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Golloween
05-27-2006, 01:42 PM
Hi everyone, my name is Vladimir Golovin, and I would like to announce the first public beta of Filter Forge, a procedural texture/effect generator for Photoshop we've just released:

www.filterforge.com (http://www.filterforge.com)


A few examples of what Filter Forge can do -- all procedural:
- Organics (http://www.filterforge.com/filters/218.html)
- TRON-2029 (http://www.filterforge.com/filters/215.html)
- Crysta (http://www.filterforge.com/filters/235.html)
- Decorative Tiles (http://www.filterforge.com/filters/243.html)
- Metal Storm (http://www.filterforge.com/filters/210.html)
- Peeling Paint (http://www.filterforge.com/filters/295.html)


Key points of interest:
- A visual, node-based filter editor
- A free online repository of filters to which anyone can contribute
- Good contributors can get a free copy


Feature highlights:
- Automatic seamless tiling, for both square and non-square textures
- Automatic diffuse, bump, specular and normal maps
- High-precision image formats such as OpenEXR
- Multithreaded renderer -- supports dual-core and quad-core CPUs
- Rendering to huge resolutions -- up to 32000 x 32000 pixels


We've just started the public beta, and I invite everyone to join:
www.filterforge.com/download/ (http://www.filterforge.com/download/)

Golloween
05-27-2006, 01:50 PM
"Organics" texture:
- seamlessly tiled -- see example
(http://www.filterforge.com/filters/218-seamless.html)- bump (http://www.filterforge.com/filters/218-bump.html), diffuse (http://www.filterforge.com/filters/218-diffuse.html) and normal (http://www.filterforge.com/filters/218-normal.html) maps
- variable -- example1 (http://www.filterforge.com/filters/218-v3.html), example2 (http://www.filterforge.com/filters/218-v7.html)

http://www.filterforge.com/filters/218.jpg

ssalo
05-27-2006, 01:52 PM
Hey, this looks cool. I download asap.


Cheers, Sami

Golloween
05-27-2006, 01:53 PM
A techno texture -- see the details here (http://www.filterforge.com/filters/215.html)


http://www.filterforge.com/filters/215.jpg

Golloween
05-27-2006, 01:55 PM
A peeling paint effect -- details here (http://www.filterforge.com/filters/295.html)

http://www.filterforge.com/filters/295.jpg

Arrrgh4life
05-27-2006, 03:14 PM
Cool, Just Downloaded, Heres my first project. Kind of crappy :) but its my first try. Next im going to try to make a plaid.

http://f5.putfile.com/5/14610142722.jpg

Arrrgh4life
05-27-2006, 04:30 PM
Hey Golloween, If I want to use in image for my filter/texture, is there a way to bake that image into the settings and what not?

Golloween
05-27-2006, 04:33 PM
A screenshot of the Editor:

http://www.filterforge.com/images/features/filter-editor.jpg

Golloween
05-27-2006, 04:35 PM
Hey Golloween, If I want to use in image for my filter/texture, is there a way to bake that image into the settings and what not?

If you use it under Photoshop, just open the picture you want to use in the effect/texture, and add the Image component to the Filter (Components Bar > External > Image).

Vladimir Golovin,
www.filterforge.com (http://www.filterforge.com/)

Arrrgh4life
05-27-2006, 04:44 PM
I really like the tile thing thats included, and the Reflectivity and Metalicity setting work preaty well. Heres my second go at it.
http://f5.putfile.com/5/14611422234.jpg

Arrrgh4life
05-27-2006, 06:23 PM
Golloween, I have another question.
The site says that you can submit your filters, but I've been searching around for some time now, and can't find out where or how.

Golloween
05-27-2006, 08:07 PM
Golloween, I have another question.
The site says that you can submit your filters, but I've been searching around for some time now, and can't find out where or how.

Filters aren't submitted through the site. Filter Forge has a built-in submit wizard. To see it, choose Filter > Submit to Library from the main menu.

Vladimir Golovin,
www.filterforge.com (http://www.filterforge.com/)

Szos
05-27-2006, 08:31 PM
Looks cool over all, but the one that I am most impressed with is the WOOD textures. Very nice.

http://www.filterforge.com/filters/284-v8.jpg

(any thoughts of possibly turning this tool into a plug-in for a 3D program directly - instead of having to go through Photoshop??)

Arrrgh4life
05-27-2006, 10:49 PM
(any thoughts of possibly turning this tool into a plug-in for a 3D program directly - instead of having to go through Photoshop??)

Thats a great idea. I hope it makes it to the final Release.

Kochubey
05-28-2006, 12:02 PM
Looks cool over all, but the one that I am most impressed with is the WOOD textures. Very nice.

Hehe, I made it -- my first filter :)

Kochubey
05-28-2006, 12:06 PM
This filter has a disconnected subtree of components in it -- don't worry about it, it doesn't slow the rendering, I'll remove it later and submit an update :)

Golloween
05-28-2006, 07:18 PM
any thoughts of possibly turning this tool into a plug-in for a 3D program directly - instead of having to go through Photoshop??

Szos -- currently we don't have plans to make a Max/Maya plugin. That would require three-dimensional shaders that can be procedurally applied to arbitrary 3D-geometry without the need for UV coords. Filter Forge's filters are "pseudo-3D" -- we do calculate the height/normal map for surface filters, but everything before that point is 2D.

This may sound like a limitation, but it also gives us some advantages over fully 3D texturing tools (like DarkTree) -- we can do blurs, sharpen, high pass and other bitmap-based operations which 3D texturing tools currently can't do. It is quite a task to do a procedural blur in an infinite 3D space with three-dimensional pixels. I believe this complexity is the reason why there are no packages (at least I'm not aware of them) that can do it.

Plus, Filter Forge can output seamless tiled bitmaps, which also doesn't map very well to the three-dimensional space.

Vladimir Golovin,
www.filterforge.com (http://www.filterforge.com/)

Stahlberg
05-28-2006, 07:41 PM
That would require three-dimensional shaders that can be procedurally applied to arbitrary 3D-geometry without the need for UV coords.
As for Maya - why would it require that? UV coords are easy to apply if they're not created by default, so why not just make it a 2d texture?
Anyway, I guess it's not too hard to create the 2d texture in PS and use it as an image file texture in Maya.

Haven't tried this yet, I will asap :)

Golloween
05-28-2006, 08:43 PM
Steven -- I just meant that a full-blown procedural 3D texturing/shading package would be incomplete without 3D procedurals.

Vladimir Golovin,
www.filterforge.com (http://www.filterforge.com/)

Golloween
05-28-2006, 08:50 PM
Anyway, I guess it's not too hard to create the 2d texture in PS and use it as an image file texture in Maya.

Yes, I agree. Plus, you might need to do some additional work on the texture in Photoshop after you've generated it -- for example, adding some dirt, graffiti and bullet holes :) to the diffuse map to make it look more natural and less synthetic.

Also, I'm not very familiar with 2D texture plugin interfaces of Max, Maya and other packages, but I believe that the procedural textures supplied by plugins are re-rendered every time you render your scene. If this is true, then saving the texture to a bitmap could save you some rendering time.

Vladimir Golovin,
www.filterforge.com (http://www.filterforge.com)

daevid
05-28-2006, 08:52 PM
If you made a 2d-map plugin to 3d-max, you could probably also use values from your scene objects to change the texture (like using the vertex color to mask textures) which could be very powerful.

The renderer in in 3d-max would look-up the UV-position on the object, calculate the vertex color and send it to the filterforge plugin. The plugin would then send back the correct color value for that UV-position.

/David

Golloween
05-28-2006, 10:26 PM
People are starting to submit cool-looking filters (but they forget to fix typos in the title :))
Details here -- http://www.filterforge.com/filters/322.html


http://www.filterforge.com/filters/322.jpg

Golloween
05-29-2006, 10:58 AM
If you made a 2d-map plugin to 3d-max, you could probably also use values from your scene objects to change the texture

David, are the 2D map plugins bounded to finite dimensions, or they are infinite like 3D maps? I'm asking because doing a Blur or a High Pass on an infinite source buffer would be very, very difficult :)

Vladimir Golovin
www.filterforge.com

JeroenDStout
05-29-2006, 11:19 AM
If you made a 2d-map plugin to 3d-max, you could probably also use values from your scene objects to change the texture (like using the vertex color to mask textures) which could be very powerful.

The renderer in in 3d-max would look-up the UV-position on the object, calculate the vertex color and send it to the filterforge plugin. The plugin would then send back the correct color value for that UV-position.
Max having a node-based texturing system with lots of open-ended procedural options is one of those dreams... ahhh. Silly, actually, that it doesn't have it. Oh well. We can dream, can we not?

daevid
05-29-2006, 11:56 AM
I'm not sure what you mean. When a 3d program sends a ray onto a polygon it calculates the the light and color values of the collision point. If the polygon is textured it also calulates the UV-map position. This consists of x and y coordinates that range from 0 to 1, and are used to look-up what color value to use from the texture (I think 0,0 is the upper left corner of the texture, but it could be inverted).

I don't mean that you should use blur filters on the vertex colors, but you could use the vertex color of the collision point to mask or control certain effects. For example you could use the motion data normally used for motion blur effects to control filter.

/David

mister3d
05-29-2006, 01:23 PM
Wood is very natural.Promising filter.

Zephyrpower
05-29-2006, 01:40 PM
This looks like a really good program!

Unfortunately, I haven't even learned how to texture in Maya yet (which is the current program I'm working in) not to mention actually making my own basic textures in Photoshop! I do remember making my own textures in Photoshop way back in 1998-2000, when I was in College, but I never made anything superdetailed or realistic.

But this looks like it makes things a lot easier! I'll definelty try to DL it sometime and keep checking back here for any positive feedback!

P.s. ARe there tutorials on how to use this program and should I have a good basic or perhaps advanced knowledge of Photosohop before attempting to use this? Or is this something you can just mess around with and pretty much learn on your own even if you barely remember how to use Photoshop!

Arrrgh4life
05-29-2006, 02:37 PM
Zephyrpower
Theres not yet a completed help file, but there is a wiki to get you started. I found it easy to figure out on my own though.

Arrrgh4life
05-29-2006, 02:41 PM
Heres my latest :) Just a texture made in Filter Forge.

http://f5.putfile.com/5/14809383942.jpg
Normals:
http://putfile.com/pic.php?pic=5/14809393463.jpg&s=f5

Bart_K
05-29-2006, 02:44 PM
Gorgeous tool, easy to use yet incredibly powerful, love it. Will post some results when i find a free moment

congrats to the folks at filterforge!

Zephyrpower
05-29-2006, 03:25 PM
Zephyrpower
Theres not yet a completed help file, but there is a wiki to get you started. I found it easy to figure out on my own though.

A wiki file?? I'm not sure what that is, unless it's something in WikiPedia. It seems like if that were the case, it would just be a definition of what it was though, instead of a "How to Guide". Perhaps I'm just a little behind the times...

Golloween
05-29-2006, 04:05 PM
A wiki file?? I'm not sure what that is, unless it's something in WikiPedia. It seems like if that were the case, it would just be a definition of what it was though, instead of a "How to Guide". Perhaps I'm just a little behind the times...

Zephyr -- we just use the same engine as Wikipedia to write our help. The difference is that Wikipedia is open to everyone and our help wiki is read-only for visitors -- only our staff can edit it. We decided to make it publicly visible so that people would be able to check the progress, spot mistakes, suggest corrections etc.

We are *totally* overwhelmed with the success of this beta and the sheer amount of work it generates, so the work on help is basically paralyzed -- but we'll catch up, I promise.

Vladimir Golovin,
www.filterforge.com (http://www.filterforge.com)

Nema
05-29-2006, 07:14 PM
We are *totally* overwhelmed with the success of this beta and the sheer amount of work it generates, so the work on help is basically paralyzed -- but we'll catch up, I promise.

Vladimir Golovin,
www.filterforge.com (http://www.filterforge.com)

:) no surprise! Filter Forge Beta is simply awesome! big congratulations and respect!

Nema
05-29-2006, 07:15 PM
btw, a "Wiki" manual (with aotomated crosslinks on keywords) is definitely the right way to go!

Golloween
05-30-2006, 08:52 AM
Regarding the suggestion to make Filter Forge available as a plugin for 3D apps -- looks like many people would like to have this feature, so I'm adding it to our development plan. We will look into it after we release the final 1.0 version.

Vladimir Golovin,
www.filterforge.com (http://www.filterforge.com)

romi
05-30-2006, 03:46 PM
the UI presentation of the node-based editor is quite nice.

one question - how is this different from DarkTree?

Golloween
05-30-2006, 04:55 PM
how is this different from DarkTree?

Ok, let me put it in "facts-only" style:

DarkTree is a three-dimensional shading engine, and Filter Forge is a (seamless) bitmap generator. You can apply a DarkTree material to arbitrary geometry with no need for UV coords, which Filter Forge cannot do.

DarkTree cannot automatically generate seamless bitmaps like these. It can make seamless tiles of its procedurals via edge-blending and torus-unwrapping, but it requires extra efforts and the results aren't as attractive as what Filter Forge can do:

http://www.filterforge.com/filters/218-v3-seamless.html
http://www.filterforge.com/filters/284-v3-seamless.html
http://www.filterforge.com/filters/243-seamless.html
http://www.filterforge.com/filters/215-v1-seamless.html
http://www.filterforge.com/filters/295-seamless.html

Since DarkTree is fully three-dimensional, it doesn't allow bitmap-based operations (blur, sharpen, high pass) to be included into its shaders, while Filter Forge allows that.

Filter Forge can render textures lit by spherical HDRI images, while DarkTree uses simple point lights (not sure about their latest version though)

Since Filter Forge is not fully three-dimensional, it renders textures much, much faster than DarkTree.

DarkTree uses a simple brute-force anti-aliasing scheme, while Filter Forge uses an optimized, smart "edges-only" algo in many cases.

As far as I know, DarkTree cannot save images to floating-point image formats, and Filter Forge can (OpenEXR and PFM).



Well, that's all I can remember at the moment. DarkTree experts -- if I got anything wrong, please correct me.

Vladimir Golovin
www.filterforge.com (http://www.filterforge.com)

jbradley
05-30-2006, 09:47 PM
Ok, let me put it in "facts-only" style:

DarkTree is a three-dimensional shading engine, and Filter Forge is a (seamless) bitmap generator. You can apply a DarkTree material to arbitrary geometry with no need for UV coords, which Filter Forge cannot do.


Vladimir,

First, congratulations on an excellent package. I'm primarily a Mac user, so I'm really hoping that you guys get that going (and if you need any NIB or other development help with UI stuff, feel free to private message me).

Although DarkTree is a 3d procedural application, it can do all of the same procedurals in a 2d basis - albeit that the tiling is not seamless by nature. The Worley cell plugin is one that comes to mind, with the various distance metrics (euclidean, manhattan, cheb..) that I belive Filter Forge also has in it's arsenal (right?).

Anyhow. I'm definitely going to download. I'd love to help out and create some filter libraries, but with most of my design work on the Mac (my PC is my Maya box, so I keep that clean of other software), I don't know how much I could do. :)

cheers.

Golloween
05-31-2006, 08:59 AM
Vladimir,
First, congratulations on an excellent package.

Thank you!

The Worley cell plugin is one that comes to mind, with the various distance metrics (euclidean, manhattan, cheb..) that I belive Filter Forge also has in it's arsenal (right?).

Sure -- Filter Forge has 6 components based on Worley Noise. Here's an example of a texture that uses Worley noise:

http://www.filterforge.com/filters/235-v1.jpg


Vladimir Golovin,
www.filterforge.com (http://www.filterforge.com)

spurcell
05-31-2006, 03:33 PM
Here's my attempt:

http://myweb.cableone.net/amylenhart/images/scaryskin.jpg

I could probably share the texture, need to figure out how to share them still.

Raynix
06-01-2006, 04:18 PM
I've uploaded my 'second' try for water creation.

It may not be all that realistic but I like it nevertheless.


Any comments.... ?

PhantomDesign
06-01-2006, 05:41 PM
This looks great! I downloaded the beta & I'll try it out later today.

Zephyrpower
06-01-2006, 06:46 PM
Here's my attempt:

http://myweb.cableone.net/amylenhart/images/scaryskin.jpg

I could probably share the texture, need to figure out how to share them still.

That's really interesting--what the heck is it?

CupOWonton
06-02-2006, 07:00 AM
That fleshy texture reminds me of Casandra from the new DR.Who.
A woman so obsessed with her own life she extended it by removing all vital organs, putting her brain in a jar, and connecting it to a sheet (trampoline) of her own skin which is so translucent you can see her veins pulsating underneath.

spurcell
06-02-2006, 04:27 PM
That's really interesting--what the heck is it?

why its scary skin of course! :twisted:

Just supposed to be a skin type with creepy veins and stuff.

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