Jump to content
You must now use your email address to sign in [click for more info] ×

kirk23

Members
  • Posts

    721
  • Joined

  • Last visited

Posts posted by kirk23

  1. 2 hours ago, Hautemeal said:

    because you don't need to upload a bump map for the live filter to work

    No, my version  is no different in that regard . You can load  separate depth too  but can work  with just what's  beneath  + "texture" slider that adjusts normal map intensity/contrast.     The only improvement  I offer is the gamma  fix  for  8 and 16 bit per channel images . in 32 bit linear mode you don't need the gamma fix.

  2. Like Corel Painter has  . Only please do it accessible and exportable  in 16 bit at least . And having  depth info for nozzles  too.  

    Plus a special separate blending modes for  the depth: add, sub and depth combine/height blend when depth channel mixes using lighter  (MAx) blending and at the same time provides a mask for  other channels. ( the math is simple like 2x2 really)

    Plus an auto masking  feature for brushes when they would paint in cavities or bumps  with a curve based tweaks.

    It all could almost work that way right now . Well, except nozzles.  Just requires a painful setup  and  insane stack of layers.   So do it a proper and elegant way like  being just an extra channel   please.

    ideally 8 bits in RGBA and 32 bit in the depth at the same time.  You are already supporting  exr files for nozzles . just let the soft read the depth  from them too. 

    With your nice live lighting filter it could work super  natural altogether.  Well, maybe  an extra feature of casting shadows  from the bumps  could be nice too.

    Could be a huge advantage over Photoshop and even Painter where  the depth is inaccessible and mostly  useless . Not sure why they can't do anything right with it for decades.

    ps. I am not asking for another Zbrush  here , just simple things really.   would be super helpful not only for impasto painting but for texture works too , focus stacking  etc.

  3. 17 hours ago, DarkClown said:

    I with for a non-destructive(!) Frequency Seperation filter.

    Any frequency separation technique is just a fancy name for blur / kernel  math   down to what software actually does really .   You already have plenty of ways to recreate it live starting from Hipass  live filter  which itself is also re-creatable by blur, blending and opacity sliders.    People do it since ancient time of  first iteration of  pixel processing software.

    Whatever  some tutorials suggest it's all the same  basically  just with different level of convenience.   

    In one word try Hipass live filter   applying it separately for each of RGB   and blend option curves

  4. On 11/14/2022 at 3:28 PM, Kal said:

    V2 may have brought some cool new features, but it has only brought modest improvements to a few of the features which matter to me the most, while other issues have been overlooked completely. Having waited so many years for the first major update, I have to say, I'm pretty disappointed.

     v2 is a nice step forward indeed  and in the right direction.  The problem  it's  not big enough step. With that pace we would have to wait our whole lifetime before we get truly modern non-destructive image editor.    Non-destructiveness is what I need for the first hand  and we still can't link pixel content without  rasterizing bitmap first killing  its link to its original source.  

    Procedural filter is still in a baby stage , no sampling  other layers except beneath one  , nothing  truly helpful beyond noise texture.

    I just hope Affinity wouldn't stop to develop the program itself and do only AI filters  like Photoshop seems  to per-occupied now.    I am so much more disappointed  by recent   Photoshop release.  

    For simple like 2x2 image compositing   we still have to buy Nuke and deal with  this typical node puzzles    even if we don't need any animation at all .  

     

     

  5. Interface changings  are usually just annoying  pain in your a.. Never helps a bit  . I couldn't recollect a single  case for any soft at all.   Contrary it always  makes you new puzzles .       Never understood why software devs insisting on this.    Software interfaces of 20 years ago  was already perfectly fine with me.  

      It's not  like in a typical market  when you buy same crap again because of new shiny  box and cool buttons.

  6. Affinity photo exports  those files with alpha channel just right . V2 at least.     In v1  it was also perfectly possible with a simple trick.  

    The problem is not what Affinity export.    The problem is that when you open the file back to Affinity photo it multiplies black over rgb values  of  pixels having perfectly zero alpha,  Only over those ones.    End this needs to be fixed for sure. 

    ps. V2  doesn't do it for exr files although.  floating point images being opened perfectly right too, without those black holes

  7. 22 hours ago, ThirtyFiveThousand said:

    If you want to put a logo on a 3D object, then why not just put it on a 3D object?

    I meant not 3d object but rather 2d image,   computer generated . Basically rendered picture.  Why I need to  modify 3d scene  and render again when it's simple and  easy to  just distort  a logo  to match  something perfectly using depth   or UV AOV if they have been included  in your render.     No guess as with manual  mesh wrap.  Try to use  that mesh wrap to make a logo following something complicated  ,  a waving flag for example.     Still the mesh wrap is a nice addition too indeed.

  8. 11 minutes ago, pixelstuff said:

    This is really where artificial intelligence can perhaps make a big difference

    Yeah  but currently it can't to do it even with the sky reliably based on Photoshop. Along  a horizon line where colors are somehow earthly already , a dusty haze of some sort it  doesn't work that good.     People , cats  are totally ok.   And that's all.       Anything I ever needed for my job  . no chance.

    Resent new Photoshop version with better cloud  AI  option  didn't make a slightest difference.   I wish they would rather focus on their super outdated layer system, 32 bit support and slow like hell smart objects.  

  9. Mesh warp in nice indeed  but I would prefer they would do  direction control (both manually and  by texture input) in live displace.     Displace is so much  proper way to deform 2d Image.     Even better idea probably is to use UV coordinate AOV image  to place bitmap  on a necessary shape.  Another live filter probably.   Like everybody do it in 2d compositing .   You want to put a logo on 3d rendered  car in a movie post render , nobody would  ever want to do it  with mesh deform  especially when you need it in 2k frames.

  10. When you record a brush stroke in a macro it  allows to chose diffrent color.   Could you allow as to chose different brush  please  so it would be executed with a new  brush , but keeping all the nozzles at exactly same position and scale .  Or be able to stay as separate objects  if brought to Designer . So the brush could  scatter small  bitmap objects.

  11. 1.  Can we have  nozzles  in Designer please. Spline bound .   Please, please,please   🙏    With lighter blending in between each of them  rather than  different strokes.   With a blending choice set for each of RGBA  channels separately.     So it could be add for the green  , MAx(lighter) for Alpha . multiply for red   etc.   All saved in a brush version.

    Also please make  image  brush  in Designer   to have    several crop lines so we could  set several special blocks that would alternate along the spline randomly. Come-on , we have similar feature in former Seriff product.   Why it felt under the feature cut at all?

    I recall Expression had it back in early 90th.

    2. LIve displace  needs  direction control, badly.     I see some red/green  vs sobel choice but see no difference at all .  Am I missing something?   A sound  way would be using red/green as direction vector  and  blue as shifting distance   multiplier  IMO.   Or gray slope as direction. 

    3. We almost have layer comps now  with  HIDE and HIDE OTHERS . Now could we  have some auto -exporting mechanism  for this.  Slices that  can  remember layer visibility maybe?

    4.  Bitmap fill as drag and drop could be  super helpful if the fill would stay in same place when you reshape the shape and do boolean operation using shape builder.    Make it by first selected  for example so  the zero  UV coordinate would always stay in top left corner  by default  of the first selected shape  .   Look at Xara for example .

    5.   inner glow FX having erase  blending mode   working to current  object only . Aka edge feather  slider.

    6. live rasterization adjustment layer we could  use as a source  for pixel content linking.   into masks  for example or as "virtual" layers.  Usable as a source for live pattern layer  maybe.

    7. Cryptomatte live mask   for 32 bit mode. Not like exr-IO  plugin with a mess of gazillion layers  but rather  just  live object picking from a colored preview with your typical split view.  

    8. UV red/green  gradient into  picture  placement   live layer .   To reapply other materials on  CG rendered picture.  maybe just a displacement version.

    I believe  those thing would make Affinity a real competitive advantage .

     

     

     

     

  12. On 11/12/2022 at 12:57 AM, drstreit said:

    the quality is doubling every 4 weeks

    I probably use other AI   but  see no quality changes for years already.   They are  all same ridiculous  as AI assistants in a bank.     Still wait for something  AI based  would  appear and make life of  videogames industry  artist easier .     All I ever seen in UV unwrap,  3d modelling, texture creation are so  stupid  and so bad  I stooped to even care . No hope at all.     Even Photoshop AI selection that could be used theoretically to select some  photography features to make  proper roughness  texture from same photo  doesn't work AT ALL  with Ai selection.     No use  whatsoever.

×
×
  • Create New...

Important Information

Terms of Use | Privacy Policy | Guidelines | We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.