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Shaderblocks: Block-based image editing

thejenkinscomic.net

11–20 of 46 posts

Re: Shaderblocks: Block-based image editing

#11
post #8

A 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))) /…

It's super awesome of you to take the time to provide detailed feedback for a random stranger's project - good on ya! 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

That's a fair point. I think I do that more often than not, I was a bit rushed while posting that.

I certainly didn't want to send the message 'Your thing sucks', I appreciate all these weird projects that people do.

Re: Shaderblocks: Block-based image editing

#13
Great! Would love it if I could drag any number up/down to change it and see the result in real time. Same thing for entering a new value: see the result as I type. Right now editing the value removes that block's effect, which makes it very hard to tweak and play.

Re: Shaderblocks: Block-based image editing

#14
post #13

Great! Would love it if I could drag any number up/down to change it and see the result in real time. Same thing for entering a new value: see the result as I type. Right now editing the value removes that block's effect, which makes it very hard to tweak and play.

Maybe check out vvvv[1] and the VL.Fuse[2/3] library for realtime node based shader programming.

[1] https://visualprogramming.net

[2] https://www.thefuselab.io

[3] https://github.com/TheFuseLab/VL.Fuse

Re: Shaderblocks: Block-based image editing

#15
post #9

Earlier quoted context omitted.

https://graphite.rs/ (still early in development) offers node-based editing, you may be interested in trying it.

Indeed, it's weird that nobody has brought node-based editing to regular image manipulation before our project, but that's our goal with Graphite. With the equally important goal of making the node aspect optional for users by building such capable tooling that it can abstract away the node graph for all conventional image editing use cases, allowing users to work purely with the WYSIWYG tools that secretly manage th…

I don't think Graphite is the first. Gimel and GIE already exist, and I think there are other more obscure ones.

Re: Shaderblocks: Block-based image editing

#16
post #3

This 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.

Wow, looking at the demos on the website, I am insanely impressed at just how fast the editor loads into them, and just how snappy the procedural editing is, on my mid-range smartphone no less. That's genuinely inspiring! As someone who this week has had the itch to A) learn rust, B) use webassembly for something, and C) pick up Svelte for something, this was a really cool thing to see this morning :)

Re: Shaderblocks: Block-based image editing

#17
post #3

This 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.

There are actually a number of more-or-less node/graph-based image editors:

# chaiNNer

Fully node-based image processing.

https://github.com/chaiNNer-org/chaiNNer

# vkdt

Node-based raw and video editor. Sort of the evolution of darktable, by the original developer.

https://jo.dreggn.org/vkdt/readme.html

# darktable

The graph is strictly linear (single input, single output), but you can change the order of the processing and insert new nodes as you want.

https://www.darktable.org

Pretty sure there are some others, but those are the three I can remember right now.

Re: Shaderblocks: Block-based image editing

#18
post #11

Earlier quoted context omitted.

It's super awesome of you to take the time to provide detailed feedback for a random stranger's project - good on ya! 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

That's a fair point. I think I do that more often than not, I was a bit rushed while posting that. I certainly didn't want to send the message 'Your thing sucks', I appreciate all these weird projects that people do.

In fairness, the only reason it stuck out for me is I do the exact same thing

And I meant what I said; epically thoughtful and cool feedback that I hope the creator sees

Re: Shaderblocks: Block-based image editing

#19
post #3

This 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.

Quite a different problemspace, but there is:

https://github.com/derkork/openscad-graph-editor

which allows programmatic 3D modeling using nodes/wires. It exposes _all_ of OpenSCAD (last I checked) and is quite extensible (I use it to control a Python-enabled version of OpenSCAD https://pythonscad.org/ in an effort to make DXFs and G-code: https://github.com/WillAdams/gcodepreview )

Re: Shaderblocks: Block-based image editing

#20
post #8

A 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))) /…

It's super awesome of you to take the time to provide detailed feedback for a random stranger's project - good on ya! 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

I don’t really see how Lerc’s comment would benefit from the critique sandwich (more commonly called the “shit sandwich”, in my experience).

Lerc was providing thoughtful suggestions for features to add. That’s not a criticism of what’s already in the project.

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