![]() this is not a tool for professionals outside of painters and photographers. Too bad neither Photoshop nor AP could do with the way Affinity Photo handles Alpha channels (merging masks into flattened images). Wish a kind of new generation of image editors, vector or pixel based could help to get rid of SD. Right now I have to use Substance Designer where its all and much more possible but gosh it's so huge pain in a., so terribly inconvenient in its every UI part and tool/node while being node based. IMO those things are much more lacking for a game artist, not tga at all Height to normal, normal to curvature, normal to distortion vector, height to edge detection and a few other procedural effects for procedural filter Export color/normal/roughness/metal/ao/height/ packed in different RGBA channels from the same sliceĦ. Wish they would make a checkbox to link same color coded layers temporary like "lock children". An absolutely necessary thing to do non-destructive something and AP seems just one step behind. Chain links in-between layers that allow to link transformation in between layers from different groups independently. "Layer comps" which allow to switch, pack in channels ( with 3d party script) and save automatically color/normal/roughness/metal/ao/height/ etc version of same document using layercomps names as file names ( by script)ģ. alpha stacks using whatever blending math you needĢ. In general I would say I have higher priority things that make me still paying for Photoshop subscription.ġ. It would be nice to have TGA support but I personally would continue to use png + converter until AP would have Solidify plugin working at least. Imo it makes more troubles than png converting which usually just a click in Xn converter or such. Tga seems always per-multiply alpha and DO make color bleeding so you have to use something like Solidify plugin for Photoshop and work with color and alpha separately. At least in our game engine that also accepts tga only as textures. That 1% wouldn't allow black background in pngs and this 1% is not visible in a game because of dxt compression which would make it zero anyway. ![]() That could be easily workaround with a special layer having 1% of opacity in AP. I have an opposite experience : pngs being converted to tga have never leaved any color bleeding because png do not multiply alpha except for 100 transparent pixels which they make 100% black. TGA on the other hand allows you to still have colour in the whole image but edit the alpha channel directly, which means the problem with edge bleeding in engines goes away since we can put that colour in the RGB channels. ![]() The reason for not wanting to use PNGs with transparency in game engines is that PNG files leave a colour bleed (say a leaf using an alpha channel would have a white outline for example, which only gets worse the further away it gets form the camera as it mips). ![]()
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