Shaderblocks: Block-based image editing
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Shaderblocks: Block-based image editing
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Re: Shaderblocks: Block-based image editing
#2Re: Shaderblocks: Block-based image editing
#3Re: Shaderblocks: Block-based image editing
#4This reminds me of node-based compositing, which is mostly standard in the film industry but, to the best of my knowledge, never made it to still-image editing applications. After doing things the nodal way, it’s hard for me to use Photoshop nowadays and have to bake-in certain changes.
I'm still butthurt about when Blender introduced a node editor and confused me, I lost all my Blender expertise at that point. (The persistence of a vestigial old way of doing things only makes it worse, because of course I want to try to do everything without nodes, and then I don't have any guidance because all up-to-date docs and tutorials talk about nodes all the time. Nodes! Ruining everything!)
Re: Shaderblocks: Block-based image editing
#5This reminds me of node-based compositing, which is mostly standard in the film industry but, to the best of my knowledge, never made it to still-image editing applications. After doing things the nodal way, it’s hard for me to use Photoshop nowadays and have to bake-in certain changes.
Re: Shaderblocks: Block-based image editing
#6This reminds me of node-based compositing, which is mostly standard in the film industry but, to the best of my knowledge, never made it to still-image editing applications. After doing things the nodal way, it’s hard for me to use Photoshop nowadays and have to bake-in certain changes.
https://graphite.rs/ (still early in development) offers node-based editing, you may be interested in trying it.
Re: Shaderblocks: Block-based image editing
#7This reminds me of node-based compositing, which is mostly standard in the film industry but, to the best of my knowledge, never made it to still-image editing applications. After doing things the nodal way, it’s hard for me to use Photoshop nowadays and have to bake-in certain changes.
Re: Shaderblocks: Block-based image editing
#8A clearer mechanism to indicate when a dragged component will fit into a cell of another node. Quite often when you drag the highlighted drop area is obscured by the node you are dragging.
pow(a,b) and abs(b), max(a,b), min(a,b) nodes would add a lot of functionality.
Then you could do something like.
(((1 / abs((((0 - (y-0.5)) * 6) - ((sin(((((x-0.5) * 6) + time) * ((cos(time) / 3) + 2))) / 4) + pow(((x-0.5) * 2), 3))))) / 9) + (0 - pow((1 - min(abs((x-0.5), abs((y-0.5))), pow(9, 9))))
Which should generate a field with axis lines in negative numbers and a plot of x^3 modulated with a slight wobbly sine wave as positive numbers.as seen at https://c50.fingswotidun.com/show/?code=10v-6*u6*t%2Btc3%2F2...
(note - in my thing u and v are shorthand values for 0.5-x and 0.5-y respectively)
A perlin noise can add a lot too but not as trivial to add. I have a compact perlin generator in the first few lines of https://c50.fingswotidun.com/fastStackie.js which uses hashing to generate indexed random numbers, rather than a lookup table that sometimes gets used for Perlin. Feel free to use the code if you understand any of it.
Re: Shaderblocks: Block-based image editing
#9This reminds me of node-based compositing, which is mostly standard in the film industry but, to the best of my knowledge, never made it to still-image editing applications. After doing things the nodal way, it’s hard for me to use Photoshop nowadays and have to bake-in certain changes.
https://graphite.rs/ (still early in development) offers node-based editing, you may be interested in trying it.
That said, we've been building our engine so far with a focus mostly on vector editing. There are some raster nodes but they're pretty limited right now (no GPU support yet, more engineering to do until that's production-ready). The raster compositing and image manipulation nodes + tools + infrastructure will be a big part of the focus for next year on the roadmap (https://graphite.rs/features/#roadmap).
Re: Shaderblocks: Block-based image editing
#10A couple of suggestions. A clearer mechanism to indicate when a dragged component will fit into a cell of another node. Quite often when you drag the highlighted drop area is obscured by the node you are dragging. pow(a,b) and abs(b), max(a,b), min(a,b) nodes would add a lot of functionality. Then you could do something like. (((1 / abs((((0 - (y-0.5)) * 6) - ((sin(((((x-0.5) * 6) + time) * ((cos(time) / 3) + 2))) /…
A single suggestion:
Try using "the critique sandwich" when commenting on people's hard work - can help them appreciate the effort you've put in rather than feeling too defensive