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BLUEFROG

Posts: 89
Filters: 6
Just wondering... Do people prefer a filter that does a specific thing and only that thing? Or one that provides a wide range of output?

Anyone who's checked out my filters knows they are very broad. I may start out with a gradient filter and think, "What if that was more 3D? Let's make it a Surface filter. And what if there were a raindrop option? And flames, I gotta have flames!" You get the picture. Granted, hitting randomize may give less than stellar results sometimes but there's a surprise factor when I'm working with mine that I really enjoy.

Just wondering...
BLUEFROG
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Personally, I prefer specialized, narrow filters over generic or multi-functional ones.

"Less is more".

"It is vanity to do with more what can be done with less".

"Do not multiply entities beyond necessity".
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
"Everything should be made as simple as possible, but not simpler." smile:D
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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voldemort
voldemort
Posts: 872
Filters: 649
Well dont I feel stupid then Ive been adding as much control as I can thinking others like to fine tune as much as me
Ill start foccusing on simplifying my filter control set or releasing a simple and a master version
lets all whine for a wine port
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James
James
Posts: 676
Filters: 46
I like complex stuff, i think if the randomize control values idea gets added all in one filters (loads of options/controls) would be amazing, i do like filters that are designed mainly for one thing though with randomize i think we could then set up filters and one click of the button will generate something completely new each time. I always love randomized programs though because using the random function often allows you to find starting points that you may never have thought of and makes things more unique in some respects smile:D
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John Michaud
Student

Posts: 66
Filters: 7
im beginning to experiment with specialized filters, instead of the random "hey this looks freakin' sweet" filters i have been doing. Its actually a lot more satisfying IMHO when you can wrangle the components into a complex net of clusters and in the end you have something that a complete beginner could download and use successfully.

But dont get me wrong, the freakin' sweet filters are still lots of fun too smile:D
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Kraellin
Kraellin

Posts: 12749
Filters: 99
i'm probably the biggest proponent of the BIG filters with lots of controls, but it's also quite true that many filters just dont need them. a lot of the texture type filters are aimed at one specific look with a bit of variation and i think that's good. but i also like having a 'texture generator', which is aimed at a broader, almost experimental type purpose. and that's really what it comes down to, purpose.

my purpose is more photo art, with a broad range of choices and options and 'i wonder what this would do?' type of work. texture makers are looking for a particular 'face' for their renders. they know what they want before they start: 'let's see, i need a metal looking wall for my game engine'. so, the whole purpose is a bit different. both are valid, a single texture and a wide range of looks. vladimir has been quite gracious in allowing for this, even though his personal choice is more the simple, one specific look type. FF is a VERY powerful engine and i think he's made the right choices in allowing to tap that engine for everyone's tastes.

and i'll also admit that where i push for more is better, i do also find myself at times deleting controls or components as being somewhat unnecessary to a given filter, especially when the control interface window is getting cluttered or i'm seeing no appreciable gain in the extra controls. but i've also gone back to filters made when we had the 10 control limit and broadened a number of these.

so, it really boils down to purpose first and workability second. i made one bloated hog of a filter with so many controls that even i couldnt really use it very well and, that same filter produced mostly unusable effects; it was just too many controls that were overriding each other's effects, and that's just not very workable.

Craig
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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jffe
Posts: 2869
Filters: 90
There is like a point of diminishing returns, as far as filter complexity goes, even with mine, which aren't all that complex to begin with. On the other hand, I don't see a right or a wrong, as long as the filter is named appropriately, and the controls are somewhat organized and tagged to allow people to accomplish what said filter can do. I've posted some really simple filters, but they do what they are supposed to, and they are pretty easy to use, on the other hand, who knows how many zillions of wild variations some of voldemorts filters could make with all the controls included. The users will ultimately decide what they like, but if I had to guess, they'll want fast & specific results, with easy to use controls, that will be the majority anyways.

jffe
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