profanicus Posted November 10, 2022 Share Posted November 10, 2022 I didn't see this in 'What's New', but does Affinity Photo 2 have anything that makes it more viable for game dev? I recently bought v1 hoping to free myself from the Photoshop shackles, but the colour channels in particular are too hard/slow to work with. In PS I can just copy/paste directly to R/G/B/A. The other things I miss are a tiling noise/clouds generator, and a properly working PNG export (like SuperPNG does). Quote Link to comment Share on other sites More sharing options...
Frozen Death Knight Posted November 10, 2022 Share Posted November 10, 2022 @profanicus They added a Normals Adjustment Layer and improved other things like masking which will be useful for game textures. I think they made some changes to working with channels as well, but I haven't experimented enough to be sure. I hope that when they add actual 3D painting to Photo as they teased back in 2020 that they will add texture channel packing similar to how Substance Painter does it. That and DDS support (would give Affinity a significant edge over Adobe that rely on 3rd part add-ons). Quote Link to comment Share on other sites More sharing options...
kirk23 Posted November 11, 2022 Share Posted November 11, 2022 I find it too hard and slow to copy/paste into channels manually. Affinity Photo has a natural way to pack channels same as Photoshop by just setting into what channel a group or layer would input too. Do a macro that creates necessary layer structure and then it will always be just one click. They added "hide" and 'hide other" for selected layers that together with select same tagged layers works kind of similar to layercomps in Psh. You can quickly switch in between color/normal/roughness of your document . The export is still manual although. They added transform links like chain links in Photoshop. So you can link color/normal/roughness layers to stay always in sync together whatever different group they need to be in. But you have uncheck auto select groups and never select and move a group . If you do it ignores those transform links ( contrary to PS) They fixed the displacement more or less although you still can't control direction of displacement. Nevertheless you can do a kind of erosion effect on height image by doing a series of 1 pixel displacements gradually fading one after another ( if you record a macro) . Same as the slope blur in Substance Designer. Affinity photo still makes black holes to any open tga or any file with alpha where alpha is zero. No fix for that. You can avoid to make one while export by adding some 0.00001 alpha value beyond what 8 bit file can handle but the black hole is still there when you open the file back. Frozen Death Knight 1 Quote Link to comment Share on other sites More sharing options...
profanicus Posted November 11, 2022 Author Share Posted November 11, 2022 (edited) Thanks for the replies! 48 minutes ago, kirk23 said: I find it too hard and slow to copy/paste into channels manually. Affinity Photo has a natural way to pack channels same as Photoshop by just setting into what channel a group or layer would input too. Do a macro that creates necessary layer structure and then it will always be just one click. That's cool, though I guess I'm more referring to the natural way I can work with channels in PS, not just for PBR stuff but for work with particles and shaders. Like being able to select a channel and paint straight into it, or adjust its levels, or run other filters per channel directly. 48 minutes ago, kirk23 said: Affinity photo still makes black holes to any open tga or any file with alpha where alpha is zero. No fix for that. Yeah I think that's like the PNG export I mentioned, where alpha 0 is black in the exported image. I think the fix for this is to have your alpha channel as a mask at the top layer, and a solid colour layer at bottom (at least for PNG this seems to work). To be fair PS sucks at this too, hence SuperPNG which does it for you using an actual channel in your document. 6 hours ago, Frozen Death Knight said: They added a Normals Adjustment Layer Installed the V2 trial and had a look and yeah that is kind of nice! Edited November 11, 2022 by profanicus Frozen Death Knight 1 Quote Link to comment Share on other sites More sharing options...
ARTurek Posted November 11, 2022 Share Posted November 11, 2022 1 hour ago, profanicus said: Yeah I think that's like the PNG export I mentioned, where alpha 0 is black in the exported image. I think the fix for this is to have your alpha channel as a mask at the top layer, and a solid colour layer at bottom (at least for PNG this seems to work). In TGA it works too. I just have to remember to separate the alpha from the color layer before editing the file. I can't just open and edit a file, I have to prepare it before that. Quote Link to comment Share on other sites More sharing options...
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