off topic: Filter Forge

off topic: Filter Forge

Postby dactilardesign » Sun Nov 02, 2014 6:36 pm

Hello all.
I want to suggest a piece of software I have fully integrated in my worflow.
I am not sure this is the right place to post this, I cound't fins an off topic forum.

https://filterforge.com/ is a procedular texture generator (and Photoshop filter plug in) node based.
I am planning to use it to generate the textures GTX will need potentially. You can achieve photo realistic textures with some work, and make them huge resolutions and seamless tiling. It is trully useful, I wanted to share it here. I am posting some screens of filters I've made.
The bad new is that it's not GPU accelerated.
The good new is that it's far cheaper than allegorithmic software.

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Re: off topic: Filter Forge

Postby kilaD » Sun Nov 02, 2014 8:53 pm

I used filterforge in it's early days, and remember it was pretty cool. Will check it out again.

This will work good with the TexEditor coming in the next update, where you can
add and extract textures from multiple images, and pack them into a single texture atlas for use in the nodeeditor.

I will set up a new forum for GTX 0.8 soon!
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Re: off topic: Filter Forge

Postby dactilardesign » Sun Nov 02, 2014 11:19 pm

There is something I miss in GTX 0.8 that I use a lot in FF and I find myself doing (and not working):
zooming out with mouse wheel in the FE node editor.
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Re: off topic: Filter Forge

Postby kilaD » Mon Nov 03, 2014 12:30 am

Oh believe me i know, but it wasn't really possible with the current setup.
I have added a navigator in the next update, works pretty good.
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