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Affinity designer texture
Affinity designer texture










affinity designer texture

The syntax follows the convention of var varname=function()

  • Function results can be assigned to variables in order to streamline the overall expression and aid readability.
  • To target just the alpha channel data, disable R, G and B and enable A.
  • To target all colour data cumulatively, enable R, G and B but not A.
  • Channel targeting is an important part of achieving the desired result from the expression. You can click on the R, G, B and A channel labels to add or remove them from the expression.
  • When you create a new expression line, just the channel red ( R) is targeted by default, meaning only the red channel data is affected by the outcome of the expression.
  • Multiple line entries are typically used to target separate channels-if you are targeting all channels simultaneously then you would only need one entry.
  • The equation line entries are where you type the expressions and functions to achieve the desired result.
  • The filter has several key components that must be understood in order to use it effectively:
  • Elevation-Rotation Input-direction-based vector input.
  • Angle Input-angle input, used with vector expressions.
  • Integer Number Input-numerical input limited to integer values.
  • Real Number Input-actual number value with no limit.
  • -1-1 Range Input-a harmonic input range (useful for harmonic functions).
  • 0-1 Range Input-a standard input range.
  • affinity designer texture

    You can use the following variable types:

  • Custom Inputs-add custom input variables here.
  • You can also target specific channels by clicking the channel buttons to the right of the equation entry. This is where you write the functions to manipulate the pixel content.
  • Equations-you can define multiple equation lines.
  • The following settings can be adjusted in the filter dialog: It can be accessed via the Layer menu, from the New Live Filter Layer category. This filter can be applied as a non-destructive, live filter. A bump map is created from a normal map using dot and debump functions, then a Soft Light blend mode is used to "relight" a 3D render.












    Affinity designer texture