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Everything posted by PassiveAggressor

  1. This is fantastic news! Can't wait to try some of this stuff out! Thanks for continuing to improve Affinity Photo
  2. Maybe this got lost in the torrent of request you get, but I still think its worth looking at. I understand that looking at a video may be too time comsuming so here is a bullet point list: BUGS: Fine Line bad pixels (nozzle generation?) Inconsistance pixel brush sizes Export selection exporting whole image Can't size exported brush to original size FEATURES: New Document Texture type presets (e.g. 512x512, 1024x1024) Create image brush from selection Keyboard shortcut for rotate brush 90 degrees ( e.g. Alt+] ) Filter to automatically colour match images/layers Circle selection from center Tiled/Repeating view for making seamless textures Option for Move tool to drag out a copy of the selection
  3. Please note that although this has some bugs listed in it, I didn't want to duplicate the post in bugs, hope that's ok?
  4. Hey all I've made a video showing several features (and bug fixes) that would make AF better for game art. Hope you find it useful Cheers, Passive
  5. Lots of great improvements to the latest version, any news on the fix to the nozzle generation? ta Passive
  6. Great news its getting looked at, Thanks for all the good work, cant wait to see this fix in Cheers, Passive
  7. Firstly let me say I love AP on my iPad, its an great app and with the planned new features and fixes it will become Awesome! Please don't think me reporting bugs is in any way a rant (I've seen too many of these here already, try not to take them to heart developers!). I just want to help make AP as good as possible Saying that, here is a bug I really think needs fixing. When drawing fine lines using the apple pencil with pressure controlling brush size, you get bad aliasing artifacts at small sizes: (Please note that this also happens on the PC version with a wacom) Cheers, Passive
  8. There already some good stuff in AP for making seamless textures but 2 additions would make it Great! 1) Have a toggle for repeating the canvas display, this way you could preview the tiling of your texture and check for seams and bad repeating patterns. (even a texture with perfect seams can look terrible tiled) Texture with no seams: Texture viewed with repeating canvas: Yuck, horrible tiling! 2) Wrap all painting operations so painting over the edge of the canvas wraps round to the other side. (this would make creating tiling textures a breeze) (You'd want to do this while using a repeating canvas) Thanks, Passive
  9. holy cow, that's Amazing news! great stuff, thanks v much Passive
  10. Firstly, I've just bought AP on my iPad and I'm loving it! How about a Camera Persona to take RAW photos in app. So rather than switch to another app, taking a RAW photo on that, putting it in Photos, Switching to AP, then importing that image from Photos, we can do it all in AP? Cheers, Passive
  11. Sadly I think this is still happening in 1.6
  12. Quick update on this bug. Its still in 1.6 but I've noticed something interesting. If you use a tablet the brush size behaves much better but when you switch to using a mouse, the size is still very wrong. cheers.
  13. Oh that's great news! thanks, on a related note are there new trails for 1.6 ? cheers.
  14. Just wondering, has this bug been fixed? and is there a bug tracker that we can check to see whats been fixed? thanks.
  15. Please note that TGA is a very useful format for game programmers who program their old engine as it's easy to write load and save functions for. Please add it :)
  16. How about a mode / tools / brushsetting for hand painting normal maps using stylus/pen angle.
  17. Please note that although you can turn off channels on a layer, its not the same as being able to filter them out in the blend ranges!
  18. I've recently tried to simulate low colour bitdepth in AP using posterize and layer blend ranges. ( see this post https://forum.affinity.serif.com/index.php?/topic/40899-using-posterize-to-simulate-low-bit-depths-in-ap/ ) But I realised I couldn't filter out whole colour channels using the blend option graphs. So the feature that would solve this (and be useful for other things) is the addition of channel filtering check boxes to the blend options panel. Then you could selectively turn off channels without effecting other. Thanks Passive :)
  19. R C-R's solution does give you a "correct" simulation of rgb565 but it doesn't update in real time if you modify the underlying image. I think MBd's solution would work if there was a way to use blend range to block off a channel but I've just realised that's currently not possible. You can't use a histogram like graph to remove ALL the red channel without effecting the other channels. What we need is some channel checkbox's to filter out channels, which I've just made a feature request for: https://forum.affinity.serif.com/index.php?/topic/40955-channel-filtering-in-blend-ranges/ Cheers, Passive
  20. oh no problem, thanks for all your help. perhaps i'll make a feature request for check boxes to disable channels in the blend ranges. cheers!
  21. At first glance on mine it looks correct but on closer inspection the result isnt just 2 shades of green it has many shaded:
  22. Actually yes, its still rather "strange". I've tried both ways with a test image and get "bad" result with both.. here what I wanted to happen: the linear version gets closest but still has lots a shades in the result. I'm not sure if its possible. heres my test file: rgb111test.afphoto
  23. Oh I didn't notice the edge ones, and they work exactly as expected/wanted, thanks very much! Out of interest, here are the Blend Ranges for the red channel: (click for full image) I must not understand the underlying composition layers correctly, when I tried to do this I had them inverted to how you did them. I thought for the red channel to be the only effecting channel its graph would be at the top and the green & blue would be at the bottom. thanks again, Passive :)
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