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Elevation-Rotation Input


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If you ever asked yourself how the Elevation-Rotation Input in Procedural texture works:

It gives a 3-D vector output (R, G, B)

R and G depend on the x and y-axis in a normal way.

B depends on the distance from the middle point, in a non-linear way (i assume cos-function).

The R value increases based on the x-position.

  • left from middle, you get R=0
  • right from middle, R increases from 0 to 1 depending how far you go.
  •  

The G value increases based on the y-position.

  • above the middle, you get G=0
  • below the middle, G increases from 0 to 1 depending how far you go.

The B value increases based on the distance from the middle point.

  • At the middle, you get B=1
  • approaching the edge, B decreases non-lineary from 1 to 0 depending how far you go.
  • On the first 80% of the way, B decreases very slighly.
  • On the last 20% of the way, B decreaes  sharply, making this input control very hard to use, as the B value jumps across its range with very limit6ed control via mouse.

 

 

image.png.09c1a810bb48167a576c4105dbf2971b.png

 

 

Posible colors to create with these input:

  • The image shows you a approximation of what colors you can create with help of the input tool.

image.png.c59d0c5bca204f68a65593be6f347e97.png

Example Position:

image.thumb.png.e7e3ec8d43cee784fa24e0f46aaaa100.png

 

This is a tutotrial trying to compensate for missing documentation in Affinity Photo.

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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.

My posts focus on technical aspects and leave out most of social grease like „maybe“, „in my opinion“, „I might be wrong“ etc. just add copy/paste all these softeners from this signature to make reading more comfortable for you. Otherwise I’m a fine person which respects you and everyone and wants to be respected.

 

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