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About kirk23

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  1. As game artist myself I would say an ability to save tga in export persona would be nice indeed but until Solidify filter( making edge padding within transparent pixels) for Photoshop would be working in AP , tga would still be pretty useless. I would save png anyway which are doing padding automatically and then convert them into tga in Xnconvert or something. So AP needs that free "Solidify" be compatible first or have its own working. So ideally we need not simply tga export but an option to make color padding or rather un-premultiplied tga export. Surprisingly a decade ago Photoshop 7 had such option for tgas for some time but then "fixed" it because many users considered it a bug. As of alpha channel manipulation AP already have everything you need actually. "Procedural texture" filter could make what exact channel each and every layer or layer group would be adding to. Just push "+" button there and it makes default zero expression and appoint that zero to every channel you don't need to be visible. That way you could pack any layer to a channel it should be influencing only. Not only alpha just any of RGBA. You still have to make grayscale values transparent before through "blend option" curve editing dialog since AP couldn't interpret gray-scale intensity as alpha directly It's all a bit too complicated but instead of making "composite alpha" editable I would rather want they would support alpha stacks using all available blending methods/math not only multiplying and "Layer Compositions" from Photoshop so we could set and switch in between color/roughness/alpha/ normal/height representation of a document and export them in export persona as same sized slices.
  2. Would be super cool indeed but I am afraid we wouldn't see it anytime soon. AP should support cross-layer linking first in any form. Besides the way AP open layered exr is pretty useless currently. It makes a gazilion layers from a typical cryptomatte ones. It's still possible to work with old styled material ID or object ID AOV/ passes by means of "Black and white" adjustment layer and its picker. You could pic any id color and by moving picker around turn it into white or black basically keeping only one thing white. Having it all in a certain layer mask stack could still be pretty non destructive. So it's kind of working but not even close to how cryptomatte process AA and blurred edges. Once you tried cryptomatte you never want it old way anymore. ps. I have a kind of an impression Blender would become a suitable image editor first , before AP or Adobe would implement it. In fact Blender have brushes and manual painting capabilities. It's pretty close to be a perfect solution to edit images. Wish somebody would do such an addon or something
  3. It's already better than Photoshop one and actually the main reason I use Affinity Photo. Still there is a room for improvements. 1. Make flip x and flip y options or just allow the scale gizmo to flip it 2. Make a wrap option so it could work for repeating tillable images on the edges of a doc without all the hassle to warp the doc manually 3. Make a special dynamic/live layer having same "patch" fusing/merging capabilities 4. I know it could be probably a life time project by would be super cool if such tool would use AI like those neural networks to be aware and follow a certain pattern it's trying to patch on.
  4. I know there are Nuke and other expensive video compositing soft but why wouldn't we have a nice set of tools in a simple image editor. I mean not for movies but just for a trivial image composing. Especially considering a usual photo is going to get depth channel as something pretty trivial too soon. The things that would help to make collages of photos and computer generated images. It all is perfectly possible just needs a few small touches to make it lesser of a pain in the.. 1. "Link related" /moving /scaling/rotating checkbox for sets of special layers involved in depth compositing calculations whatever parent each of those layers has. I offer it for layers marked by same color for example. Similar to "lock children" checkbox. It would help immensely to be sure a depth based compositing is always working right and you wouldn't mess it accidentally with a resulting "live" calculated mask for a certain object not following it anymore because some part of the mask stack had to be parented to another layer 2. Mask stacks with embedded docs still having 'edit" and "replace" buttons . Now I have to complicate my layer stack by having a redundant copies of such docs to keep them all linked. See point one. 3. Mask from "cryptomatte" AOV pass all modern renderer do. I know I could use "black and white" to make a mask from a certain color automatically but it just not always working as easy and simple as it should be, especially with cryptomatte kind of images where object or material ID colors often have very subtle spectral difference. I tried with LUT filter but it really could be something more straight forward like "ID mask" or something ps, I don't ask to make AP a full scale 2d composer with ability to re-light and re-texture CG elements or do complex camera matching calculations , just something basic that would calculate mask dynamically for proper compositing and color tweaking
  5. So you could make a copy of a same slice but with different set of layers on and off. Not a perfect replacement for Photoshop layer-comps but still would be very useful Would actually be helpful in main mode too but in export persona it seems just as close as it could be. Just make those slices remember what layers are set to be exported for each slice separately . So I could make slices : color, height, normal, roughness from same doc area
  6. As game artist myself I could say those two issues : channel packing and tga export are not critical at all. You could convert png to tga with Xn converter. Just drop in and push "convert" PNG actually have an advantage. You don't have to solidify it before saving as with tgas. And as of channel packing AP dev build already has " procedural texture" live filter where you could set to what exact channel any specific layer ads too. So you have your channel packing working perfectly ok already. In fact AP makes it easier to work with channels by showing you only chosen channel with just a single click and continue to work as usual while in Photoshop it's a pain in the a... because it switches back to rgb once you try to tweak something I would much more prefer they would focus on making AP truly competitive in a non-destructive style of working. Photoshop has transform links in between layers from different mask stacks /clipping groups which allow to do same thing "Height Blend" node does in Substance designer . I mean deep compositing with depth aware. APhoto is very close actually , just needs a checkbox, like lock children or something that would allow to select and scale/move every same color codded layer in sync whatever parent they all each be having. Another things is "Layer comps". They are super helpful in Photoshop to switch in between color/normal/roughness/height versions of a same doc and to export them automatically. Would love to see them in AP export persona. And to make me finally get rid of Substance Designer which I hate really notwithstanding its very flexible nature and where I feel like painting on a canvas with my hands handcuffed behind my back APhoto could just borrow open source node interface from Blender for " procedural texture" filter or just make a few typical things: height to normals, normals to curvature, min/max/distance, edge detection, gradient slope distortion, normal vector distortion. Gradient map we already have. Histogram scan is just same as levels. Well, with those I wouldn't even need any nodes at all. Or maybe do this procedural filter a bit more programmable. Currently I hardly understand a thing. ps, Also please Serif, make those color wheels in color panel RYB color model https://en.wikipedia.org/wiki/RYB_color_model Like what artists have been using since 17 century, with complementary colors selector
  7. It is a great feature in Photoshop. Would love to see it in AP and AD too. Not just a snapshot in time. Rather a doc style you could switch in a click, especially if y do several different images of same content. Textures for example. Color/height/normal etc. Would be nice we could just set a layer combination for certain slice, then duplicate same slice with different layers set with each one remembering what layers are on and off
  8. I love procedural texture live filter and would like to offer a few 1. normal map from intensity generator 2 curvature from normal map 3 distorting based on other layer normal map vectors 4 distorting based on other layer greyscale gradient / slope 5. "edge detecting Also would be nice to have a kind of inputs based on document layers. something like layer1 alpha + layer2 alpha - layer5 red channel . Substance Designer could be a good source of ideas of what might it be. I have to use this newly acquired by Adobe soft every day . It's very powerful but I hate how tremendously inconvenient and artist unfriendly it is really. This new "procedural texture" thing could really be a simple and easy replacement if only had a few right "filters" . ps. I see this procedural texture filter is kind of programmable but after trying to read the help I can say I don't understand a thing. Would be so much more helpful if it has a kind of node based interface where we, not codding people could just construct whatever we want. Something Blender style please
  9. I love the feature of color codding layers in the stack. Would be extremely helpful to have an option of selecting all same color-codded layers at once to move them around in sync. Would be actually more convenient than chain linking and unlinking them Phtotshop style. Let it be a checkbox in the layers panel or next to "lock children" Would be nice also to have "dublicate" do same / inheriting same color color codding from the original layer
  10. There is a useful feature in Photoshop allowing to unlink a mask . Would be nice to have in AP too. Also would be extremly helpful to keep "edit document" and "replace" buttons for embedded/linked docs put in mask stack. Now I have to keep it as an annoying workaround by keeping a copy as a normal layer which I constantly forget to do. Ps. Oh, it's actually possible to do right now, just not very obvious
  11. Like in Photoshop . the lack of them makes it is impossible to use APhoto in non -destructive way Photoshop is able to work. I mean its clipping groups where you could max, subtract or do any blending math within "dynamic" masks the clipping groups truly provide. I mean where you could add transparency of a layer from one group to any layer mask inside another completely unrelated group and keep this all in sync automatically whenever you would move initial layer/object /groups. Certain layers will always keep synced transforms whatever you do with its parent groups. Just make some indicatione that a group has a content linked elsewhere independently. Or maybe just a separate node based pane where we could link not only transforms but whatever parameter we would like. Mari style maybe.
  12. Sorry. I still don't understand how it's relevant to my feature request. I see no differences whatsoever. New pixel layer or same APhoto does it not synced each new time. Every next attempt it copies completely different parts of image to a same selected area you need to in-paint on every next layer.
  13. Could you elaborate please. I am not sure I understand. I need to inpaint not on a new pixel layer bit on height/depth grayscale layer I already have inpainting in sync with what I previously did on color layer. It never does it in same order / from same places next time. Even with macro recorder. Am I missing something?
  14. APhoto have a superior "patch" tool to Photoshop. It allows rotation on the fly. Would be super cool if we could have same algorithm for special "dynamic" layers adapting its colors and feathering edges to fuse properly into underlying background automatically. Maybe vector masked ones in Designer too