads how Filter Forge is presented, one has, IMHO, a reason to expect that they will experience rendering times that are similar to the referenced product ... Photoshop.


Yes, that's the expectation that is cultivated.

IMHO, the misunderstanding arises because of the usage of the term 'filter'. Take the photoshop filter 'Gaussian Blur', for example. Its equivalent in FF is the Blur component. ONE component! Take 'Difference Clouds'. FF equivalent: Perlin Noise. Again, ONE component.

But - and here is the crux - FF filters usually are comprised of dozens of these components, so technically an FF filter is not equivalent to a PS filter. An FF filter is more like a whole chain of PS filters being executed in sequence.

Now, imagine firing one PS filter after another, with dozens upon dozens fired in sequence. The result is much more comparable to an artist sitting in front of PS, working away. In effect, an FF filter is like a procedurally defined working process. Consequently, we really need to compare FF rendering times to artist working times. If an FF filter does something an artist could do, but it does it faster, then that's where you get value out of the product.

So, my point is: You really can't compare rendering speeds between PS filters and FF filters, because the two are different beasts.
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Mike Jackson
owner
Posts: 19
Crapadilla,
Your explanation is a very good one. It helps me understand some of what is going on under the hood.

Just out of curiosity, I cropped a photo image to 3000 x 3000 pixel image and ran the Difference Clouds filter in Photoshop, looked at the clock and hit the apply button in the lower right. The best I could do is look up to the screen and it was already applied. Maybe half a second? I hit undo, then opened FF and loaded Perlin Noise with the default settings. It was hard to time, but I'd say four to five seconds to render on the same machine. Stack the 5 to 10 times longer it took to do the similar filters on top of each other and the total time could be substantial.

Time to get back to work. Nothing anyone here can really do to fix the speed issue.
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kirkl13
Posts: 38
Actually FF rendering is utterly slow even for VFX terms. Any 3d soft have it's own node based shading and procedural noises and it doesn't take hours to render just a flat square poly with a procedural material and displacement even to a decent resolution.

And it's actually often takes less time to make a few procedural noises in Zbrush and add few elements by hand than wait when FF finish its rendering.

Slow render is a huge disadvantage of FF. Allegorithmic Substance designer do almost the same at a speed of light. I don't like it and would prefer FF any time. Filter Forge imo is much more convenient, flexible and easy to work with a huge base of free filters and examples.

But the waiting kills me. I have almost abandoned it . They do need to do something urgently.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Hey, I think Substance Designer is a good choice and if it works for you, so be it. That's my professional opinion on things. Oh well, I don't think this thread needs another "recap" haha.

I actually do use both Substance Designer and FilterForge for various works and it starts becoming a thing where I assess which is better for what situation. I mean, Substance Designer for sure is a winner when it comes to speed, but there are a ton of things the program just can't do. FilterForge does fill a lot of gaps, especially in terms of complex, procedural design and some methods of texturing just hard to do in Substance nodes alone. I mean there are also conveniences FilterForge has over Substance Designer and vice versa.

The thing is... I really just can't hold an opinion that's leaned towards one end of the spectrum. I don't think FilterForge is super fast because I've seen slow filters, nor do I think FilterForge is super slow because I try to make super fast filters. So I kinda have this understanding and expectation which have fallen quite consistant. And my co-workers in my former studio had some relative thoughts about both programs.

To me it's just situational. Just about picking the right tools which do what. I personally think having a leaned opinion isn't the best option for the business I'm engaging in. Especially the fact that I work as a freelance artist really forces me to consider a variety of tools since I don't have others who do similar things. Just my personal thoughts. smile:)

And sure, I'd love to see FilterForge run faster myself. But I have to be flexible enough to work with what I have.

Cheers people.
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kirkl13
Posts: 38
Probably if FF would be a plugin not to Photoshop but rather 3ds max and use Mental ray or Scanline for rendering it also would work at a speed of light and it even could be possible to use some of specifically 3d features like occlusion/curvature/edges effects on sharp geometry turned into masks for other filters. Without baking into textures first like you need to do for Substance.
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SpaceRay
SpaceRay

Posts: 12302
Filters: 35
Quote
kirkl13

Probably if FF would be a plugin not to Photoshop but rather 3ds max


here I have found an explanation of why is not possible to make a plugin for 3Ds Max with FF

Quote
Golloween (aka Vladimir Golovin)

any thoughts of possibly turning this tool into a plug-in for a 3D program directly - instead of having to go through Photoshop??

Currently we don't have plans to make a Max/Maya plugin. That would require three-dimensional shaders that can be procedurally applied to arbitrary 3D-geometry without the need for UV coords. Filter Forge's filters are "pseudo-3D" -- we do calculate the height/normal map for surface filters, but everything before that point is 2D.

This may sound like a limitation, but it also gives us some advantages over fully 3D texturing tools (like DarkTree) -- we can do blurs, sharpen, high pass and other bitmap-based operations which 3D texturing tools currently can't do. It is quite a task to do a procedural blur in an infinite 3D space with three-dimensional pixels. I believe this complexity is the reason why there are no packages (at least I'm not aware of them) that can do it.


This text comes from This CG Society website forum
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