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myclay

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Posts posted by myclay

  1. Are you perhaps seeking feedback in why your workflow and recorded steps are outputting wrong stuff?

    Edit; Here is recorded what happens when lloyds macros are used.

    1314285567_lloydsmacrosaredefective.gif.f40946bbbb6b4c38d83a4d177820ceb1.gif

     

    Spare channel usage to archive a genuine channel packing is possible. My second edit will soon show the results.

    Edit 2;

    I now built a genuine working system with using spare channels. It does the exact same as the free version already on gumroad.

    1602152220_sparechannelworkflowmacrosbymyclay.gif.aa948d8c7212b8d06fa0320fb1fa7fdb.gif

    @lloyds This is resources, that´s for sharing helpful tutorials, working macros, files etc and not asking help on how to build macros.

    If you have further things to discuss or share, I would recommend to do so in a new thread or in private messages.

     

  2. Hello @lloyds

    your scripts as you wrote, do not solve the exporting step. But my scripts allow the successful export in PNG and TGA.
    Here is an ingame example I did with such an exported file;

    1020226477_gameenginetest.gif.08fdcdb45c61751df99eb8c04f38d69f.gif

    So for my purposes my workflow works.

     

    since you uploaded your testfile in another thread, here is the result directly with an export no other changes to the file;1429721976_directexportfromaffinity.gif.2f06fff8482f417003ff191a57a168ba.gif

     

    Results with my scripts and your testfile;756758505_exportwithmyscriptfromaffinity.gif.333106110e5afdae7c7aae870782881a.gif

     

  3. I have build a set of seven macros which make the channel editing as well as conversion of Affinities "RGBA" to R-G-B-A,
    RGBA to RGB-A  as well as other tasks much easier and faster within Affinity Photo.

    Big thanks to @NotMyFault and @,,, for their insight into Alpha channel math and how it is working inside the Affinity Suite.
    The from scratch macros allow stacking transparent vectors or textlayers on top of each other.
    This works as long as you keep the black fill layer for each channel intact and active.

    https://myclay.gumroad.com/l/Affinity_channelEditmacros

     

    1552469456_channeleditinginaffinityphoto.gif.1d62b5d58306783a2e6caef3a3cc0a4f.gif

  4. @NotMyFault

    Thank you so much!
    I fixed my afphoto file with the procedural texture separator setup and attached it.
    RGBA-Groups and procedural Textures_fixed.afphoto

    In this approach its monumental to have a black background for each channel otherwise the alpha seeps thru.

    Macros is a great idea, would be the next step.

    Obligatory test result within the gamengine;

    1110591816_TGAwithRGBA-resultfromattachedafphotofile.gif.780b8d2311d2740f2a7344ad79656c34.gif

     

  5. 15 hours ago, Guillermo Espertino said:

    What's people complaining about here?

    an easy way of doing this and automation as well as easy editability, easily copy pasting data into channels.

    Thats why I posted my plea of getting help while also providing files.

    Ease of use to me means;

    1 Separate or copy paste each of the provided R-G-B-A images into their respective channel.
    2 how to do day to day editing so that it stays in the channel.
    3. reusability; Group every channel so we can easily switch the images inside the group.
    4.(optional) Ability of working on multiple channels at the same time.

    5. File format wise lets start with; TGA, TIFF, PNG, those are the fileformats which Affinity Photo can currently export to and which the game engine I use can import.

    @,,,

    Your files are pointing at the right direction and seemed to work in a test I did.
    To make this useful, we need more modifiability.

    Here is an affinity photo example file; RGBA-Groups and procedural Textures.afphoto
     

    with grouped channels and procedural Textures for modifying them to adhere to the respective channel - at least that is the plan.

    1536508714_RGBA-usedtextures.gif.f25799b1c07e2e8d4ab66cb265cbaf72.gif1380132262_RGBA-howitlookslikewithinAffinityPhotoonthecanvas.gif.13fafff59e0ea3eb9b463526e6db3973.gif

    I am at wits end, those procedural textures are not working as expected and still modify the alpha.

    The Channels are colour coded so you directly know which channel it should be.

    1068784009_RGBAsplitingroupsandusageofproceduraltextures.png.283fb1e0fb8be79bfdc15bb8653e9adf.png

     

  6. 10 hours ago, Guillermo Espertino said:

    You just have to learn to use the "apply image" filter and you can make any grayscale image be the alpha channel for your image.

    IF you know a way, please make a Video tutorial explaining the process on how it works.
    Bonus points if you show the exporting from Affinity Photo.


    Edit;
    I will make it even easier for you, here are provided test files to use for each channel.
    A.tgaB.tgaG.tgaR.tga

     

  7. Don´t know if it works in your case 1 month after the purchase but this is what I found on the forum;

      

    On 12/9/2022 at 2:45 PM, SFurniss said:
    If you wish to buy the V2 Universal license assuming you bought directly from us, we can cancel and refund your existing order so that you can buy the Universal license at the promotional price.
     

    If you want us to arrange this please email affinityreturns@serif.com. 

     

     

  8. 10 hours ago, R C-R said:

    Are you using the already built exe files in the unzipped download or trying to enter the commands in a CLI editor?

    Just trying the exe file. The commands as I understood are then written after the exe;
    It would in my case look like this; E:\Documents\affinityworkarounds\aflaunch.exe - a Publisher2 -b Retail

    This command stuff after the exe is not working in any program I tried to connect with.

    What would be great and helpful is the below solution where you just rename the exe file to make it work with each program.
    It would be great if Serif offered this or a similar solution.

     

  9. 1 hour ago, Lakshimi said:

    GPU: AMD Radeon R7 Graphics+R5 M435 Dual Graphics

    @Lakshimi The issue might be related to the AMD Radeon R5 M435, it apparently doesn´t meet the minimum requirements.
    It has DirectX 12 but only supports up to level 11.1.
    https://technical.city/de/video/Radeon-R5-M435

    Reading the Affinity System Requirements, Direct3D level 12.0-capable cards are needed. https://affinity.serif.com/en-gb/photo/full-feature-list/

    The AMD Radeon R7 seems to support Feature Level 12_0.

    You could try to change the assigned GPU for Affinity V2.
    https://www.amd.com/en/support/kb/faq/dh-017

    https://www.itechtics.com/use-specific-gpu/#:~:text=can be achieved.-,Force the program to use a specific graphics card using Windows 10 settings,-Regardless of the

     

     

  10. For a start I would try out to Enable OpenCL compute acceleration and then switch the Renderer; Default (Intel UHD Graphics 630) to your discrete GPU(the GeForce GTX 1050 Ti).
    If that doesn´t help, I would try out to again disable OpenCL compute acceleration and then switch to the WARP engine.
    WARP uses the Windows Advanced Rasterization Platform for presenting the document and can be helpful if you are experiencing performance issues.

  11. 17 hours ago, loukash said:

    So it's apparently a Windows only thing, right?

    Its a File format and can be used in many different ways and on different platforms.
    If you have something to do with for example Software/Games development where you make usage of Vulcan or DirectX, you can make usage of the DDS file format which means quicker Read write cycles (I/O) to the Graphicscard.
    DDS is also a standard file format in the Film/VFX Industry.

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