kirk23 Posted February 4, 2021 Share Posted February 4, 2021 1. height to normal map 2. height to cavity / curvature map hipass based 3. height to ambient occlusion 4. normal map vector to pixel shift /distortion with loop iterations /fading trails 5. some basic pattern generators in procedural filter like bricks Quote Link to comment Share on other sites More sharing options...
rschaub Posted December 30, 2021 Share Posted December 30, 2021 all of this would be possible with procedural textures, if there was a way to access color values at a certain coordinate. I'm not sure if this is already possible, but I found no way to do that. Something like R[x+1,y] - R[x-1,y] // access color channel R with relative offsets of (-1, 0) and (1, 0) would open up a whole world of possibilities for procedural textures. This would require access to the current coordinate (x, y) if R[x,y] samples the channel at absolute coordinates. kirk23 1 Quote Link to comment Share on other sites More sharing options...
kirk23 Posted December 31, 2021 Author Share Posted December 31, 2021 On 12/30/2021 at 2:03 PM, rschaub said: I'm not sure if this is already possible, Loooks like it's impossible in PT. And it should be a single most necessary update Serif should do IMO as well as ability to do it on other layers or just on given channel of "beneath" . They already codded these features in some of live filters so why wouldn't let us use them in procedural one. It's so weird omission. As you say a whole world of options would appear. I would finally get rid of adobe substance suite + photoshop which I consider both inconvenient as hell, with nodes or without but have to use anyway instead of Affinity. Quote Link to comment Share on other sites More sharing options...
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