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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.

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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