Anastasiy Posted March 15, 2016 Share Posted March 15, 2016 Does it support HDR images and textures? Quote Link to comment Share on other sites More sharing options...
MJW Posted March 15, 2016 Author Share Posted March 15, 2016 I'm not sure I understand you mean. Like everything else in Paint.Net, it uses 8 bits per color channel to represent colors. As far as I know (which isn't very far), that isn't compatible with HDR; and if it is compatible, I don't know what features of Texture Shader would make it support HDR more or less than the rest of PDN. One feature that does have to do with increased precision, which is probably completely unrelated to what you're talking about, is that the height maps have 24 bits of precision; although in most cases only 8 bit precision is used because it's difficult to generate and manipulate full-precision height maps. In my initial comment, I show a 24-bit height map for a sphere. I've been working on some ideas related to this. Quote Link to comment Share on other sites More sharing options...
dipstick Posted March 15, 2016 Share Posted March 15, 2016 I just just tried this plugin out. Very nice, I like all the user control functions. I will find some uses for it, thanks... 3 Quote Link to comment Share on other sites More sharing options...
MJW Posted March 16, 2016 Author Share Posted March 16, 2016 1 Quote Link to comment Share on other sites More sharing options...
MJW Posted September 8, 2016 Author Share Posted September 8, 2016 I've released a new version of Texture Shader. As I say in the lead comment: Release version 2.0.*. Now a Visual Studio project instead of CodeLab. Moved from Distort submenu into new Height Map submenu. Made various cosmetic and functional modifications to user interface, such as using the Angle Control, and changing the number of decimal places. Made White instead of Clipboard the default Image. Added Texture Height Curvature control. Removed option of offsetting relative to selection instead of window. Added option of reversing Directional Light direction. Added Help menu. Functionally it isn't that different from the previous version. It may be slightly faster, since it does the (somewhat complex) initialization once per pass instead of for each ROI. It's a bit fancier and less confusing, since I disable the controls that don't apply when using a constant color. One of the main changes is I moved it to a new Height Map submenu. It's pretty lonely there now, but I intend to give it some company soon. Anyone else who writes a plugin which uses the image as a height map is, of course, welcome to join me. I decided to make the default image White, so that it works as-is, when there's no image in the Clipboard. The Texture Height Curvature Control is often quite useful for tweaking the appearance of the texture. The previous version normally offset the image relative to the selection, but optionally offset it relative to the window. I can't remember why I did that, and it doesn't seem especially useful, so now I always offset relative to the window. I made the offset have four decimal places. so it should be quite precise. Because the outer ring of the Directional Light Direction control was unused, I made it so that if it's on the left side, the light direction is reversed. That can occasionally be useful. (I'd rather have a control with no outer ring, and use a checkbox.) I'll build a 3.5 version if I can. Please let me know if there are any problems or suggestions. 5 Quote Link to comment Share on other sites More sharing options...
lynxster4 Posted September 8, 2016 Share Posted September 8, 2016 Thank you, MJW! I'll give the 'improved' version a go. I use it quite often. Quote My Art Gallery | My Shape Packs | ShapeMaker Mini Tut | Air Bubble Stained Glass Chrome Text with Reflections | Porcelain Text w/ Variegated Coloring | Realistic Knit PatternOpalescent Stained Glass | Frosted Snowman Cookie | Leather Texture | Plastic Text | Silk Embroidery Visit my Personal Website "Never, ever lose your sense of humor - you'll live longer" Link to comment Share on other sites More sharing options...
Red ochre Posted September 8, 2016 Share Posted September 8, 2016 Downloading, Thanks for the update! Quote Red ochre Plugin pack.............. Diabolical Drawings ................Real Paintings Link to comment Share on other sites More sharing options...
Shochi Posted September 9, 2016 Share Posted September 9, 2016 (edited) I got this after 2 hours: Edited September 9, 2016 by Shochi 1 Quote Link to comment Share on other sites More sharing options...
Shochi Posted September 9, 2016 Share Posted September 9, 2016 dear @MJW i hope you will like this colors Quote Link to comment Share on other sites More sharing options...
Shochi Posted September 9, 2016 Share Posted September 9, 2016 Another pic from this great great effect/plugin. size:5000x3750.jpg Quote Link to comment Share on other sites More sharing options...
Eli Posted September 10, 2016 Share Posted September 10, 2016 I can only say :... 1 Quote Link to comment Share on other sites More sharing options...
Seerose Posted September 11, 2016 Share Posted September 11, 2016 6 Quote Live as if you were to die tomorrow. Learn as if you were to live forever. Gandhi Link to comment Share on other sites More sharing options...
MJW Posted September 11, 2016 Author Share Posted September 11, 2016 That's a very nice effect, Seerose! 1 Quote Link to comment Share on other sites More sharing options...
MJW Posted April 7, 2017 Author Share Posted April 7, 2017 I released version 2.1. The changes are almost entirely cosmetic. I made the UI more like the Texture Merger UI, which I thought was better. I added colors to the sliders. I also increased the range of the Texture Height Scale. If there are any problems, are if there are any suggestions for improvements, please let me know! 2 Quote Link to comment Share on other sites More sharing options...
Red ochre Posted April 11, 2017 Share Posted April 11, 2017 Congratulations on the Galleria award and well done Pixey for nominating. It's high time you started a gallery too! Really good suite of height map effects. Thanks. (Just realised I'm using the original version of texture shader.) Some of my experiments: 7 Quote Red ochre Plugin pack.............. Diabolical Drawings ................Real Paintings Link to comment Share on other sites More sharing options...
MJW Posted April 11, 2017 Author Share Posted April 11, 2017 Excellent work, Red ochre! 1 Quote Link to comment Share on other sites More sharing options...
Ego Eram Reputo Posted April 12, 2017 Share Posted April 12, 2017 I've finally found some time to play with Texture Shader. It's AWESOME!! I've ran a vegetation map over a height map of a set of islands in a corner of my RPG world. I think it's created a very realistic map. Thanks a lot for this MJW 4 Quote ebook: Mastering Paint.NET | resources: Plugin Index | Stereogram Tut | proud supporter of Codelab plugins: EER's Plugin Pack | Planetoid | StickMan | WhichSymbol+ | Dr Scott's Markup Renderer | CSV Filetype | dwarf horde plugins: Plugin Browser | ShapeMaker Link to comment Share on other sites More sharing options...
lynxster4 Posted April 12, 2017 Share Posted April 12, 2017 Thanks for the update @MJW. I'll give it a go! Quote My Art Gallery | My Shape Packs | ShapeMaker Mini Tut | Air Bubble Stained Glass Chrome Text with Reflections | Porcelain Text w/ Variegated Coloring | Realistic Knit PatternOpalescent Stained Glass | Frosted Snowman Cookie | Leather Texture | Plastic Text | Silk Embroidery Visit my Personal Website "Never, ever lose your sense of humor - you'll live longer" Link to comment Share on other sites More sharing options...
Seerose Posted April 13, 2017 Share Posted April 13, 2017 (edited) Oh @Red ochre! Wonderful creative work. It looks so great. Thank you so much. Edited December 14, 2017 by Seerose Quote Live as if you were to die tomorrow. Learn as if you were to live forever. Gandhi Link to comment Share on other sites More sharing options...
Seerose Posted April 13, 2017 Share Posted April 13, 2017 (edited) WOW! @Ego Eram Reputo! That is really a great picture. Thank you very much. Edited December 14, 2017 by Seerose Quote Live as if you were to die tomorrow. Learn as if you were to live forever. Gandhi Link to comment Share on other sites More sharing options...
MJW Posted December 24, 2017 Author Share Posted December 24, 2017 Welshblue, that's a good suggestion. The problem is that it's a IndirectUI plugin, and there's no way for IndirectUI plugins to modify the control values. Converting the plugin to use non-IndirectUI controls would be difficult, and something I don't want to do. I'll see if I can come up with a solution. I certainly agree that restoring previous settings (since there are so many) would be very useful. Quote Link to comment Share on other sites More sharing options...
Ego Eram Reputo Posted December 24, 2017 Share Posted December 24, 2017 If you want help changing it to a WinForm project, let me know. Loading & saving are a breeze to implement once you have access to the tokens. You could also rearrange the UI. Not that there is anything wrong with a really tall UI Quote ebook: Mastering Paint.NET | resources: Plugin Index | Stereogram Tut | proud supporter of Codelab plugins: EER's Plugin Pack | Planetoid | StickMan | WhichSymbol+ | Dr Scott's Markup Renderer | CSV Filetype | dwarf horde plugins: Plugin Browser | ShapeMaker Link to comment Share on other sites More sharing options...
MJW Posted December 24, 2017 Author Share Posted December 24, 2017 The difficulty is that I'd want the controls to have all the features they have in IndirectUI. I've rarely seen non-IndirectUI interfaces whose controls I've been happy with. They almost always seem clunky to me. Often they are missing even the reset buttons. I certainly agree that the height of the Texture Shader UI makes it difficult to use. I'll give some thought to converting to a non-IndirectUI interface, but it seems like an intimidatingly large project. Quote Link to comment Share on other sites More sharing options...
Ego Eram Reputo Posted December 25, 2017 Share Posted December 25, 2017 8 hours ago, MJW said: it seems like an intimidatingly large project. You've already written the code I put together Planetoid - it has a large number of controls so a project of this size wouldn't intimidate. Quote ebook: Mastering Paint.NET | resources: Plugin Index | Stereogram Tut | proud supporter of Codelab plugins: EER's Plugin Pack | Planetoid | StickMan | WhichSymbol+ | Dr Scott's Markup Renderer | CSV Filetype | dwarf horde plugins: Plugin Browser | ShapeMaker Link to comment Share on other sites More sharing options...
MJW Posted December 25, 2017 Author Share Posted December 25, 2017 The Planetoid controls are very well done. I'll give it some serious consideration. Not that it really matters much, but does Planeload use a separate DLL for the controls or are they all in one DLL? Does it use ILMerge in the build process? Also, are the controls added to the forms with programmer-written code, or are they done using the VS Designer? Quote Link to comment Share on other sites More sharing options...
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