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

Search the Community

Showing results for tags 'linear gradient'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Affinity Support
    • News and Information
    • Frequently Asked Questions
    • Affinity Support & Questions
    • Feedback & Suggestions
  • Learn and Share
    • Tutorials (Serif and Customer Created Tutorials)
    • Share your work
    • Resources
  • Bug Reporting
    • V2 Bugs found on macOS
    • V2 Bugs found on Windows
    • V2 Bugs found on iPad
    • Reports of Bugs in Affinity Version 1 applications
  • Beta Software Forums
    • 2.4 New Features and Improvements
    • Other New Bugs and Issues in the Betas
    • Beta Software Program Members Area
    • [ARCHIVE] Reports from earlier Affinity betas

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL



Member Title

Found 4 results

  1. Hi, I often find myself wishing I could make a linear gradient fill be curved rather than, well, linear (ie. a straight line). Wouldn't it be cool if you could add a node or nodes to a path perpendicular to the gradient fill path with control handles which could be manipulated as when using the pen tool in standard pen mode to create bezier curvature to the shape of the gradient fill....... In case it's not clear what I mean, I have attached a quick mock up where: A is a linear gradient fill applied to a straight object to give a 3D effect of, say, a pipe B. is the same linear gradient applied to a curved object (the 3D effect achieved in A. is lost) C. is the gradient following the curve of the object (shading done for this illustration using the brush tool on a pixel layer) where the red line is the bezier path and the blue line the gradient fill path Just saying....... 🙂 Thanks guys !
  2. Hello All, I have been inspired by a thread I started this morning on Basic Procedural Texture Deconstruction to allow beginners to see into the process and the math to be able to create their own Procedural Texture. I thought sharing some of my documentation would be a good place to start and fortunately videos are available at Graphicxtra.com. They are a great resource. Unfortunately, not how I got started, but, I am so happy to have found them that I will start seeing if I can work through an entire video at some point. For now, I am still figuring out that gradient macro workaround and this is a linear variation that introduces another formula in a unique way. I hope you like it as I hope to expand on this one a little. LINEAR V2.0 Formula: smoothosc((c1*rx-d1*ry)*a1/w,b1) smoothosc((c2*rx-d2*ry)*a2/w,b2) smoothosc((c3*rx-d3*ry)*a3/w,b3) Inputs: a1(R),a2(R),a3(R) lines b1(0,1),b2(0,1),b3(0,1) hard edge c1(-1,1),c2(-1,1),c3(-1,1) horiz shift left, right from center d1(-1,1),d2(-1,1),d3(-1,1) vert shift up, down from center For now, this produces linear gradients that shift left or right, up or down, rotate limited( this happens when using the horiz shift and the vertical shift at the same time). The R,G,B creates multi colored gradients. This layer is non destructible and applies at 50 percent grey coverage at 100 percent opacity for choosing color gradient. Set blend mode to overlay or soft light to see image and adjust transparency to taste. T V - LINEAR PT R,G,B V2.0.afmacros Enjoy and Experiment - T V NOTE - I started a new beginners supplement to the Procedural Texture Help section in the tutorial resource section. You will be able to find more examples with free Macros and my attempts to break them down in understandable ways. It should help others become a little more comfortable with this incredible process. Future examples will show up on the tutorial forum page...
  3. With a little help from my friends, I offer a fresh look at linear gradient procedural texture formula. Yes, it happened in a flash this morning, so, examples will have to follow. This is complete with some exceptions that I was experimenting with a little last night... V1.0 Creates very controllable R,G,B linear gradient with edge hardness, contrast, tint, tone, etc. V1.0 needs wants desires 1) Point of gradient spread. (It should be represented as a fraction from location point rx, ry -/+.) 2) Scale controls.(push left/right/up/down) 3) Skew controls.(angular push) 4) Rotate controls.(being able to use angle input or elevation/rotation controls would be great, my current rotation is very limited 45...yes, I know) grad 100 grad edge 25 grad edge 50 grad edge 75 grad edge 100 contrast 2 contrast 5 contrast 8 lines 2 lines 3 lines 4 lines 5 lines 5 edge 50 lines 5 edge 100 blue 100 blue 100 redt 50 blue 100 redt 100 redt 100 redt 100 edge 100 * It is important to note that red, green, blue (0,1) controls base or areas of gradient with no color, redt, greent, bluet controls gradient color. The gradient is expressed at a rate of 150 percent coverage of width. It could be removed or controlled by a variable. This macro is 100 percent non destructible and does not use the R,G,B image information in its calculations. Use transparency and blend modes to taste or add a white pixel layer under procedural texture layer, merge visible, and use that layer as a gradient. I am currently at a loss as where to insert the formulas for scale, skew, rotation without completely altering this in undesirable(controllable) ways...also, is it possible to batch process pixel layers? Macro will not export... Experiment and Enjoy - T V T V - LINEAR PT R,G,B V1.0.afmacros T V - LINEAR PT R,G,B V1.1.afmacros T V - LINEAR PT R,G,B V1.2.afmacros Examples to follow... ***V1.1 replaces fixed spread of gradient to 100 percent of width. Created variable r,g,b (0,1) controls shiftr, shiftg, shiftb for horizontal shifts creates multi color gradients. A limiter may be necessary to slow the shift progression. Offset rx, ry variables might be interesting for greater variation... >>Originally set for horizontal image. Running this just now on a vertical image the gradient just needed to be shifted over. Turn on edge hardness to hard. Use the edge(center of gradient) as location point that you center the gradient too. Dial it back to taste. 1.1 grad redt 25 redt 50 redt 75 redt 100 V1.2 creates R,G,B variables for hard edge and contrast to add more edges and brightness...Interesting since this has no (ry) I am not sure how to put in an (rx, ry) shift to create that 3D offset...looks like I can now have my own Rothko and Richter...new ideas keep coming... > NOTES - Experiment with R, G, B channels combinations by turning the channels on or off. Creates different color combinations. Change R, G, B channel formula rx to ry. Creates horizontal and vertical channel combinations. Rotation and offset would enhance angle of color. Rings or other shapes would be interesting. Combining using differing formulas on differing channels((R)rings, (G)linesH, (B)linesV),etc.. Question...How much is too much? Simplicity is probably the route to go when these get cleaned up(more digestible). One set of controls and have plug in effects... Examples to follow...
  4. Just got the attached effect. Line for gradient plus dotted around to parallelogram. Add rectangle Gradient tool, draw gradient. Delete rectangle layer. Add a new rectangle. Select gradient tool. Ole - parallelogram appears. Playing around with it, you can drag the dotted parallel line. After a bit, it mysteriously disappears. Feature? Bug?
  • 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.