Ramlyn
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Personally I would prefer to have the chance to post filters with more controls.
I make an example, just to be clear. Today I was going to post a filter. The structure was composed basically of 6 polygons that, blended together in a bomber, gave some nice effect over an image. The filter was not too complex as structure and not too difficult to understand. As you may imagine, when you got a free polygon, you add a control for the color, another for the number of sides, then...the bevel, the radius, etc etc. After that, you can give to the user some option ( invert, noise, or others.... ). Clearly all these controls are " x 6 " because you have 6 polygons. You can't apply the same controls to all polygons, otherwise the result would be very boring ( all polygons would get the same shape, color, .... ). What did I get in that filter? 150 controls. FF library only allows filters with less than 100 controls. .... Deleting 50 controls would make that filter useless. Somebody would say "That means that the filter was a bad idea". A bad idea is a filter that doesn't look good, no matter it has 1 or 50000 controls. When a filter looks good but the library doesn't let you upload it, I can't exactly say that it is a "bad idea". FF can surely put a limit to the controls number but..... higher than now. Considering that the most simple effects are already done by others, doing completely new things is becoming very difficult. If we limit the number of controls and the size of the filter too much, we may end doing filters that only repeat what other people did before ( the only big difference will be given by the new versions of FF, adding more precision and quality in the components ). |
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Posted: July 24, 2014 10:56 am | ||||
Indigo Ray
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Another way to approach this is instead of having a control for everything, use noise to randomize. In my Kaleidoscope Toy filter, FF randomly generates 4 different polygons. In some cases, I wasn't happy with the random noise, so I tweaked them with tone curves. For color, I condensed 4 controls into one "seed". For position/rotation, 12 becomes only 1.
Basically, you lose control over every little thing, but if you tame the random noise to your liking, the variations will reveal themselves. Many have said that restraints encourage creativity within them. Anyway, I think that if (when?) FF implements control groups and other related features, then having 100+ controls can still be user-friendly. ![]() |
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Posted: July 24, 2014 6:20 pm | ||||
Skybase
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Oh sweet a great tutorial idea. If I have some time I'll probably cover it.
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Posted: July 24, 2014 8:53 pm | ||||
Ramlyn
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Thanks Indigo Ray. I will surely use your suggestion in some filters.
![]() The problem still remain in other cases. As you also said, we can't always randomize. Many times the "human factor" ( Ha! Ha! It looks like a movie. ![]() You can easily see what I mean in the library. When we make a filter with less than 9 presets, the library system creates the others at random. The random results are sometimes ok, but in many cases they have nothing to share with the idea of our filter or they even generate bad or meaningless effects. Having many controls is useful not only for the filter maker. Also the users can get many advantages from that : - Many controls allow us to create better presets. These presets can be used, as they are, by anybody, even if these people have no experience of computer graphic. - Many controls give the chance to the expert user to customize the filter at the best without going to open the filter editor. With a few clicks on the controls, he can understand what and how the things can be changed. Finally, putting many limits doesn't help FF too: nicer filter we can do and more people will be interested to use and to buy the program. |
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Posted: July 25, 2014 2:41 am | ||||
Skybase
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Oh wait I'm gonna throw in a debate about this.
I argued on the stance with "Monster Filters" with SpaceRay before on several of his gigantic filters. Not that "Monster filters" are wrong, it's just that FilterForge's current UI doesn't really accommodate it well. Hence in many cases, it leads to rather frustrating filters. FilterForge is also not "real-time", hence feedback for each slider comes at a cost of time. This really depends on the complexity of the filter, but in many cases, FilterForge's super awesome image processing capabilities do come at a cost of time. When it comes to the UI FF's little control tab wasn't made to fit many things in the first place. On most monitors when you got 20... or 30 controls of any kind, some of them will go off view. So you have to scroll to get to some of the parameters leaving you no option to view it all in 1 unified view. The UI controllers are also a factor in adding to the confusion. For example, XY coords should best be controlled with an XY pad, not sliders. Certain nodes with "options" should provide menus instead of controls through int-sliders. The UI itself should disable portions when certain chains are not used. etc etc... many of which have been discussed in the past. Since 2.0 there have been many many changes to FilterForge making it quite the ultimate tool, but several factors like the UI hasn't been exactly up-to-date with it. And we have to come by to understand that there are certain principles at work here. One of which is that FilterForge is supposed to be part of a process, not intended to be the "art generator" or "the thing that makes images look like other things". It's intended to work with Photoshop in a quick, intuitive way to deliver you textures and effects rapidly. However, since the updates, it's opened up a huge parade of possibilities leading up to this discussion. Unfortunately, I'm a bit busy so I'll have to cut this train of thought here... and return later in a video encompassing the points here. I think it's worthy of talk. If not, I'll just write in more specifics. We'll see! |
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Posted: July 25, 2014 4:24 am | ||||
GMM
Moderator
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Thanks Skybase, your understanding is very very similar to our own idea of what Filter Forge is intended for. @Ramlyn: a filter with 150 controls may be not bad per se, it just doesn't belong to FF. |
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Posted: July 25, 2014 6:27 am | ||||
Ramlyn
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About the UI :
I agree with Skybase. It needs an update. This period I'm working a lot with the XY settings. I perfectly understand what you mean. As you said, using sliders to control them is not the best. a pad would be much more intuitive. An idea could be : - Creating a filter, collecting the commands in areas ( someway like we already do for the Groups ). Example : we make a filter that generates a sphere and then adds some effect to that same sphere. We could split the filter in a first area to create the sphere and other areas for every effect. - These areas could appear in the Settings menu as folders ( same as we already do for the filter selection ). Each folder would have a name and it would be easy to understand what that particular folder and the commands inside are used for. - If the filter maker doesn't create any area, the filter Settings would appear with all controls viewable in a single scrolling row, like now ( this way there would be no problem with old filters, with very small filters, or with who simply doesn't want to use the areas ) |
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Posted: July 25, 2014 7:29 am | ||||
Ramlyn
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About the controls:
Most of us know what FF is intended for. Nobody is going to debate on this. The original question was only about how to manage some of FF characteristics in the library: having more or less of them. I personally believe ( it is my personal opinion. Not a rule and clearly not an expectation from FF company ) that allowing more controls can also allow us to post nicer filters. That's all. If instead FF company has a different opinion, it's ok, we will accept it. |
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Posted: July 25, 2014 7:45 am | ||||
Skybase
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Yeah, I get where you're stemming from haha. Sorry we're kinda going off topic but it's one of those topics that do get brought up every now and then. I just think it's important because this discussion DOES relate to many many genres of computer graphics and to me, it's one of those topics that rarely get discussed in depth because people think it's intuitive.
I just come from the sort of CGI / VFX background doing work like this all the time. I get tools that are hundreds and hundreds of parameters deep and gets very technical quickly. So we have macro controls for those. A set of 10 simple sliders and knobs that just work itself out. This alleviates our task of digging out that 1 control, instead lets us just focus on what we need to focus on: design. Gotta think about end users too! And please forgive me for extending the discussion. |
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Posted: July 25, 2014 12:46 pm | ||||
Ramlyn
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Ha! Ha! Thanks Skybase.
![]() I really appreciate all your comments, both when we think the same and when our opinions are different. |
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Posted: July 25, 2014 2:17 pm |
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