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kirk23

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Posts posted by kirk23

  1. I find it too hard and slow  to copy/paste into channels manually.  Affinity Photo has a natural way to pack channels    same as Photoshop  by just setting  into what channel a group or layer would  input too.   Do a macro  that creates necessary  layer structure and then it will always be just one click.

    They added  "hide" and 'hide other"  for selected layers   that   together with select same tagged layers  works kind of similar to layercomps in Psh. You can quickly switch in between  color/normal/roughness  of your document .  The export is still manual although.

    They added transform links  like chain links in Photoshop.   So you can link color/normal/roughness layers  to stay always in sync  together  whatever different group they need to be in.  But you have  uncheck auto select groups  and never select and move a group . If you do it ignores those transform links ( contrary to PS)

    They fixed the displacement more or less although you still can't control  direction of displacement. Nevertheless you can do a kind of erosion effect on height image  by doing a series of 1 pixel  displacements  gradually fading  one after another ( if you record a macro) . Same as the slope blur in Substance Designer.   

    Affinity photo still makes black holes to any open tga  or any file with alpha  where alpha is zero.     No fix for that.   You can avoid  to make one while export  by adding some 0.00001  alpha  value  beyond  what 8 bit  file can handle  but the black hole is still there when you open the file back.  

     

     

     

  2. I need an option to draw 32 bit UV stripes  in Designer to use them as a deforming rails for scattering small  alternating pictures  within same  stroke   after export/import to Substance Designer etc.    Well, since it's not an option in Designer.     Just let a brush be any bit depth we need .

    image.thumb.png.12aed45c608e0cc909872a5ac5709d37.png

    Something like this  with a brush being   32 bit exr please.

    Would actually  be super cool if we could use nozzle brushes in Designer too. The ones that could stay tweak able post fact and where we could replace the nozzle pictures , choosing another saved brush.   Not rasterized instantly.    It's a huge missing point of Designer.    I loved how I could do it in Xara  20 years ago.    

  3. I  mean things like compound or luminosity masks have been perfectly possible before . Mostly just a new interface.

    So what's relly new ?

    I found so far.

    1. bitmap fill  ( although it  doesn't make the fill stay on place  when you do boolean  on vector shapes  like it was in Xara ,  neither it allow to feather edges  while  keep the fill intact so not that much helpful

    2. Transform links .  A great feature indeed until you select a group accidentally  and break everything apart again  contrary to Psh.   Still works fine  if you auto-select layer, not groups.    No pixel content linking from groups/a kind of  live rasterization into a "virtual layer"  .  I hoped for that very much. Could make the soft rival any node based solution if  would be working that way.  Sadly  isn't.

    3. Normal map flip rotate and intensity  live adjustment layer.    Nice  but  i would prefer  height to normal map  one.   Without it   all those rotate and flipping is pretty useless.   Lighting filter makes normal maps from height with wrong gamma in 16 bit and with edge artifacts.

    4.  Hide and hide others in layer panel.  Cool indeed.   Now we could select  same named or tagged layer   and hide others.     A kind of poor man replacement for layercomps in Photoshop . I'd love  they add  auto-select same tagged in selection drop down too. 

    That said layercomps  are so much better  and so much more convenient.   Still no way to export such "layercomps" automatically  in export persona. 

    5. Live displace. they kind of fixed it.   Now works same as in Phototshop  if done over 16 bit grayscale depth  image.    Too bad you  can't select a vector of displacement . I offered to use  red/green as direction and  blue as distance  and they make  some red/green choice but  seems it doesn't work that way.   

    Would love they would do gradually fading series of 1px displaces  . A kind of a version of  "slope blur" from  Adobe Substance Designer.  We could probably do it with macro  but it would be a huge messy stack . Would love it be just an option  in displace filter

     

    It's all I found so far.    Anything extra?   Hoped for a an improvements in  procedural filter but nothing new I could found there.

    Anyway thanks Seriff for improving the soft .  Adobe does nothing at all  for a decade already  pursuing  that useless AI  features that helps you with nothing.  Hope they would fill the rivalry and wake up too.

     

     

     

     

     

  4. Would love to see 32 bit UV    X /Y gradients rectangle picture    as a curve  driven image brush  to be then  used as a rail / curve deformer  for any kind of pattern, texture or curve based scatter  after export to a 2d compositor.

    Using only  8 bit png as an image brush doesn't work at all , not enough precision for UV.   What the purpose of having 32 bit vector editor with only 8bit brushes/gradients?

  5. My main tool for my job during last 10 years is Adobe Substance 3D Designer .    But I can't  express enough how unhappy I am with it . I hate it deeply.     It's a huge time sink for nothing.  Extremely artist unfriendly.    Everything seems done most inconvenient way ever possible.  

    Absolutely everything, even UI .   

    And I know it well deep enough.    Had to redo every  node  to my owns  through years . Had to construct a tone of my own pixel  and value  processors  + custom functions and yet it's a huge pail of crap where  every subtle artistic  tweak  takes you hours for figuring out this notorious "macaroni monster",  "exposing" parameters and tweaking functions math.      Finding lost dependencies is another crazy challenge there.

     

    So Serif please do  your version .  A one that could work in  cooperation with  Affinity photo or rather Designer .  An advanced procedural layer.    I'll buy it happily whatever it would  costs  if it would be just slightly more convenient or just would update quicker  like your embedded  docs vs  smart objects in Photoshop. Not sure why I still even pay Photoshop subscription.    New release  few days ago and nothing helpful at all. Only that useless AI shite.

  6. Imo we need not each layer exported but rather  a compositions of layers .   Like layercomps in Photoshop.   It could be  working just fine if we could do copies of slices  and make them remember each own set of layers , effects , blending modes   including ones inside embedded or linked files.   

    Exporting form  Affinity is so much a pain in your ass really.   

     

  7. 4 hours ago, drstreit said:

    Disclaimer: I am complete amateur with creating seamless patterns, so a question to your expertise: Would you mind to have a look at https://barium.ai/dashboard , maybe register and try out some patterns and tell me if that is something you see as being useful?

    It uses the Stable Diffusion model (the only one to my knowledge that you can easily deploy locally), so its quite accessible and extendable.

    Well, that's new for me.   I have tried it.    Nope, still  useless toy  but at least it tries to do height channel .   The problem  it's blurry as hell , as well as   diffuse textures  too while in videogames the textures should be  like a pixelart , not a single pixel wasted for nothing .     Results are repeating  as hell  either and looking  super surreal .    

    In a word   even Adobe Sampler AI is way better , at least it can  do pretty well a limited number of subjects .   A sand with with small pebbles  for example.   For some uncertain  reason it's only matter AI  texture generators could do well.

    My guess if AI do well in the field we would hear a huge buzz about it from every game developer and CG artist.  But  all the buzz is about Substance Designer mostly  and how cool it is with its procedural pipeline.    Wish  we would have a taste of it in Aphinity.   Just a few touches to its procedural live filter maybe so we could really use it that way. Not just a name.   IMo it should go ahead of all those AI toys

    I recall  there was a buzz few years ago about some game where  they used  AI assisted animation  where  AI did 80% of the game animation.   It looked so crappy  players complained non stop.   Now Nvidia  tries to do something like that .  Perhaps we will see something good  from this field.  

     

  8. On 9/25/2022 at 12:41 PM, DelN said:

    Hi kirk23,

    I haven't used 3D software for a few tears. I tried Max in its early years, Cinema 4D for a few years but that was 5 years ago now, Bryce (but that was many. many years ago, and it was very amateurish (I couldn't afford the £2,000 for Max then). it was a very surreal interface and the results were not very good. I loved Vue and Plant Factory (for creating plants), but they were bought out by another company (who absolutely decimated the number of users they had by not updating the software, not giving information, just hiding away behind their website for a few years. When they did announce an update, it was to be on a RENT-only (they call it, 'subscription' like Adobe. But it means 'Rent'; if you stop paying your subscription - you-re out, mate!)

    You certainly know your stuff!😊

    I'd be interested to know what program you use to create your seamless textures (or do you find them or purchase them online?). Personally, I have always used Painter - from version 5.0, years ago - but Affinity Photo has the amazing Tile layers, which I find easy to use, also I use 'Affine' to create seamless textures and amend them, ie. painting out the join lines (vertical and horizontal). But I guess you have checked out these methods and know more about it than me, working in the gaming industry.

    But I just thought I'd mention it.

    The 'Dream Textures' plug-in for Krita and AI-text to image software in general is perhaps not the right tool to be creating the quality of seamless textures you require at the moment. The technology is still in its infancy. But it's coming along leaps and bounds and many people are working on the software in the background and they're getting funding from big companies who see the potential of this new and exciting technology.

    I'd love to see some of your work. Send a link. I'm sure it would help and encourage other young Affinity Photo/Designer users who want to get into the industry.

    And I agree with you entirely... coders - not all of 'em - create what THEY envision the end product to be (despite being given a detailed brief and having endless meetings), and the prototype they have spent many months developing is often far from user friendly and is often lacking in design and functionality. 'Ah well,' as my mum used to say, 'it's all for the sake'...

     

     

     

    To share any work I have to get my company permission first.  Don't  have  any portfolio  for 20 years already,  just no time to do something outside of the job .  But it's mostly scene environment  stuff anyway.  Nothing  spectacular.

    As of seamless textures  I use Substance Designer  and  Painter  mostly.   They are industry standard now .     Since Photoshop released  pattern preview I  use it  to do    photogrammetry based textures   tilable sometimes,  thanks   to Photoshop  patch and content aware move  tools  +   record-able actions.    It is simpler and you have more control than with any of AI  tools I tried so far.      

    Perhaps they are in its infancy state , yes   but I am waiting for 10 years already and  nothing  really helpful yet.   just toys.

      Affinity Tile layer is nice but kind of useless because of a number of Affinity limitations.    it's destructive  and you absolutely need   non-destructive tools to do  tilable textures now.  

     There is no convenient ones  unfortunately . Adobe Sampler  was a try to do one my guess but it's a pathetic fail imo.       

    Also a half of my tilable textures is a bake from 3d software.   I use ClarisseFX  .   It has lots of easy  tools to scatter small things around and  nice baker .    Much quicker and better quality than  that non-stop pain in your ass  Substance Designer is .

     

     

  9. On 9/21/2022 at 6:53 PM, DelN said:

    'Stable Diffusion' AI tool now available in Blender.

    Dream Textures...

     

    I haven't tried this  but the video itself  don't give me any incentive to even bother  trying.    It perfectly illustrates my disappointment in AI tools for textures .   Totally useless . Even  so simple subject as brick texture is visually repeating like hell.  Bricks are deformed  etc.

    And all this before the fact that color RGB textures  is a last thing  you care about when create  any material for  games or movies.   It's depth/height  texture that is a base to everything else.  A thing you derive color , normal, roughness and everything else . A core thing of any material.     And AI so far are pretty bad with  generating height .  Just try Adobe Sampler AI.  

    I am really looking for  de-lighting AI  but so far haven't seen anything good.    Removing lighting and shadows   from photogrammetry source images  is what could be a perfect AI  purpose   but I have yet to see anything  useful.   Well, actually  not from source images , they would  instantly turn to be useless for photogrammetry after that  , rather from final texture.      Any modern albedo/color texture should be deprived of any  shadows  or shading information at all. It should look very flat and incontrast , just a hue variations and that's all.           And all AI  tools I have seen so far just  do ancient old hipass  on them , nothing good.

       Perhaps it's not even an  AI  issue,  rather people who code it.   I have to talk  with  graphics programmers a lot at my job and  usually it's like a talk in between  blind and deaf.    Programmers who spent their whole life codding  visual  stuff   often don't see an absolutely obvious things . That is always  make me kind of stuck since  I often  even can't find right words  to explain something because its so damn obvious and self revealing . 

    Same reason probably why all the  non-AI  tools for creating CG content are  looking like been created by mad scientist . You spend your whole life trying  to figure out their crazy logic and deal with their  monstrosity .

    I once heard a story that still amazes me.  An artist turned businessmen  in US invented  lead paint tubes in 19 century . A metal known since antiquity. Before artists used pig bladders to keep their paints from drying .  Doing small holes in such bladder evry next day.   And they did  it for DAMN five  if nor more centuries .         I very much hope  AI wouldn't take five centuries to be  useful :)

     

     

  10.  So far  I used  a few AI  tools :

    Simplygon    - nope, it's  still easier to do lods manually.   Simplygon, while now a part of Unreal,   still couldn't work efficiently  or does it for a few  typical subjects only.

    AI selection in Photoshop  - nope , works ok only for kittens  and faces, nothing I ever needed.  Couldn't recognize a thing beyond those few subjects .   Other  AI tools in Photoshop is totally useless for me .

    Ai keywording services for DAM soft.   -  do a huge mess of keywords . Same issue with recognizing subject as with AI selection in Photoshop.  Works fine for people  faces and that's all. To bad I never needed that.

    I have been subscribed to what now Unity art engine  for a year.  

    Probably the best AI tool for CG and textures  for the moment  .    Hardly used it at all during the year   because other then  for a few  very specific tasks it was pretty inconvenient.       Slow , not good enough preview, always doing anything but what  you actually wanted.    Lacking any perception how  repetitive the final material is looking.      I preferred to just use patch tool in Photoshop  instead of all that cool AI  material regeneration.

    As much as I hate Substance Designer  it still miles ahead and much more useful  without any AI  even considering its pixel processor  and Fx nodes are surely  codded by mad scientists.

    AI material  from photo generator  in Adobe Sampler.   Well , for high quality materials  not a chance.  Works fine only on very limited subjects and  the soft is inconvenient as hell either.

    Videogames  materials  have lots of limitation you have to constantly  find workarounds for.  Not a chance AI could do it for you so far.   

    AI unwrap   in Substance painter, Never worked right. Works like a rookie  doing its first UV unwrap in Blender . Totally useless.

     

    In a word after all that fuss   I am so disappointed with AI .  My impression it's good only for deep fakes and that's all.

     

     

     

     

  11. I se

    43 minutes ago, drstreit said:

    And last sentence: As I like to visit the Basel ART each year, I habour some doubts if your expectation of creativeness, exploring totally new fields of imagination, boldy go where noone has gone before that you demand from our field is really the barrier that every artist has to face these days...

    I stopped  visiting  things like that couple decades ago.   IMO it's just a visual  information  noise . I agree it's a kind of fan to create .  I instantly recall a nice smell of paint  from my old art school, a cool feeling of easy and limitless creative freedom .        But now I think  about it just that :  an information noise.

    And where  AI  soon would be dominating  probably

     

    Now try to do a good looking tree models for a mobile game.   From speed tree software for example, a best available.    Looks like crap , right . textures looks like crap too.

    it's where you to  need your brain,  need to recollect all that boring  descriptive geometry courses , vector 3d math  and that short 3d graphics theory course  in  your art school   you thought you would never need in your  supposed glorious art career  etc.   

    IMO it's where true creative and inventive power necessary and where AI wouldn't help you at all.  So far at least. 

       Years after  my most regret  is that I myself have paid not enough attention to all those  short  ancient geometry courses  in art school they considered one of  "free arts" .    My thoughts was  it's not I am going to use ancient Romans  mathematics and geometry  to build   Pantheon dome or something, neither  architecture was my specialty.    Surprisingly ,years after It turned out it's a knowledge I had a good use of ahead of anything else.

     

     

     

     

     

     

  12. Few years ago I was super exited  about AI .  Hoped it could help to get rid of  lots  of annoying  routine.  Would make human interaction with a computer much more  simple and let us focus on creative tasks. 

    Nothing of this have happened since.    I admit AI  perhaps succeeded in a few very narrow tasks  like coloring b&w images  and de-noising   but mostly AI is a few  useless toys , not helping a bit.   In many cases it rather annoying   like AI selection  always selecting something  you don't need really .      Same with AI usage in other  fields of  computer generated graphic:  AI LODs , AI unwraps , AI  3d modelling     etc   where it's often stupid like a rock  and  also rather annoy you than helps.    Pretty much like  AI  support in your bank.

     

    My impression  it will take hundreds of years  till we get any helpful AI  really  and it  dangers only those kinds of jobs where  you couldn't stress  your own brain at all.   You indeed  should get rid of such job asap .      Including  some   brainless art generation tasks.   Like those where you could call anything an art and that in fact was just a happy and fan random canvas smearing or random photo or fonts compositing .    

     

        When it comes to something  where a good taste,  a good sense of nuances , something of a true inventive  nature like  3d animation,   video games  and movie graphics,   fashion and costume design,  something with clear understandable  criteria where you have to find a way to overcome limitations ,  any field where you should solve unsolvable  and   hopeless tasks  and nobody but you could invent how to do it ,  in such fields  AI  is still  totally useless and been a huge disappointment during last decade. 

     

    Any content  creation  software  is  still tremendously  inconvenient  and a huge pain in your ass to use ,  and at the same time not that flexible at all.   It all looks like  mad scientist nightmare ,  totally artist unfriendly   , illogical   and  over-complicated.     The adjective "convenient"  next to "software" still  sounds like dry water , an oxymoron  basically .        I wish developers would focus on this issue first.   

     

     

     

     

     

     

  13. 52 minutes ago, Alfred said:

    I know that the term “albedo” relates to reflected light, but I don’t understand what you’re asking for here.

    Was that a typo? Did you mean to write “from [the] illumination factor”?

    yes, I meant something like this  http://www.cgchannel.com/2019/06/tandent-vision-science-launches-lightbrush-cloud/

    I had this soft on mac . It never worked that good as on the  picture and now  is dead I believe.       Something AI could do probably 

  14. I'd like an AI that could separate albedo  color form illumination factor  , remove unwanted shadows,  increase resolution ,   recreate Z depth  .    But still haven't seen any of such things in any other programs that could do it good enough to  be of a real help.   

    Even AI selection  that could be  really helpful  works very so so  in Photoshop for example and doesn't help a bit really.  Rather annoy  you like AI  technical support in a bank.

    The whole AI neural networks thing  is a total disappointment  through recent years.    Other than deep fakes it looks like incapable for anything useful. 

     

    So I wouldn't waste time and focus on gazillion  very basic  missing things  they could improve without AI involved.   The soft still has  so huge gaps  in features  I still can't use it for my job and have to use Photoshop to fix files  from Affinity photo.  

  15. 19 minutes ago, Pšenda said:

    But then a DAM (file manager) would be required, not a file viewer.

    Well.   if windows explorer could write keywords not only for jpg   and Finder could do hierarchical tags    it could be well enough probably   without any special DAM .    But my guess it's nothing Affinity team could do about.

  16. My guess OP mean something with basic key-wording , rating, metadata   and a search based upon , something at Adobe Bridge level at least.       Not those horrible file managers both Mac and Windows couldn't make  useful for decades for some uncertain reason.      But I definitely prefer it would be on OS side  rather than Affinity one.

  17. Nvidia  has a free  standalon soft available  to convert files to DDS . Perfectly same  as Photoshop plugin.  But of course it's an extra pain in your a...  by  saving a second time each time.

    And we need first to  have that zero alpha black holes  multiplied on rgb colors   fixed IMO before even   think about using AP  for textures

     

  18. Basically a layer  rasterizing content of a certain group.   To use the rasterized result elsewhere.    This would allow to use linked and embedded layers as sources  .  We could also be able to have complex dynamically calculated masks  instead of copies  of huge stacks of layers.

    It would simplifies  the main layer stack a lot.    Would make it same flexible as any node based editor .      To speed up calculations it could be  working on demand only as an option   , with  "update linked " button or something , if  too many layers would make it too slow .

    I'd love also a certain color  code for chain image  in layers panel/pane.   The whole pixel content is red, opasity only is blue   etc.

    Also please , add transforms linking  as an option  for the linking . It's so much missing  there.  It's actually the first thing that should have been  getting this whole  linking idea. 

     

     

     

  19. Layercomps is a great tool in Photoshop.    Together with scripts it allows to keep track and  save  multiple versions of same document  automatically. by just single button .  While in Affinity it's all same annoying routine.

    if layercoms are patented or something  just make overlapping slices at export persona  keeping each its own set of layers .

     

    Or just make " select same tagged /named"  inverted  command so we could select all layers except certain tag /name and switch them off.   Ideally in all linked, embedded  docs too in sync .  

     

    Would  allow to get rid of so many  tedious  save /export   routine .      That export persona doesn't help me a bit currently

  20. We already have live displace filter  and  it could be  a perfect replacement to any manual mesh warp   doing  basically exactly same thing :  warping the image .

    But weirdly it works all the way wrong  vs  same thing in evry other  soft.   Doing kind of opposite shifting on the  left and right side.  Not sure why.

     

    All they need to do is  fixing  that displace filter   and  make it sample  form 3 channels of "layers behind"     Red and green channel to get shift direction /vector and  blue channel for a  distance of shift.     Sure it could be an hour of code tweak   since otherwise it's all already working. 

     

     

     

  21. The ability to open layered exr files is cool but missing  one important thing.   We need cryptomatte tool to produce masks , preferably interactively working .     Better  as procedural filter  with sampling  capability    that would produce masks  by clicking on something only when necessary.  Would make  it another competitive advantage over Photoshop.

     

  22. The way I could displace/distort  pixels in direction set by  RG of some vector /normal map and distance  from Blue  value . In a word a sampling mechanism   from another layer /image or  rather groups of layers.

    That only thing would  turn it into really procedural image editor .   Maybe not as advanced  as Substance Designer but   I would instantly switch  to  Affinity   anyway.      I so much tired of  that nodes only things  and all the quirks of  those pro tools  where I really need just  simplicity and convenience. 

     

     

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