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Showing results for tags 'procedural'.
I have always wondered why 2D vector applications have not implemented a procedural modifier based workflow for design exploration and block-outs. The features could be implemented similar to warp groups, basically expanding upon it to bring a modifier based workflow. So perhaps this could be integrated into Designer in the future. It should at least include the following modifiers: Linear array Circular array Array on path Mirror (options for particular axis) Booleans (all the various options) Smooth curves Fillet & Chamfer (basically a modifier which captures any edits using the fillet tool to procedurally fillet specific vertices) Edit Vector (like the Edit poly modifier in 3ds Max, it should capture any edits to the vector object below this modifier in the layer group. It would then propagate any edits to the modifiers above. This can be used to make some manual edits to an otherwise procedural object.)
I think it would be nice to be able to store distort equations in a similar way to the procedural texture equations preset panel. At the moment it seems the only way to store distort equations is to either jot them down in another app somehwere, or store them in a macro. When you store them in a macro you lose the equation, so you can't go back to it, which is kind of annoying. I've currently got my equations building up a text document, but working like that doesn't fit the nice workflow that the other features have. Also, with the procedural textures panel if you accidentally apply before storing the preset you lose the equation, would it be possible to have a persistent edit buffer that populates the dialogue with the last equation you used, rather than it opening with a blank panel each time? It's really easy to spent time messing about to get an interesting pattern and then pressing apply to see the pattern properly (with the anti-aliasing in place), before saving it as a preset ... then it's gone, you've lost all that effort!
In the docs for the procedural texture filter there are lines like this: mapcui(T v, T edge0, T edge1) perlin(S x, I octaves, S persistence) What do the S and T and V's mean. I'm guessing V is for vector. What are the others?
Procedural workflow has and is growing and becoming a large driving force in content creation. Something I always knew would be make things very quick to iterate or change, and also keep things consistent and simple, would be referenced colors. So maybe your documents has a palette with named slots, and when you go to select a fill/stroke color, you can optionally select one of these named slots. Other fills or strokes can reference this same slot. Then if you decide you want to change colors later, you simple adjust this palette and every object using those slots gets updated. To extend this concept, it could almost be like symbols but for object appearance where you can have synchronized styles, that way all the parameters are shared, like stroke width, profile, etc.