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PassiveAggressor

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Everything posted by PassiveAggressor

  1. I'd like to throw in my 2 cents here. Firstly I'd like to say how much I like the Affinity products, I'm super happy I bought them and often recommend them to other people. I've been very excited to here that a new major version has come out and I can see some really nice updates (although maybe not enough warrant a new major version, but that's just my opinion). I certainly think the new version is well worth the money if you haven't already bought V1, especially on the current offer and the lack of disgusting subscription. As serif seems to be a good company I imagine V1 will still be supported but new features will only target V2. (so V1 will be left behind, its only natural in software development) Therefore, please consider rewarding your Loyal customers with a small upgrade discount. Thanks for listening
  2. This is fantastic news! Can't wait to try some of this stuff out! Thanks for continuing to improve Affinity Photo
  3. 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
  4. 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?
  5. 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
  6. 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
  7. holy cow, that's Amazing news! great stuff, thanks v much Passive
  8. 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
  9. 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 :)
  10. How about a mode / tools / brushsetting for hand painting normal maps using stylus/pen angle.
  11. 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!
  12. 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 :)
  13. 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
  14. 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!
  15. At first glance on mine it looks correct but on closer inspection the result isnt just 2 shades of green it has many shaded:
  16. 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
  17. 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 :)
  18. Thanks for the reply MBd, I had a quick play with your file and although it looked perfect when I loaded it up, I found that if I adjusted one of the posterize layers under the linear group (say green) it either didn't have an effect or it effected more than one layer. If you try changing say the green layer do you get the same result? Cheers, Passive
  19. Hi all, One thing that would be very useful pixel art and mobile graphics is to draw in a low bit depth like rgb565 or rgb332. It would be amazing if AP had such colour formats but I thick that's unlikely. But what you can do is use a Posterize live adjustment layers to simulate them. Now doing this for formats like 4444 (16 shaded of colour per channel) works great but my problem comes when I try and simulate formats like 565 where the green channel has a different bit depth to the other. To do this you need to use 2 posterize layers, one for red and blue (at 32 shades) and one for green (at 64 shades). and here's my problem. I cant get the blend ranges of these posterize layers to work! I need to get them to only effect certain channel which I tried to do by dragging down the "Underlying Composition Ranges" for the other channels but it doesn't work. Not sure if this is a bug or I'm just doing something wrong, Any Ideas? Thanks, Passive
  20. So here's an idea I had after playing around with the really cool equations filter. How about a filter for rendering equation like the Distory->Equations filter. You could have equations for R,G,B,A and inputs for existing rgba and the x,y coords of the pixel. This could open up a world of cool filter user could make, ranging from grids,dots,etc to cool plasma like effects. for example using sin and cos you could make a simple plasma: ta, Passive
  21. I second this, TGA output would be very useful as my game engine only supports tga's writing uncompressed targa files is actually quite easy as its a simple file format. (support for exporting compressed tga's would be even cooler) cheers
  22. Here's a tiny request. Could we have a Percentage Option for resizing the Document / Canvas. Cheers, Passive
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