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hrondleman

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  1. hrondleman

    TARGA file please?

    @Andy Somerfield, The main reasons TGA is used over PNG in game development are that TGA is a very simple format, which makes it quick to implement, and related, TGA image data can be stored as raw image data or lossless compression as required. The most significant difference is TGA stores data as "dumb" RGBA channels, whereas PNG stores this as RGB and Transparency, for most cases this is fine, however the alpha channel in games is often used to store non-colour data, where each channel represents something entirely different. The functional difference here is 0% opacity gets exported with static colour data (either white or black) not the 'real' colour of the image, I'm not sure if this is actually defined in the spec of png or it is just the way it is implemented, however. Premultiplied alpha would also be a problem if this was actually exported this way, however as stated earlier this is not in the spec for PNG and it doesn't appear to be used in AP either. This is also the reason that alpha channel editing is requested (and very useful, there are workarounds for that, however using adjustments). Also, while I understand your reason for wanting to limit the exporters, it seems a little shortsighted to say "ask the other end to support png" when we are not talking about a single application not supporting it but many. Overall I like AP a lot and there are many features that I use that photoshop simply cannot comprehend (inverting a 32bit/channel image for example), however I still cannot use it for many purposes as it is limited to the idea that images are designed to be viewed as-is which in most of my use cases is not true. Edit: Also related, DDS support is also requested for the games industry, as it is widely used due to it being able to be decompressed on GPUs, and allows for mipmaps to be directly included (and edited, in special circumstances).
  2. hrondleman

    Scripting

    Proper scripting support would be a massive boon for Affinity Photo/Designer imo. Deep integration to allow addition of tools/export options/personas etc. as well would be incredible as it would enable the community to develop/add features needed by only certain people. I feel that blender's Addon-on system works very well in this regard, especially with the ability to have 'officially supported' addons. In the future, if this became powerful enough if would also enable the developers to create addons themselves that are useful features, included as standard, but disabled so that it doesn't slow the app down etc. I see javascript being the best language choice, due to it being known by people coming from photoshop/illistrator, although my personal preference would probably be on Python
  3. hrondleman

    Working with channels

    +1 for manual channel editing Again, technical artist. For debugging/writing shaders I need to be able to create textures with independent channels especially for combined maps. Often it is necessary to use only certain channels (for example Normal map only use G and A channels as they are the least compressed in DTX5, then swizzled back in the shader, or in Unity a Metallic smoothness map uses G and A each for different greyscale data)
  4. hrondleman

    DDS File Support

    +1 for DDS (DTX1 & DTX5) support
  5. hrondleman

    TARGA file please?

    +1 for TGA+Alpha import/export support. Again, working in the games industry it would be very helpful to have a TGA export, while it is possible to convert, it does become tiresome when trying to adjust a texture to look correct. Having to convert a texture every time it is exported can be a large time waster.
  6. hrondleman

    smooth gradients

    I'm experiencing this too, and any help with getting around this would be greatly appreciated. I've found the same as rschaub, that the gradient tool on a pixel layer; rasterising a fill layer; and exporting all force dithering or introduce noise, even when disabled in the preferences. This is a pain for me as I'm using the gradient to encode non-colour data (in this case in 32bit floating point) which give a lot of artefacts when used on the GPU. The ability to dither gradients as an option per gradient would also be useful. Another thing I have noticed is that the effect is reduced and there is less noise if more colour stops are added in between the end points, going as far as adding a colour stop per pixel does not eliminate it completely though.
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