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help doc for procedural texture (x y w h rx ry ox oy)


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Hi,

the help text displayed in the bottom line is missing relevant details and seem slightly misleading.

To set the origin, you need to double-click.

Click alone has no effect. Click AND drag (not click OR drag) will drag the point of origion.

Recommendation for help text:

Double-click to set origin, or click-drag to move origin.

 

Help documentation / persistent variables

The procedural texture help documentation could be improved, e.g. by adding a chapter to list all available "persistent variables" and their definitions.

ox and oy is currently not mentioned at all in help (only listed in the UI bottom line)

image.png.90b797d750bb23f655e93a18f59df123.png

The values have been investigated by trial & error. It would be great to get them confirmed or corrected by the devs.

 

 

image.thumb.png.262f34376146f68edc2ed1d33d1846fc.png

Mac mini M1 A2348 | Windows 10 - AMD Ryzen 9 5900x - 32 GB RAM - Nvidia GTX 1080

LG34WK950U-W, calibrated to DCI-P3 with LG Calibration Studio / Spider 5

iPad Air Gen 5 (2022) A2589

Special interest into procedural texture filter, edit alpha channel, RGB/16 and RGB/32 color formats, stacking, finding root causes for misbehaving files, finding creative solutions for unsolvable tasks, finding bugs in Apps.

 

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  • 5 weeks later...

Yup. I keep bumping into them. For example I use gn for green as gr means something (grads?). re and bl for red and blue are ok.

Dave Straker

Cameras: Sony A7R2, RX100V

Computers: Win10: Chillblast i9 Custom + Philips 40in 4K & Benq 23in; Surface Pro 4 i5; iPad Pro 11"

Favourite word: Aha. For me and for others.

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5 hours ago, dmstraker said:

Yup. I keep bumping into them. For example I use gn for green as gr means something (grads?). re and bl for red and blue are ok.

A bit Sherlock Holmes:

  • my forensic tool: PT filter with A=gr/x
  • delivered smooth gradient. x=2 info panel shows A=206.
  • Ok, next try A=gr-z/255 using input z of type Z.
  • starting with z=412, and poking around i find gr-413/255 euqals 0.
  • so gr=413/255 = 1.6196
  • Google finds this is the golden ratio
  • Similar you can find pi=801/255.
  • I rember seeing this long time ago (maybe video turorial), but you cannot find any hints in the helpfile.

Mac mini M1 A2348 | Windows 10 - AMD Ryzen 9 5900x - 32 GB RAM - Nvidia GTX 1080

LG34WK950U-W, calibrated to DCI-P3 with LG Calibration Studio / Spider 5

iPad Air Gen 5 (2022) A2589

Special interest into procedural texture filter, edit alpha channel, RGB/16 and RGB/32 color formats, stacking, finding root causes for misbehaving files, finding creative solutions for unsolvable tasks, finding bugs in Apps.

 

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22 hours ago, NotMyFault said:

A bit Sherlock Holmes:

  • my forensic tool: PT filter with A=gr/x
  • delivered smooth gradient. x=2 info panel shows A=206.
  • Ok, next try A=gr-z/255 using input z of type Z.
  • starting with z=412, and poking around i find gr-413/255 euqals 0.
  • so gr=413/255 = 1.6196
  • Google finds this is the golden ratio
  • Similar you can find pi=801/255.
  • I rember seeing this long time ago (maybe video turorial), but you cannot find any hints in the helpfile.

Elementary. Of course. gr=golden ratio. Take a bow, NMF.

Dave Straker

Cameras: Sony A7R2, RX100V

Computers: Win10: Chillblast i9 Custom + Philips 40in 4K & Benq 23in; Surface Pro 4 i5; iPad Pro 11"

Favourite word: Aha. For me and for others.

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