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GMM
Moderator
Filter Forge, Inc
Posts: 3491
Good news everyone:
https://filterforge.com/more/news/1100.html

If you are into filter making, feel free to play with the new PBR Surface filter type.
If you are not, we hope you'll enjoy giving names to presets! smile:)

Both paid and prize license keys for 9.0 have been sent out – please check your inbox and spam folders.
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Skybase
2D/3D Generalist

Posts: 4025
Filters: 76
Sweet! smile:) Glad to hear about a new release!
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Dave Sandilands
filter addict
Posts: 6
Installed and key entered no problem. Unfortunately FF9 locks up when I attempt to use the editor, either create new filter or edit existing. I have Win 10. All seems good otherwise.
Dave Sandilands
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Gill Brooks
GillB

Posts: 54
Just downloading now smile:)

I only had the email to tell me that it had been released, but no licence key. I think I had a similar problem when 8 was released (lifetime licence)
Gill
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Dave Sandilands
filter addict
Posts: 6
I've just reloaded previous versions 8 and 4 and I can't use the editor in those either whereas I could before, although it's a long time since I tried. Maybe it's an issue my Win 10 setup (?). I have a Pro licence. I must say, FF9 loads so much faster and processing is really quick too. Could use some advice with the editor issue if anyone can help.
Dave Sandilands
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jmd
jmd
Posts: 1
All I have is an email saying that my outdated version is not eligable for the upgrade I'm disgusted I bought FF8 on the 4.11 2019, because I thought as advertised I would be able to get the 9 version free. Now I find out I've got to buy it again, totally not going to happen.
Guess this isn't a trust worthy company.
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Dave Sandilands
filter addict
Posts: 6
Sorted my editor error. Just had to delete everything in Users/[username]/AppData/Roaming/Filter Forge 9/

Simple really.
Dave Sandilands
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Ramlyn
Ramlyn

Posts: 2930
Filters: 691
Great news! Thank you! I'm testing it now. smile:D smile:D smile:D
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dactilardesign
Posts: 173
Filters: 56
Hello.
I have been doing some quick testing on the new PBR thing, and although is a huge step in the right direction, I would like to provide my feedback as a long time FF user and PBR texture artist.

1. Unless I am missing something, normal and hight map are obtained from the same source, which is a mistake since displacement information may or just should not be in the normal and the other way around. The current approach keeps the artist from controlling surface shape and high frequency detail.

2. There are missing outputs such as Ambient Occlussion.

What I would like to have is a separate input for normal and hight maps, and see some added such as Ambient Occussion.
Also, an optional output that is ignored in the material rendering by FF but allows you to plug whatever map you'd like to have, such as the "Mask Map" for Unity's HDRP materials wich is a mix of smootnes, metallic, AO and detail map mask in the RGBA channels.
"did you see that? but you knew that already because you are an advanced user"
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GMM
Moderator
Filter Forge, Inc
Posts: 3491
dactilardesign, thank you for your feedback. Really appreciated, this is actually the first professional feedback on the PBR feature.

I'm afraid replying to it is beyond my competence. Let's wait for Vladimir's response.
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dactilardesign
Posts: 173
Filters: 56
I am open to help in whatever you see fit.
Also I promise to write "height" the right way now on.
"did you see that? but you knew that already because you are an advanced user"
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
dactilardesign wrote:
2. There are missing outputs such as Ambient Occlussion.


We definitely have an Occlusion output channel -- please see the attached pic. The contents of this channel is the same as the legacy Ambient Occlusion.

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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
dactilardesign wrote:
1. Unless I am missing something, normal and hight map are obtained from the same source, which is a mistake since displacement information may or just should not be in the normal and the other way around. The current approach keeps the artist from controlling surface shape and high frequency detail.


This is a great bit of feedback, thank you.

Earlier last year we had internal discussions about Displacement, but we couldn't decide how to do it right, so we decided to skip it for FF9.0.

How would you prefer Displacement to be implemented in FF? I presume, that would require two separate inputs, e.g. Height-For-Normals and Height-For-Displacement. Would they both affect the rendering of Filter Forge previews? And, if so, how exactly? Should Height-For-Normals affect only the Normals but not Occlusion? And should Height-For-Displacement affect both Normals and Occlusion? Please let me know your thougts on this.
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
dactilardesign wrote:
Also, an optional output that is ignored in the material rendering by FF but allows you to plug whatever map you'd like to have, such as the "Mask Map" for Unity's HDRP materials wich is a mix of smootnes, metallic, AO and detail map mask in the RGBA channels.


We definitely plan to include both Custom Channels (as user-definable inputs of the Result component that do not affect the rendering but can be exported just like other channels), and custom channel packers. However, both these features didn't make it into FF9.0.

At the moment, it's vastly easier for us to include a pre-made channel packer (e.g. Unity 2020 - HDRP - UberMegaShader 3.0) than to implement a user-configurable packer. So if you have a specific channel packing arrangement in mind (that could be of use to other users of FF), please let me know.
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dactilardesign
Posts: 173
Filters: 56
When you say
Quote
that could be of use to other users of FF
you mean "any other FF user that uses Unity 2019 PBS?"
"did you see that? but you knew that already because you are an advanced user"
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dactilardesign
Posts: 173
Filters: 56
Quote
We definitely have an Occlusion output channel -- please see the attached pic. The contents of this channel is the same as the legacy Ambient Occlusion.

I knew I was missing something.
"did you see that? but you knew that already because you are an advanced user"
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dactilardesign
Posts: 173
Filters: 56
Quote
How would you prefer Displacement to be implemented in FF? I presume, that would require two separate inputs, e.g. Height-For-Normals and Height-For-Displacement.


Right

Quote
Would they both affect the rendering of Filter Forge previews? And, if so, how exactly?


They should. But displacement is really hard to see from a top 2D perspective, since the goal of displacement is to occlude pixels using height information thanks to the camera perspective. The only way to show displacement would be a meterial viewer similar to the Spherical Desplacement and it may be ignored in standard ortographic preview.
https://filterforge.com/filters/10856.html


Quote
Should Height-For-Normals affect only the Normals but not Occlusion?

No, the way you've been calculating AO based on normal has been great. My filters from FF 4.0 have an AO spor on.

Quote
And should Height-For-Displacement affect both Normals and Occlusion?

Yes. Displacement should affect AO the same way as bump does, although compared to normal displacement is always a low frequesncy - big scale height information.
"did you see that? but you knew that already because you are an advanced user"
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dactilardesign
Posts: 173
Filters: 56
Note that none of the maps have been auto generated from a single source. Each one of them had it's process to achieve best results.

"did you see that? but you knew that already because you are an advanced user"
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xirja
Idididoll Forcabbage

Posts: 1698
Filters: 8
Quote
GMM

we hope you'll enjoy giving names to presets! smile:)



That would have been nice, I mean, YES!
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http://web.archive.org/web/2021062908...rjadesign/
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
dactilardesign wrote:
When you say
"that could be of use to other users of FF"
you mean "any other FF user that uses Unity 2019 PBS?"


Sorry it took me so long to reply. I meant for any FF user in general. For example, people may need some channel packing for Unity, Unreal, VRay or any other software. So if there is a popular way to pack PBR textures which is currently not supported by FF, please let us know.
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dactilardesign
Posts: 173
Filters: 56
There may be, I can only talk about Unity riht now.

Back to the tessellation, I did a test with the filter "aged stone tiles PBR" with it's first preset, and this filter has a very low frequency and soft height map:

When using 128x128 sized height texture (only change from one example to the other) it looks more natural than the 512x512 height map version, since being 128x128 kills all the small detail and at the same tesellation level looks better (height maps don't need to be high res for this very reason, like AO).

So it is very important to provide a height map input (may be optional) for the output node in FF so you can fine control it.

"did you see that? but you knew that already because you are an advanced user"
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