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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
I'm currently working on the help article about the Filter Editor. Currently it covers two topics -- the node-based approach, and the basic types of components.

Any ideas or suggestions about what you would like to see covered in this article would be very welcome. Try to remember your reaction when you first saw the Editor. Was something hard to understand? What were your questions about the Editor when you were a novice?
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uberzev
not lyftzev

Posts: 1890
Filters: 36
I think a big screenshot with annotations would work well.
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Already planned (we'll insert the screens later this week). What I'm interested in are concepts which are hard to understand for the first-time users.
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Kraellin
Kraellin

Posts: 12749
Filters: 99
i once asked my brother, who is a computer programmer, how they wrote their manuals. he said, 'we dont. we hire someone who has no knowledge of the program and have them write it. we are too knowledgable and take too much for granted. we want someone who has to learn the program and write as they learn.

and going along with that, and no offense intended, but programmers are the worst technical writers in the world. they speak 'technical' and nobody but another 'technical' can understand them. i mean, why write a manual for folks that already know the manual? smile:)

i looked at your page and the first thing i noticed was no definitions. simple things we now take for granted, others are going to stumble on. what is a 'node'? heck, what is a 'filter' for that matter. i recall in the early days of all this not knowing what some things were and there's still some i dont really know, like all the different 'maps'.

but, i amend some of that depending on who your target audience is. if it's for novices, then i dont ameand any of it, but if it's only for professionals, then some things are going to be commonplace. and since FF can work very nicely without any other graphic engine, i think you have to assume that not everyone is going to be familiar with even some VERY common things, like 'sharpen' and 'contrast' and so on.

i also recall fumbling around in the early days with just getting oriented to where things are. i mean, i recall going, 'ok, they said there's an editor here, but where is it? how do i invoke it?'. sounds silly, but you're going to get those questions.

so, a big portion of a manual is orienting and defining. show them where things are and then define what they find there. that's 80% of the job. then, and only then, show them how things work together... you plug this into this and get this, but when you plug this into that, you get something else.

some of the questions i remember having were,

1. why are some nodes one color and others another color?
2. why are there two different slider types?
3. how do i move around in the editor?
4. are there any 'hot keys' ?
5. what's the difference between 'simple' and 'surface' types?
6. what are 'curve ops'? (curves, i was familiar with from psp and other engines).

good techincal writing is a trick. you might take a look at some of the early forum postings for some of the other questions we newbies had. basically, if it exists or even potentially exists, someone is going to ask the question (or think it and not ask it because they'd be too embarrassed smile:) ).
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Most likely 99% of potential FF users already understand the general concept of Photoshop filters, which is why I think you should just start from there.

Explain that Map Components are essentially discreet filters just like they're used to using in Photoshop, and by stringing them together along with Curves and Controls more complex effects are possible. These can than be saved as a kind of meta-filter, which retains all settings but requires the FF host app.

BTW you guys should give me edit privilages for that wiki, I've got lots of good stuff to contribute. Either that or make a new one just for user contributions. Sort of like a tips and tricks thing.
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Kraellin
Kraellin

Posts: 12749
Filters: 99
uber,

yeah, that's why i said "depending on who your target audience is." and you're probably right; most folks using FF are probably going to have some graphic engine experience.

and i like the 'tips and tricks' idea.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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uberzev
not lyftzev

Posts: 1890
Filters: 36
The "Node-Based Approach" section should be moved to the bottom. It really makes no sense when without having first read about Components.
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Kraellin wrote:
3. how do i move around in the editor?
6. what are 'curve ops'? (curves, i was familiar with from psp and other engines).


3. What do you mean by that -- moving/panning/zooming?
6. 'Curve Ops' = 'Curve Operations'. We needed a short name for a category that contains all curve modifiers and combiners, and I assumed that Ops is a good substitute for Operations.
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Kraellin wrote:
you might take a look at some of the early forum postings for some of the other questions we newbies had.


To my endless surprise, there were almost no questions about 'how the editor works' or 'what are these colored box thingies' etc. I thought that people would have trouble grasping the concept of curves but they figured them out pretty quickly.

Looking at the old topics is a good idea though.
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Kraellin
Kraellin

Posts: 12749
Filters: 99
vlad,

yes, moving, panning, the whole thing.

yes, i figured out what curve ops were. the point is, we, the users had to figure things out a bit. it wasnt all that difficult for most of it and that is a testament to the interface and to you guys that made it. a lot of my early questions werent posted. i simply tried things out until i made sense of things. i mean, two plus two usually does equal four.

so, again, i guess it's a question of who you're targetting. how much do you assume your users are aquainted with in this sort of program and how intuitive do you feel the program is?
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Whitedove
Miss Congeniality

Posts: 225
Filters: 12
Hi Guys,
Can I jump in here? You three are extremely proficient at making filters and I am at the other end of the spectrum. I'm still a novice. When I'm trying to make a new filter, the biggest problem I have is knowing what I can connect to what.

For instance, why can't I connect a circular arc to a noise gradient or a checker pattern component? I don't understand the basic component functions and how they work together to make something new.

The 12 filters that I have made were all trial and error. I need someone to draw me a picture! smile:?:

Just my 2 cents. smile:)
Donna
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Whitedove wrote:
the biggest problem I have is knowing what I can connect to what.


Donna, the components are connected as follows:
- Green to Green
- Blue to Blue
- Gray to Anything

(means Green components to Green inputs etc...)

Quote
Whitedove wrote:
why can't I connect a circular arc to a noise gradient or a checker pattern component?


Circular Arc is a curve component (blue), it can be connected only to curve inputs (also blue). Since both Checker and Noise Gradient don't have curve inputs, they can't accept connections from curves.
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Whitedove wrote:
I don't understand the basic component functions and how they work together to make something new.


How Components Work Together

Instead of modifying your image one step at a time like you would do in Photoshop, in Filter Forge you 'describe' what operations and in what order must be performed to achieve the desired result. The operations are represented by components and the order of operations is defined by connections between them. Consider the following example:




The example above basically gives Filter Forge the following 'instructions':

1. Take the original image.
2. Blur it (and give the users a slider to tweak the radius).
3. After blurring, increase the contrast.
4. We're done, give me the result.
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Donna -- your questions is exactly what I was asking for. Please feel free to ask more!
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Whitedove
Miss Congeniality

Posts: 225
Filters: 12
Vlad, thanks for drawing me a picture. smile:ff:

I feel so dumb.

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

Posts: 4365
Filters: 65
Vladimir,

how about a section that shows very basic Photoshop tasks/concepts and their respective equivalents in FF as a primer for people used to the layer-based work paradigm? I am thinking of very fundamental questions about the difference in concepts that we all take for granted, like...

- where are my layers?
- where are my selections?
- where are my brushes?
- how can I put one image layer above another?
- how can I blend a layer against another?
- how can I mask a layer with some image?
- how can I make portions of a layer transparent?
- how can I scale/transform a layer?
- how can I change my canvas?

etc...
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Whitedove
Miss Congeniality

Posts: 225
Filters: 12
Quote
Vladimir Golovin wrote:
Please feel free to ask more!


Gotta run right now, but I will ask more questions later. Here's a quick one:
Is there a keyboard shortcut to switch from the arrow to the hand in the editor?

Thanks,
Donna
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Whitedove
Miss Congeniality

Posts: 225
Filters: 12
Quote
Crapadilla wrote:
a section that shows very basic Photoshop tasks/concepts and their respective equivalents in FF as a primer for people used to the layer-based work paradigm


FANTASTIC! That would be great!
Donna
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Whitedove wrote:
Gotta run right now, but I will ask more questions later. Here's a quick one: Is there a keyboard shortcut to switch from the arrow to the hand in the editor?


Yes (S = Arrow, H = Hand) but actually you don't need these shortcuts -- you can pan the workspace with the right or middle mouse button or hold Space like you do in Photoshop.

We'll cover all this in 'Hotkeys' or 'Navigating the Workspace'.
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Crapadilla wrote:
how about a section that shows very basic Photoshop tasks/concepts and their respective equivalents in FF as a primer for people used to the layer-based work paradigm?


We had a dedicated article for this. We dropped the idea because the explanation was very cumbersome, especially when supplemented with screenshots. I think we'll go with the casual explanation (see my post about 'How Components Work Together' above).

However, the idea of providing some examples of basic tasks like masking an image, mixing two images together, scaling/rotating, making areas transparent etc is very good. Maybe it even deserves to be placed in the main Editor article.
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
The 'How it works' paragraph already goes a long way in explaining the conceptual differences in workflow, IMO. Personally, I'd also give a second example that contrasts the concepts of destructiveness vs. non-destructiveness, i.e. undo/history in PS against re-arranging the order of components in FF to change the processing flow.
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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rikardr
rikard
Posts: 59
I think some tutorials would do a lot. I personally was able to figure out most things from just using the program. the slider vs. intslider was definitely one of my initial questions. I still haven't figured out all the different curves--in fact I was going to request as an option to have a curve that works like the PS curve, where you can adjust it by placing multiple control points. To me, that would eliminate having so many different curve options.

The other thing that would help is a short explanation plus example usage for each of the components.

Those are my thoughts. Might be a bit random.
rikard
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Whitedove
Miss Congeniality

Posts: 225
Filters: 12
Quote
rikardr wrote:
a short explanation plus example usage for each of the components.


...and maybe be able to right-click on the component to see the example? As opposed to opening up another page and having to read 3 or 4 paragraphs. A quick picture would be greatly appreciated by novices (I would think).

Donna
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Kraellin
Kraellin

Posts: 12749
Filters: 99
profile gradient is the one that currently drives me a bit nuts at times. it seems to act like a curves gradient but i'm often surprised by the results it produces when plugged into some nodes.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Quote
Kraellin wrote:
profile gradient is the one that currently drives me a bit nuts at times. it seems to act like a curves gradient but i'm often surprised by the results it produces when plugged into some nodes.
What exactly do you mean by a "curves gradient"?
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Kraellin
Kraellin

Posts: 12749
Filters: 99
uber,

to me, and mind you this may not be what everyone else thinks, a curves gradient would be one like if you took the steps curve, put it into a nice rectangular configuration and then feathered it out horizontally. you can see a similar effect sometimes in some of the curves components where they can be feathered a bit in their strength.
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
rikardr wrote:
I think some tutorials would do a lot.


It appears we're all in luck here. Imagine the moment when the new user discovers that there are already approximately 1.500 tutorials hidden away in the filter library. smile;) smile:D

Other than explaining the very basics, I don't think we desperately need tutorials. For a new user, just looking at filters and analyzing the thinking behind them should make for an incredible learning experience...
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Whitedove
Miss Congeniality

Posts: 225
Filters: 12
Quote
Crapadilla wrote:
just looking at filters and analyzing the thinking behind them should make for an incredible learning experience...


True, but some people are not analytically minded and if they're going to pay $300 for a program, they will want every little detail spelled out.

smile:ff:
Donna
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
See, I am not against tutorials or in-depth manuals. Quite to the contrary. They can be excellent primers. Rather, I was arguing that people already have what they ask for, right in front of them, in detail and abundance.

Granted, the presentation differs a little from the classic tutorial and may be a little more to the taste of the autodidact, but the investment in time and energy that is required to learn remains the same... smile;) smile:D
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Whitedove
Miss Congeniality

Posts: 225
Filters: 12
I suspect that after FF goes on sale and becomes popular, there will be web sites popping up all over the place with tutorials, just like the ones for Photoshop. Which is fine, I've learned tons of stuff for Photoshop from personal web sites. smile:D

Donna


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Kraellin
Kraellin

Posts: 12749
Filters: 99
i suspect you're right, donna.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
We've updated the article:
http://www.filterforge.com/more/help/...ditor.html

Don't read the text -- it's far from final.
Look at the structure.
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Whitedove
Miss Congeniality

Posts: 225
Filters: 12
Hi Vladimir,

Thanks for the graphics; they help a lot. I know other beginners will find them helpful as well. smile:loveff:

Donna
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Lucato
FF addicted

Posts: 505
Filters: 39
Hey Vladmir, great addition. Thanks. I think the HOW TOs with screenshots is a good way to go. I think a lot of people don't like to read too much technical stuffs about the software and preffer use by trying and following little tutorials. Maybe would have a new section in the helpwiki as HowTo/Tutorials. Maybe this section would be added as a new tab in the FF site where FF team would add articles/tutorials about HOW TOs or even members would contribute by sending theirs HOW TOs to FF team review and approve them and add in FF site HowTo/Tutorials tab.

Cheers,
Lucato
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Kraellin wrote:
profile gradient is the one that currently drives me a bit nuts at times ... i'm often surprised by the results it produces when plugged into some nodes.


This is explained in Parameter Mapping, here:
http://www.filterforge.com/more/help/...nputs.html

Parameter mapping is a key concept, maybe even THE key concept -- once learned, it explains the effect of any component on any input.
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