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Torley
Second Lifer

Posts: 303
I've really been enjoying Filter Forge so far, just dipping at the surface. Something that's come to my mind more than once has been how it has such a ripe potential to radically change the dynamics of 3D modeling, including both homebrew and big-name game art development, original content creation in online worlds, and animated feature films.

For example, I've heard frustration about inflexibility expressed by some friends, when they go to Turbo Squid or Renderosity to shell out money on good textures. It appears in the long run, Filter Forge, since it's so generative and open-ended, is a far better investment than purchasing a pack of "100 Metal Textures" or whatever.

Understandably, some may feel threatened by how this is happening, because while there've certainly been texture generation tools for awhile (e.g., Texture Maker, Genetica), Filter Forge is incomparably flexible AND friendly compared to what I've seen before, and it goes beyond textures, to do many aesthetic effects which could seriously rival — and even surpass — other standalone packages, which means they'll have to do a lot better job with the price and performance of their products.

Of course, there are many angles this could be approached: I could see some artists designing bundles of finished textures with Filter Forge to resell, while others, very appreciative of how fluid it is to create cohesive sets for 3D scenes, won't be distributing the textures themselves, but the filters used to create them...

... and there are likely many future stars who've yet to hear of Filter Forge, but when they do, they'll be all over it, and this website, sharing what they've done with us, nurturing creativity back in return.

As a specific example, I'm interested in using Filter Forge to create texture sets for Second Life ( http://secondlife.com ), an online world I work for. I've already been giving out organic volumes, and intend to delve further into Filter Forge to assist me in making future wonderful, seamless swatches!

What are your thoughts + feelings on the road ahead, and how Filter Forge will change how we approach computer art? smile:)
I'm enjoying using Filter Forge to create http://torley.com/textures
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Sjeiti
sock puppet

Posts: 722
Filters: 71
Define art. For me programs like FF really raise the bar. Where I'd use to call a computer generated piece artistic I now just call it clever or even nothing at all. Before you'd have to be a hell of a programmer, now you can just push a button (remember the bevel and the lens flare). I think therefore computer art is highly overrated. I don't want to sound all negative. I think FF itself is a work of art, and filters like this one are a work of art but most of the time tools like FF will generate more 'junk' than art. Just like all web 2.0 stuff filled the web with noise. In the end a tool is still a tool, what matters is how you use it.
I think FF can change the dynamics but not the art, so I'd leave out the radically smile:-p.

As for being threatened by these new tools: people will always be threatened by new things. Old school graphic designers were threathened by computers. If we use fire the bear hide market will collapse. Foreigners will steal my job. Things shift, we just have to learn to adapt.
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Crapadilla
lvl 52 Filter Weaver and Official "Filter Forge Seer"

Posts: 4365
Filters: 65
Quote
Torley wrote:
...how Filter Forge will change how we approach computer art?


I don't believe that FF will introduce a 'radical' change, as texturing and image filtering are just small niches of the huge "digital art" field. It is just a tool after all, albeit one that recognizes and embraces the ongoing trend to put the artist back in control of the software by providing more intuitive interfaces and less technical, streamlined workflows. Innovations are coming from small software companies these days, as many of the old players have grown fat and bloated.

Most definitely though, I can see FF appealing to 3D Artists, Compositors and Visual FX people working in games, television and film. But since FF lacks animation capabilities and a tight integration with major 3D and compositing applications, this appeal currently has limits. The potential to invade these markets however is definitely there.

Personally, since I began using FF I started having fun texturing again, much like I started feeling enthusiastic about 3D again once I got my hands on Luxology's excellent 'modo'. Using these next generation tools, one wonders why 'workflow' was never done this 'Right™' before. It's as if finally, the programmers had been kicked out of the bridge, letting the users assume their rightful places at the helm again. Very empowering, as it brings the fun of exploration back to our creative work.
--- Crapadilla says: "Damn you, stupid redundant feature requests!" ;)
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Torley
Second Lifer

Posts: 303
Thanx for your insightful replies, Sjeiti and Crapadilla. I don't have a definition to "art", and if I did, it's always changing — like some sort of mad Heisenberg Uncertainty Principle, by the time I've identified what it might be at a given moment, it's shifted.

But to lend some context to my original post, when I said "computer art", I was thinking of some classic animation reels I cherish — not the oldest, but I'm sure some of you are familiar with the Mind's Eye series. Beyond the Mind's Eye in particular, with its music by Jan Hammer.

I know in cases like this, there's a dangerous "valley of hype" when any tool is pushed up too far beyond its actual capabilities relative to the person using it. What made me smile about what Sjeiti said is, I think of when I was involved in electronic music, and people feared that synthesizers would replace humans. (Yeah, all that Kraftwerkian shiznit!) So again, more adaptation.

To Crapadilla: I can't say it better than "the old players have grown fat and bloated". It's like, I can't really see Photoshop, as comprehensive as it is, slimming down. Only rarely does such a massive migration like Mac OS 9 ---> X happen.

While not a 3D pro by any means, as mentioned, I enjoy the work that comes as a result, and also look forward to what comes.

What struck me so immediately about Filter Forge is both how easy it is to use, but as both you guys have demonstrated, mastery can be very deep!

My perspective relates to the online world of Second Life, where content creation is encouraged, but many amateurs and first-timers find it frustrating to model stuff to their satisfaction our of primitive objects, let alone texture them well; after seeing some of the wall and tile sets made with FF, I'm convinced therein lies a rich potential for FF to ease the pathways into content creations.

I definitely agree on the "fun of exploration" point too.
I'm enjoying using Filter Forge to create http://torley.com/textures
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Torley wrote:
Mind's Eye series. Beyond the Mind's Eye in particular, with its music by Jan Hammer


Jan Hammer? Thanks, I liked that music a lot but didn't know who wrote it.
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Torley wrote:
a ripe potential to radically change the dynamics of 3D modeling, including both homebrew and big-name game art development, original content creation in online worlds, and animated feature films.


My view on this is more practical.

I think that procedural textures will never replace photographic textures. I spent several years of my career working as a 3D modeler, and from my experience I can tell that the key to photorealism, which is everyone's goal, is using photographic references and photographic textures.

When you look at a procedurally-generated brick wall, it is just a brick wall, clean and shiny and all nice. If you look at a real-world wall, in a real town, near a real-world pub or a market, you'll see a lot of detail -- scratches left by a passing truck, remains of 5-year-old posters layered on each other, graffiti, stencil marks of the local utility company, moss growing in humid areas near the rain-pipe, and much, much more.

Trying to reproduce all this with purely procedural means is impractical.

However, there's a downside to the photographic textures -- there's currently no way to capture the surface height/depth information needed to make bump/normal maps for lighting. And I doubt that such a camera will appear in the near future. Artists who want depth information have either to model or sculpt their textures in full 3D, or fake the depth information as a 2D bitmap.

Since Filter Forge can output the depth information easily, it certainly has a place in a modern content-generation pipeline. Also, some operations, like Perlin Noise, are fundamental to any kind of texture work, especially in texturing -- rock and stone textures with depth info are hard to create using the traditional painting approach. I think that Filter Forge will definitely find its place in the arsenal of a professional artist.
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infiniview
digital artist

Posts: 202
Filters: 13
Hi there Torley,

I don't think I have met you, but I will have been in SL for a year in April, and you are like a local celebrity.
Filter Forge is one of my favorite toys, I spend a great deal of time
using it.
As an art tool it is absolutely fantastic and of course for textures
it is completely amazing.
Having started out with the approach of an artist I try to make the
textures I create artwork.
So if a person does not know what to do with one of my textures, I suggest they frame it, lol.

Naturally art like beauty is in the eye of the beholder. And then again with any new tool what attracts the eye of the user is what will ultimately define what they create.

In my attempts I like to create things that could be something real
and usable but then to also blend in elements of the abstract or fantastic into it.

I am honestly not sure why this is,lol.

Here is one of my recent textures. An attempt at mottled glass along a orb theme.

And another orb thing in this case a closed aperture version of it.
And yeah sorry guys I did'nt track all the filters I used to create
it, bad habit of mine.

Lately I have been modifying filters in the process of learning and
also beginning to create my own from scratch so I hope to be contributing some soon.


Oh wait I sort of briefly met you at the SL 3rd b-day exhibition.
You came and zapped some griefers that were at my site.

Thanks again,

Infin


at least 90 percent of all sensation is texture, even beyond the visual, with elements of noise, tone, gradients, interval and degree.
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Torley
Second Lifer

Posts: 303
Vladimir: You're welcome, Beyond the Mind's Eye was a big part of my childhood! Thanx also for your insights — I almost feel like I'm interviewing you! I've long been a fan of hybrid techniques, e.g., when doing electronic music, I layered synthetic 909 bassdrums with acoustic snares. Similarly, when I was doing textures before, I worked with organic elements in ArtRage to create very painterly effects that could easily be combined with some of the generative powers in Filter Forge.

infiniview, all too cool! Thanx — what's your name in Second Life? Are you the same infiniview who made this awesome work of art?

http://www.sluniverse.com/pics/pic.aspx?id=81690

I'm happy to hear you like Filter Forge, 'cuz I've found it hard to find anyone else in Second Life who also uses it, but would sure like to see it popularized for textures.

That glass almost looks like it could be an animated gel, with a baby dragon coming outta it... or something!
I'm enjoying using Filter Forge to create http://torley.com/textures
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Kraellin
Kraellin

Posts: 12749
Filters: 99
torley,

i put forth a statement similar to your original one here, a while back. mine was more directed at plugins. i said something like there's going to be a lot of plugin makers suddenly out of business when FF goes mainstream.

i still think that's somewhat true. but more than that, you can extend the basic concept of what FF does and how it works on such a visual basis instead of 'coding' basis, to a LOT of stuff. and, i've seen attempts done before along these lines. i can even recall back in the old 8 bit days of computers folks making programs that were visually oriented like FF. i dont recall the name now, but there was one back then that was something like 'war game creator'. you didnt need to know any code; it was all visual.

the old Star Trek talking computer is actually a similar application of this. even Windows is somewhat similar. how do you get folks to use this thing called a computer without forcing them to learn code or even DOS. windows did it visually and it took off.

i've tried to learn to code from time to time... old BASIC, assembly, C and so on, but never had the patience or that much time and drive to really devote to learning it (actually, i liked assembly. it's the only language that ever made sense to me).

but give folks that arent coders a way to create on the computer and you open up avenues that previously were never thought of. create a program like photoshop and suddenly all us folks that couldnt draw a decent stick figure on paper can actually do something now.

i've also fiddled with programs like filtermeister. i even made a couple of filters with it.... with help smile:) and had it been a visual program like FF is, i'd probably still be using it.

so, i dont know how radical the change is going to be, but you can bet we'll start seeing more programs like it. imagine if photoshop were designed this way. dont like the built in filters? alter them or make new ones. dont like their sharpness routine? change it.

so the one dynamic that FF is helping to change isnt so much the whole splurge of digital art we're seeing now; it's more about being able to create the tools that make the art, which will have an impact on the whole. FF is redesigning the digital paintbrush, redesigning the tools to make them more accessible to a wider range of folks. and yes, that will have a fairly big impact.
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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infiniview
digital artist

Posts: 202
Filters: 13
Yep same guy.

Thanks for posting that up by the way. smile:)
at least 90 percent of all sensation is texture, even beyond the visual, with elements of noise, tone, gradients, interval and degree.
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jffe
Posts: 2869
Filters: 90
There's been graphic modular environments for audio apps out for years now, Reaktor, Tassman, Vaz, SynthEdit, and many more. SynthEdit even allows you to export as vst that can be used by people who don't own the SynthEdit program, in any number of audio host apps. Ultimately, those programs found their places, and had a little impact on the scene so to speak, SynthEdit more than the rest combined, but still not enough to put but maybe 5% of the hold skool hand-coded app devs out of business. FF will not be the end of filter plug-ins, not by a longshot, but, it will raise the bar on people's expectations, and perhaps cause some companies to either lower their prices a bit, and/or get some new better filters made and out for sale in the near future.

jffe
Filter Forger
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Eric Chadwick
Eric Chadwick
Posts: 24
Filters: 2
Quote
However, there's a downside to the photographic textures -- there's currently no way to capture the surface height/depth information needed to make bump/normal maps for lighting.

http://www.crazybump.com/ is a step in this direction, generates normalmaps and heightmaps from photosrc. Much better at making normalmaps so far, but surprisingly usable. More info about it in this thread, many game artists are using this tool in their work.
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Good tool and definitely a step in the right direction. I tried to reconstruct a normal map for one of our library filters:



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StevieJ
Designer/Artist

Posts: 11264
Filters: 163
I am a fine artist and designer who has started delving into the digital realm in order to go beyond the creative limitations, labor, and costs of photography. I think that Filter Forge will at least redefine the customization and creativity of the process. I had just started getting into the SDK when I came across FF about two weeks ago. I quickly dropped SDK after I started discovering that I could acheive the same thing with FF much more easily and effeciently....without wasting all of my time becoming an advanced programmer and testing programs. The only reason to pursue the SDK would be to sell the plugins.....and my interest is in producing and selling digital fine art.....

I think that Filter Forge is going to pull the carpet out from under the plugin package market....at the very least.
Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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jffe
Posts: 2869
Filters: 90
Quote
StevieJ wrote:
I think that Filter Forge is going to pull the carpet out from under the plugin package market....at the very least.


----It *might* hurt Flaming Pear's sales a bit. And a few other smaller-name people who make filters, but don't pay rent doing so anyways, so not that big a deal. Don't get me wrong, FF is way cool, but it's too expensive for most hobbyists, and unless the professionals want to make/edit their own filters, they may choose not to switch over since they already know how to use the filters they have. It remains to be seen, but I wouldn't sell my KPT stock just yet, if I had any ha-ha. smile:D

jffe
Filter Forger
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Torley
Second Lifer

Posts: 303
I'm thrilled to see so many creative brains here; it's inspiring to learn from the collective experience.

Kraellin: I agree! I've previously used some procedural texturing programs like Genetica, but found the workflow unintuitive. Filter Forge makes it easy to get great results quickly, but dig deep down into incredible detail, as we've already seen — with a lot to come, I'm optimistic. You have a really keen point about "create the tools that make the art". I'm reminded of my past doing electronic music synthesis, and being frustrated with existing tools. With Filter Forge and the growing library of user-submitted filters, if you find it intimidating to start from scratch, it's going to get easier to fill needs as you have them, or vary an existing example to meet your projects.

I should emphasize some things will feel very natural (a process... kinda like the word "procedural", hehe) and their weight may not really be realized until we look back and see how far we have come — I'm specifically referring to the growing community evolving around passion for Future Forge.

infiniview: You're welcome, and lovely to see you here!

jffe: Ah yes! I was involved in a number of those too... a lot of VSTing. I never found SynthEdit all that easy to use, altho I'm impressed by some of what came out of it. One thing I wonder about, tho, is how small the audio market is compared to graphics. In the online world Second Life, there's a terrible disproportion of many visual builders, but not a lot of people who do custom jobs in sound design. I don't know of a popular phrase referring to the sonic equivalent of "Photoshopping a picture", either.

Eric: I'm gonna look into that.

Vladimir: Thanx for the image... intriguing.

StevieJ: Thanx for your thoughts, I can relate. There are some standalone packages which have every right to be concerned... I was particularly looking at a lot of the Flaming Pear plugins (as jffe also mentioned), including Hue & Cry, which looks wonderful, but has a clunky UI (it feels very dated).

The psychadelica I've seen come out of FF so far has been awe-inspiring. Re: price point, to Vladimir, I wonder if there's any considered possibility of that coming down in the future as the usage base increases?

Meanwhile, I've been spreading word about getting more people in Second Life — called Residents — to have a close look and go at Filter Forge. The world is so texture-dependent, and I often come across Resis who want great results but aren't artists by trade, so they get frustrated and give up. Even if FF is currently priced too high for casual hobbyists, it's clearly an uber-Swiss army knife in the hands of developers.
I'm enjoying using Filter Forge to create http://torley.com/textures
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Lika
Lika

Posts: 1
Well..Well..Well.. I see we've got a couple of other SL'ers here. Good to see you here and what a wonderful read! I am a custom builder in SL and that's what inspired me to "try" FF. And, boy! was I impressed. I got in a little late on the beta testing. I wished I could have spent more time testing and creating more of my own filters to get the free copy smile:) But that's okay, to tell truth FF was a godsend on at least one of my projects. After spending over $400 on some quality textures and creating several of my own I soon realized that I needed another option to supplement my growing texture sets and needs.

The versatility of FF is astounding to say the least. I do have extensive experience in Photo Shop but FF takes filters and "textures" to a whole new level (at least for me). The only drawback I see at this point in regards to FF is the pricing. Of course it will sell - it's a good product but it will take time. Like PS itself is very expensive and out of most people's reach in price. The market is definitely there but not for the masses...at least not now and maybe that's not the goal anyway. The old adage word-of-mouth in reference to user experience is what will convince potential buyers to fork over the cash and propel this baby to the top!

Torley, I'm sure we've met at least a couple of times in SL. One that comes to mind is the Burning Man Festival that was held in SL...I think you were there and we spoke, lol. If you're up to it I'd love to show you an underground club (literally speaking) that I created in SL using FF creations as textures. If you're up for it contact me in-world and I'll give you the "quick" tour (cause...umm, I know you're busy). BTW, I think you giving away free textures that you've created with FF is a wonderful idea. Maybe I'll do that myself when I get the chance. Anyway, wonderful seeing you here and please do contact me in-world if you'd like that tour. My account name in SL is Lika Goodliffe. That goes for anyone else here that stumbles across this thread as well. Cheers! to all and have a wonderful day smile:)

Happy Forging!

Lika
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Kraellin
Kraellin

Posts: 12749
Filters: 99
torley,

now, there's an interesting concept that you just made me think of, a component based music creator, similar to FF but audio based. that has real potential! imagine plugging the tom-tom component into the snares and adding a 'beat' component... and just take it from there smile:)
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
Quote
to Vladimir, I wonder if there's any considered possibility of that coming down in the future as the usage base increases?


Too early to say. Actually, if you calculate the price-per-filter, FF easily wins in this department. Plus, don't forget about our discounts and free copies to contributors. The general idea is that a professional or a company who has money but no time would pay for it, while a hobbyist who doesn't have money but has time can get it for free.
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Torley
Second Lifer

Posts: 303
Lika! I'd sure like to see your club. At the very least, please send me a landmark — I'll IM you! Second Life Filter Forge usage is currently "under the radar" but I feel there's such potential to make it rise; there's a shared parallel of user-driven content and a sense of community, after all.

Kraellin, hey, yeah... I wonder if there's already something like that out there. On the visual front I've been looking at some VJ software like Livid Union with really slick UI (Livid's Tactic controller looks like something outta an alien mothership!); I was thinking of new ways to "play" textures or control them live. I know this is difficult with processor-intensive filters, but one can continue to hope. And in a lot of visual art shows, Filter Forge could induce severe trippage without needing to use drugs.

Vladimir: Thx, that's a really striking point between time/money, and also, emphasis on someone who purchases it, then creates highly-used filters, then can get it for free. Now that's rewarding!
I'm enjoying using Filter Forge to create http://torley.com/textures
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Fluxtah
Ian Warwick
Posts: 27
Filters: 11
Quote
Vladimir Golovin wrote:
Too early to say. Actually, if you calculate the price-per-filter, FF easily wins in this department. Plus, don't forget about our discounts and free copies to contributors. The general idea is that a professional or a company who has money but no time would pay for it, while a hobbyist who doesn't have money but has time can get it for free.


I am a hobbyist with money, where do I fit in smile;)
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
If Filter Forge 1.0 changed the way to do art and design, then Filter Forge 3.0, has made a small revolution in art and design making from my own point of view.

Also since 2007 that this thread was started, there has been THOUSANDS of new filters that opens continually new doors to new possible worlds and option to make artistic creations and better designs and with newer, innovative and creative ideas.

The great versatility and easy of use of Filter Forge is very good, for me it´s only BAD thing is that it is still mostly very slow when you want to make renders of high resolutions, 4000 x 4000 upward.

And what is also good is that there are continually appearing new filters that enlarges and widens the possible ways to use Filter Forge.

And I think the real revolution for artists will be when 4.0 arrives as it will include (I hope) a much better way to manage the filters, customize and organize them as you want, and will be fixed many issues that are now, and will be even better features than is now.

So I want to give my congratulations to the FF team for making this software and help the graphics and arts community.
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Now it has been 7 years since the first beta of FF has been released, and I agree that FF has changed the way to make digital and computer art and to modify in many different ways your own photos and images in an easy and visual way.

There has been other software that let you make a revolution in computer art, BUT most of them need that you know about programming and/or they do not have a visual interface, or the way to work with is complex and difficult and may have a steep and high learning curve and be more professionally oriented.
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