Author Topic: lerp, mask_value, distortion, tiling for images etc.  (Read 1402 times)

Cryunreal

  • Sr. Member
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  • Posts: 55
Guys, your software is amazing. I have some experience with world machine and gaea but i think your application has mach more potential.
You need to make some little features as soon as possible.

1.pls rename your nodes. Dont use non standard names. Use naming from hlsl.
for example:
dont use SUM, use ADD
dont use average or composition, use lerp.
or just use naming from world machine.

2. make ALL blend functions from photoshop for all types of data. For example overlay node:

float isLessOrEq = step(cBase, .5);
   float4 cNew = lerp(2*cBlend*cBase, 1 - (1 - 2*(Base - .5))*(1 - Blend), isLessOrEq);
   cNew.a = 1.0;
   return cNew;

3. pls make universal nodes for all types of data and remove old nodes. Why should we use different types of nodes for mask, color and for height? This is extremely uncomfortable.
4. Make constant value node (just float) for mask
5. Make distortion node using vectors
6. give us normal of texel in gpu script
7. pls make for() and while() and usefull if() for gpu script
8. tiling as option for all types of textures is one of the most important thing
9. Make direction blur with ability to use 2d texture as directions
10. Import data as tileset, not only as single picture. Extremely important.

And tell me where can i publish my own components for users?



Alexis Vaisse

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  • Posts: 189
Hi,

Thank you very much for your valuable feedback.
It will help us to keep on improving Instant Terra.

About components:

We plan to open our components library (https://www.wysilab.com/Library) to let everybody directly publish their own components, but it's not available yet.

In the meantime, please send your components to support@wysilab.com and we'll publish them. Of course we'll mention your name or username if you want to.
A terralib file can contain one or several components, GPU custom nodes and / or Python custom nodes.
If possible please provide for each terralib file:
  • A title
  • An image (prefered size is 165x115)
  • A short description (one sentence)
  • A long description
  • The name or username to use for credit

About your other remarks and suggestions:

Some of them are already in our short or mid-term roadmap, especially generic nodes.
All your suggestions will be discussed internally.
Thanks again your feedback.
« Last Edit: December 19, 2019, 11:25:08 AM by Alexis Vaisse »

Marianne Calva

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  • Posts: 63
And to complete Alexis' last answer:

-   5: make distortion node using vectors => this will be available very shortly!
- 10: Import data as tileset => This is available in Instant Terra Pro edition. We can send a quote if you are interested.

Thanks again for your feedback.

Danilo Nishimura

  • Sr. Member
  • ****
  • Posts: 66
  • Senior Technical Artist at Massive Entertainment
Guys, your software is amazing. I have some experience with world machine and gaea but i think your application has mach more potential.
You need to make some little features as soon as possible.

1.pls rename your nodes. Dont use non standard names. Use naming from hlsl.
for example:
dont use SUM, use ADD
dont use average or composition, use lerp.
or just use naming from world machine.

2. make ALL blend functions from photoshop for all types of data. For example overlay node:

float isLessOrEq = step(cBase, .5);
   float4 cNew = lerp(2*cBlend*cBase, 1 - (1 - 2*(Base - .5))*(1 - Blend), isLessOrEq);
   cNew.a = 1.0;
   return cNew;

3. pls make universal nodes for all types of data and remove old nodes. Why should we use different types of nodes for mask, color and for height? This is extremely uncomfortable.
4. Make constant value node (just float) for mask

And tell me where can i publish my own components for users?


I'd like to put some weight on these requests.

1 - Not only use cg names, it also should work the same way it does. Have the same functionality.
2 - Nice to have!
3 - Auto conversion is an alternative
4 - Auto conversion would also be useful here.

Alexis Vaisse

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  • Posts: 189
Thanks a lot for the feedback.
We appreciate.