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GMM
Moderator
Filter Forge, Inc
Posts: 3491
We have released FF 11 – feel free to download and explore:
https://filterforge.com/more/news/1111.html

If you have a paid license, your new license key should already be in your inbox (or spam folder). If you have a prize license, please wait a bit and use the fully functional trial smile:)

Library Backup and Librarian 11 will be available soon.

12/20/2021 UPDATE: The prize licenses are out, please disregard the fact it says "Filter Forge 10" in the text, they are in fact for FF11 smile:(

Links for Library Backup and Librarian 11 have been sent out - please check your mail.
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Imagemaker63
Posts: 6
So is that why I'm having issues with Librarian and backup because I'm trying to use version 10 with Filter Forge 11? I'm getting a "not installed" when i try to launch even though it is installed on my computer.

Thanks!
Michael Griffin
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GMM
Moderator
Filter Forge, Inc
Posts: 3491
Quote
Imagemaker63 wrote:
I'm trying to use version 10 with Filter Forge 11


Librarian 10 is not supposed to work with Filter Forge 11.
You need to install the same version of the main FF software and the addons.
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Thanks for the good news of the release, although regrettably most of the new features because they are ONLY available in the STUDIO version as I own the FF 11 professional version
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Animation looks like it could be a game changer, thank you!

Can a "buffer" be implemented so that FF doesn't re-render frames when cycling through the animation preview?

Also, how about a "play" button for previewing, with an option to loop?
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emme
Posts: 718
Filters: 8
Great to see native animation support in FF!

Now I really hope we could also get an animation feedback system that would allow to load the previous frame as an image input. This would be a huge speedup for rendering iterative stuff - not having to re-render every past frame for every new frame. I get that this would not really work with an interactive preview, so it could be a feature for final rendering only smile:)

Also thanks for the remap range math node smile;)
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uberzev
not lyftzev

Posts: 1890
Filters: 36
+1 on emme's suggestion for previous frame as input.
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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Cool stuff!

+1 on the play button and frame buffer suggestions.

I'd really like to modify time parameters with curves, so the old suggestion about being able to go green -> gray (with a sampling coordinate) is more relevant than ever smile:-)
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Quote
Sphinx. wrote:
I'd really like to modify time parameters with curves, so the old suggestion about being able to go green -> gray (with a sampling coordinate) is more relevant than ever


Try this...

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Sphinx.
Filter Optimizer

Posts: 1750
Filters: 39
Yeah, but that is a green result - you can't connect that to a gray constant input, like e.g. blur radius
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Oh good point! That's definitely a necessary missing feature.

Maybe this needs to be in the feature request forum...
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Animated blur radius. Not ideal but might help someone...

Animated Blur.ffxml
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
uberzev wrote:
Try this...


OH!! uberzev is back !! So much time, I miss you much, well your creativity and unique and special way of solving and creating things

Quote
uberzev wrote:
Can a "buffer" be implemented so that FF doesn't re-render frames when cycling through the animation preview?

Also, how about a "play" button for previewing, with an option to loop?


+1 too for emme's suggestion for previous frame as input and +1 for uberzev suggestion

Yes this is very good, but I think that it will be available maybe in December 2022 in FF 12
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
uberzev wrote:
Can a "buffer" be implemented so that FF doesn't re-render frames when cycling through the animation preview? Also, how about a "play" button for previewing, with an option to loop?


Of course the Play button is a must-have, but we currently don't have it because of the fact that rendering can be slow, so we can't guarantee smooth playback.

The idea with the buffer sounds great -- it's way better that any solutions I came up with, but there are problems with it. For example, what if our image is 8K x 8K px? Very few people in the world would have enough RAM to store 240 8K images, even if we store them in an RGB format for preview.
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Quote
Vladimir Golovin wrote:
The idea with the buffer sounds great -- it's way better that any solutions I came up with, but there are problems with it. For example, what if our image is 8K x 8K px? Very few people in the world would have enough RAM to store 240 8K images, even if we store them in an RGB format for preview.

---Have the buffer RAM limit as a separate option, once reached it overwrites. (or warns)
---Have an option for whether the buffer is kept or discarded when moving between filters/projects.
---Have commands to manually clear the buffer globally, per filter or project.
---"Render Animation..." should be able to grab from this buffer as well.

I can't emphasize enough how much of a game changer this would be. Currently there's a major bottleneck in my creativity when I need to export my animation just to view it.

smile:ff:
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Yes, and the ability to set the preview range (for example with little draggable brackets on the timeline, and somewhere in preview options).

Did a quick calculation of RAM size for a 240-frame FullHD video:
1920 * 1080 * 3 * 240 / 1024 / 1024 / 1024 = 1.39 GB

So maybe it's not as scary as I thought. According to the recent Steam Hardware Survey, the majority of people have 8+ GB of RAM, with about 50% having 16GB: https://store.steampowered.com/hwsurve...e-to-Steam
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Quote
Vladimir Golovin wrote:
Yes, and the ability to set the preview range (for example with little draggable brackets on the timeline, and somewhere in preview options).


Love that.

Also for looping animations I'd like an option for omitting the duplicate (first or last) frame automatically.

On another gear, in the Render Animation dialog how about an option to save the settings and close the dialog without starting the render.
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SpaceRay
SpaceRay

Posts: 12298
Filters: 35
Quote
Vladimir Golovin wrote:
Of course the Play button is a must-have, but we currently don't have it because of the fact that rendering can be slow, so we can't guarantee smooth playback.


Good to know that a play button will be added although I think that we may have to wait until December 2022 to have it in FF 12, or I am wrong and we could see it in FF 11?
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Chris Goldthorpe
Chris Goldthorpe
Posts: 56
Filters: 13
Quote
GMM wrote:
We have released FF 11 – feel free to download and explore: https://filterforge.com/more/news/1111.html

If you have a paid license, your new license key should already be in your inbox (or spam folder). If you have a prize license, please wait a bit and use the fully functional trial


When you mention the prize license does that include the lifetime of upgrades that I acquired using reward points that I got for writing popular filters? Usually I get an email when a new version comes out but I haven't seen one yet.
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GMM
Moderator
Filter Forge, Inc
Posts: 3491
Quote
Chris Goldthorpe wrote:
When you mention the prize license does that include the lifetime of upgrades that I acquired using reward points


Yes. All links to obtain FF11 keys as a part of a prize lifetime license were sent out on 12/20/2021. If you missed it please contact the support team, and we'll resend it.
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Chris Goldthorpe
Chris Goldthorpe
Posts: 56
Filters: 13
Quote
GMM wrote:
Yes. All links to obtain FF11 keys as a part of a prize lifetime license were sent out on 12/20/2021. If you missed it please contact the support team, and we'll resend it.


I was able to get my license - it looks like the email was going to the Spam folder. I've taken steps to make sure that doesn't happen next time. This is an excellent release - I really like the animation feature.
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ThreeDee
Lost in Space

Posts: 1672
Filters: 112
Built-in animation support -- now we're talking!

Gonna see liquid and smoke simulations, melting, erosion etc. in no time.

+1 on using previous frame as input. Among other good things, it would allow "storing" variables along the animation instead of having to iterate them from the beginning for each frame.
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