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Tiffle
Posts: 13
I have just created a filter that performs processing in three channels. In each channel, the processing parameters are controlled by 5 sliders - making a total of 15 controls for the three channels.

The Result component shows the message "Too many controls!" below it and the result preview shows the text "Too many controls - the maximum is 10. Extra controls are not shown in Settings."

This is unsatisfactory for these reasons:

1) The result preview, when zoomed to fit, occupies maybe 20% of the space allocated for it, meaning there is a large amount a wasted space, which could instead be allocated to the Settings display panel.

2) In every other windows program I remember seeing with this kind of layout, the Settings panel would have a vertical scrollbar, thereby making a limit of 10 totally unnecessary.

Tiffle.
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uberzev
not lyftzev

Posts: 1890
Filters: 36
From what I've read this isn't a bug, just a built in "feature" to reduce complexity. I agree that its a pain in the butt. smile:evil:
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onyXMaster
Filter Forge, Inc.
Posts: 350
Some background info:
When FF controls system was implemented, I insisted on having the scrollbar when user has 10 controls, and just don't allow submissions of filters with more than 10 controls (just like someone suggested in the other thread).

The current decision was made to make interface simpler (also in awful lot of cases if you need more than 10 controls you'd better split your filter in two), but certainly has limitations.
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Tiffle
Posts: 13
To uberzev: no it's not a bug but it is a problem (to me), so this is the right forum to report it smile;-)

To onyXMaster: I understand what you're saying about complexity but the way FF is implemented it forces you to treat every channel separately, for example, and it's all too easy to create something that looks complicated (lots of components and controls) but is actually only doing one thing three times! In the case of the filter I created, it just doesn't make sense to split it into 3 parts as then it makes it too cumbersome and complicated for the end user of the filter. So my vote still goes for the scrollbar smile:-)

(BTW: I can't get the Quote function to work when replying nor the smilies. Any ideas?)
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Quote

(BTW: I can't get the Quote function to work when replying nor the smilies. Any ideas?)
Try the quote botton on the reply form (next to "Link").
As far as smilies, I can see them in your post so I don't know what to tell you. smile8)

PS: We might have to start a petition if we're going to get them to remove the 10 control limit. smile:D
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GMM
Moderator
Filter Forge, Inc
Posts: 3491
Tiffle: you don't need to control every channel separately, do you?

You can have a single Control component connected to several inputs - this way you will be able to control them simultaneously.
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Tiffle
Posts: 13
GMM - yes, I need to control each channel independently!
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Tiffle
Posts: 13
uberzev: nope, the Quote button doesn't work and neither do the smilies buttons - the ones you can see I typed in myself. I see "error on page" in the status bar of my browser - it's IE6 and maybe that's the problem?

Nice avatar, BTW!!
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Vladimir Golovin
Administrator
Posts: 3446
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Quote
Tiffle wrote:
I can't get the Quote function to work when replying nor the smilies. Any ideas?


Tiffle, the Quote button works when you first select the text you want to quote -- please try and let me know the result.

Or maybe you have Javascript turned off in your browser?
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Vladimir Golovin
Administrator
Posts: 3446
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Quote
Tiffle wrote:
yes, I need to control each channel independently!


Tiffle, could you please describe what you're creating in a few words? I'd like to know what kinds of situations might need more than 10 controls.
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Rixx
Rixx
Posts: 6
Observation.
I never cease to be amazed at what young people and each new generation of plug-in developers attempt to do, and usually succeed in doing.

Tiffle's outline is understandable if contrasted to the filtermeister base x 5. That really is impressive because it delivers improved manipulation of the subject by roughly 4 to the power 3.

On the other hand, it seems from onxY's and GMM's comments, that FF has been throttled (nominally limited in early versions) to slightly above the old FM base, in order to cater for the main stream end-users (aka. Pleb's).

It is a compliment to FF, that people like Tiffle want to push the envelope and us it to construct filter-plug-ins to match KPX, Extensis and Xero suites.

The argument for broad application simplicity is equal to the product reputation that would come from Tiffle's full-blown efforts.

Perhaps you should compromise and do a "pro-version" beta, then let Tiffle and Uberzev set an entirely new level/standard of image control/manipulation ... that the other 'big-boys' would struggle to match. Would be quite a PR coup for FF.

Cheers,

Rix.
"What me officer??? You must be mistaken..."
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Thanks for the shoutout Rixx smile8)
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Tiffle
Posts: 13
Quote
Vladimir Golovin wrote:
Tiffle, could you please describe what you're creating in a few words? I'd like to know what kinds of situations might need more than 10 controls.


(Sorry for the delay in replying - I've been away)

I was experimenting with a filter that implements part of my workflow for post-processing images in CS2 using the Lab color space. I know Lab isn't available in FF but I have already mentioned it in the wishlist forum. Anyway, I wanted to see how FF would stand up to being used to apply different gamma functions to the tone curve in each of three channels. For the experiment, I chose HSB channels. The gamma parameters in each channel are controlled by 5 sliders which explains why my filter ended up with 15 controls (5 * 3).
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uberzev
not lyftzev

Posts: 1890
Filters: 36
I've made a filter that generates totem poles that idealy should have around 13 controls.

Also I'd like to add a few more controls to uberLENS like color and texture.
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Quasimondo
Quasimondo

Posts: 147
Filters: 32
Quote
Tiffle wrote:
uberzev: nope, the Quote button doesn't work and neither do the smilies buttons - the ones you can see I typed in myself. I see "error on page" in the status bar of my browser - it's IE6 and maybe that's the problem


Yes, the quote button definitely does not work in IE6 - that's why I switched to Firefox to browse the forum.
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onyXMaster
Filter Forge, Inc.
Posts: 350
As a sidenote: Lab (sRGB->XYZ D65->Lab D50 and back) is already implemented and will be available in the next release.
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Tiffle
Posts: 13
Quote
onyXMaster wrote:
As a sidenote: Lab (sRGB->XYZ D65->Lab D50 and back) is already implemented and will be available in the next release.


I'm not sure I understand your example onyXMaster: it looks like you're talking about color space conversion or applying ICC profiles to images rather than extracting the L,a and b channels for further individual processing. Can you clarify please?
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Tiffle
Posts: 13
Quote
Quasimondo wrote:
the quote button definitely does not work in IE6


That's funny: I've just tried it again and now it works smile:) - even the smilies work and I'm still using IE6 smile:!:
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Quasimondo
Quasimondo

Posts: 147
Filters: 32
Quote
Tiffle wrote:
That's funny: I've just tried it again and now it works - even the smilies work and I'm still using IE6


Oh yes indeed that's true - it looks like the forum scripts have been repaired in the meantime. Very good.
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Vladimir Golovin
Administrator
Posts: 3446
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Tiffle wrote:
it looks like you're talking about color space conversion or applying ICC profiles to images rather than extracting the L,a and b channels for further individual processing.


Tiffle, he's talking about Extract Lab / Assemble Lab components that will appear in the Channels category in the next update. That stuff about sRGB->XYZ D65->Lab D50 is just to explain how exactly we do the conversion from RGB to Lab and vice versa.
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Vladimir Golovin
Administrator
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Quote
Vladimir Golovin wrote:
Quasimondo wrote: the quote button definitely does not work in IE6


Mario, it does work in IE6 -- you just need to select the text before clicking it.
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IONclad
Building art one node at a time.
Posts: 123
Filters: 25
oh my garsh... what situation requires more then 10 controls? EVERY texture I've made required extreme frustration and a budget. I believe most of my textures are very crippled. I have made 'finished' versions of most of my textures for my own use, but unfortunately, these more functional and complex textures are impossible to share due to this limit.

If there isn't a really serious technical reason for the limitation. PLEASE PLEASE PUUU LEEEZE! Increase it? I would be happy with 20, which would cover most of the textures where I found myself cursing the limitation.

In many cases I wish to have inputs for gradient colours... I mean... one 5 colour gradient and there goes HALF of your control limit? That's not right.

umm... pretty please?

Ian
the artist formerly known as Bongo51
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Kraellin
Kraellin

Posts: 12749
Filters: 99
Quote
Vladimir Golovin wrote:
Tiffle, could you please describe what you're creating in a few words? I'd like to know what kinds of situations might need more than 10 controls.


the 'stones' component alone can utilize 12 control components. one component...12! i have about 6 filters currently that i'm not releasing because they become way too crippled without MANY more controls. i have one i just made that is using over 60 and that's with cutting some out. the limited controls are the most severe liability to FF right now. it just strikes me as a bit bizarre that something so potentially one of the most creative programs to come down the pike in the last 20 years cripples that creativity with an arbitrary limit like this.

here's an example:

craig

Need More Controls 1a.ffxml
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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Kraellin
Kraellin

Posts: 12749
Filters: 99
ok, i do understand some of the problems with having large numbers of controls. space is at a premium in the interface. but, that has solutions. sliders, tabs, invisible controls when the switch branch isnt active and so on.

as for the other arguement, keeping it simple, i think we need to grant the end user a little credit. most folks using a program like FF are graphic folks of some kind. and that means they use a graphic editor of some kind. they are used to complexities. photoshop isnt exactly a newbie type tool. even paint shop pro is far more complex than FF is likely to get...at least on the user side. simple is good as long as it doesnt curtail ability too much.

the third possible arguement i can think of for limited controls is computer ability and resources. i run a 1.7 ghz machine. it has a gig of ram and several harddrives. it's not a high end machine at this point. in fact, it's almost obsolete if you buy high end games. yet, i can run FF with filters having 70+ control components. so, i dont see this as a valid arguement against more controls either.

oh, maybe some of you didnt know... you can incorporate and USE filters with more than 10 controls. i have several at the moment that have 50+ controls and use them with all the controls active. all you have to do is make your filter with your controls, save it and exit the editor side to the user side. you will still only have 10 controls showing, but ALL of your controls will work. you just cant control them very well. to alter your hidden controls just hit 'randomization' and poof, your hidden controls will change. so, you dont have slider control, but you can change things.

i'm sorry, i really dont understand this limit. the capability is there. it does work. i'm not bogged down in confusion and my computer doesnt repeatedly crash or freeze. i've designed a better interface in my head that would accomodate many more controls, so i just dont get the resistance to this. it's an easy thing and an obvious thing to do and there is no one on the beta test group asking for fewer controls or even objecting to adding more, with at least some folks asking, if not pleading, for more controls. so, i dont get it; what's the reluctance here?

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

Craig
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onyXMaster
Filter Forge, Inc.
Posts: 350
Rest assured that the limit on the amount of controls (and components) has very little to do with your hardware smile:)

The control limit to 10 controls is purely artificial, and in my sense -- a wrong one.

Quote
Tiffle wrote:
I'm not sure I understand your example onyXMaster: it looks like you're talking about color space conversion or applying ICC profiles to images rather than extracting the L,a and b channels for further individual processing. Can you clarify please?


Yes, I'm talking about color space conversion, since the Lab "extraction" is not possible from RGB, the only thing you can "extract" from RGB is RGB and variations of HSB, which have direct mapping to and from RGB. The Lab is a device-independent space, relying on some specified lighting conditions. RGB is a device-dependent space, also relying on specified lighting conditions. So the implemented Lab "extraction" process is actually converting RGB to device-independent XYZ (assuming the lighting conditions are described by D65 illuminant and input is in sRGB format) and then converting XYZ to Lab (using lighting conditions described by D50 illuminant).

To summarize: "Extracting" is a bad term for Lab, since the process itself indeed performs a color space conversion, very close to color matching process using ICC profiles. Also, not specifying the color space information, I cannot describe the "variant" of Lab you might expect, because using another illuminants, for example C and D50, will produce different results.
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IONclad
Building art one node at a time.
Posts: 123
Filters: 25
Another thought...

people may be reacting so strongly to this 10 control limit, because a lot of us are professional designers, 3D artists, Game designers and to be limited in this way, to have the software decide for us how complex our interface is to be, well, most of us have had enough of that from Microsoft and windows.

For this tool to be adopted by a professional community it can't have such a juvenile kind of limitation. I mean Kraellin is correct, there seems to be no limitation on building your own textures. Some of my more complex textures have 30 or 40 controls. I have no problem editing the textures and making variations for my own use, but to not have access to these in the slider panel is very frustrating, and when I found out that these textures could not be contributed to the community... sigh... well... I was flabbergasted.

This is an example of a texture I made which I can't give to anyone. I just can't make it work properly with only 10 controls. The textures I have already submitted are not ones I'm happy with, but ones which I have crippled to shoehorn them into the 10 control limit. So in a very real and very tangible way, this 10 control limit is affecting the complexity and quality of the textures being submitted.



the artist formerly known as Bongo51
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uberzev
not lyftzev

Posts: 1890
Filters: 36
Very cool Bongo51. smile8)
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Quote
Bongo51 wrote:
For this tool to be adopted by a professional community it can't have such a juvenile kind of limitation. I mean Kraellin is correct, there seems to be no limitation on building your own textures.


Bongo, Craig -- I'll look into it after we deal with all the high-priority stuff. Looks like many people absolutely hate this limitation (some of those people even work for FF smile;) ). The key problem here is an efficient UI for filters with more than 10 controls (just don't tell me that 3DSMax does this well, I tend to behave unpredictably when people tell me that smile:D ).
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Kraellin
Kraellin

Posts: 12749
Filters: 99
vladimir,

thank you!

i'm attaching just one possibility for the UI with more controls.

there are more ways possible that might even be better. for instance, if a component chain branches with a switch component, and each branch has different controls within it, it shld be possible to show only those controls within the UI of the branch that is currently selected. or, you could use drop-down menus to do the same thing.

another way would be to show, in the UI, with icons representing the components, the components that have controls connected to them. you would click on that icon and the controls would then be displayed. the icons would be a scrollable list. (dont quite like this way as much as the simple scrolling list, though)

there is always the option of having a 'simple' interface and an 'advanced' with a toggle to go between the two. in the simple, the writer could put just those controls he/she feels are the most important to the end user. in the advanced mode one would see all the controls in a scrollable list. and with another option, the user could tailor which controls go into the simple and which into the advanced.

another possibility is instead of having the main display window taking up most of the space as it is now, one would use ALL the current space on the interface for controls and other options. the display window would then be a popup or additional window over this. this would require changing from a real time updating to a switch mode where the user makes all his controls settings and then hits a button to see what he/she gets. or, you could even tab the display window where you keep the real time updating but just dont see it until you hit the tab for it.

i do understand the problem. i've made filters with over 70 control components in them. displaying all those does add complexity for the user. it also tends to add clutter on the interface. finding one of 70 controls is asking the end user to spend some time looking and thinking and fumbling around. i suppose you could even put this in a formula: power = complexity squared or something of that nature smile:) photoshop is the prime example. it's NOT an easy program to learn, at least to learn well, but it is one of the most powerful. so, i'm totally willing to help make FF extremely powerful yet extremely simple. my only objection to the limit was that the 'extremely powerful' part couldnt be tapped because of the 'extremely simple' part. and i still think we can get and have both.

craig

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

Craig
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Lucato
FF addicted

Posts: 505
Filters: 39
Quote
i'm attaching just one possibility for the UI with more controls.

Nice possibility Craig to have all together. Another that just came to my mind, would be make more Setting Tabs where each one would hold 10/15/20 controls and we would rename each tab. So, if we want to treat the controls by kind, we would rename the tabs, like one tab for color, other for shapes and so on.

Quote
there are more ways possible that might even be better. for instance, if a component chain branches with a switch component, and each branch has different controls within it, it shld be possible to show only those controls within the UI of the branch that is currently selected. or, you could use drop-down menus to do the same thing.

Great. I agree, I've mentioned similar stuff before, it was "Now a days when we use a Switch component, It shows all controls in the settings tab from all sources (1 up to 5, see attached image) isntead of showing only the controls that were picked with the selector. So, It would be cool to implement a way where if I have selected the source #1, It should show in the settings tab only the controls that are in the source 1 subtree. (Even when we get more than 10 controls limit)".

Ops, I need to go out. I'll be back later...



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Vladimir Golovin
Administrator
Posts: 3446
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Quote
Vladimir Golovin wrote:
Bongo, Craig -- I'll look into it after we deal with all the high-priority stuff.


Actually, I'm looking into it right now. I've just discussed this with the programmers, and they were rather optimistic regarding the amount of time required to implement this feature. Here's how it will look:



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Kraellin
Kraellin

Posts: 12749
Filters: 99
i like it!!

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

Craig
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