Soft edge affects all slices

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elgarf
Posts: 287
Joined: Sun Sep 13, 2015 05:52

Soft edge affects all slices

Post by elgarf »

Let's say, that I have 4 projectors and 2 different screens in different places, and need to make soft edge between 1 and 2, 3 and 4 projectors. But projectors are totally different, and now when I want edit luminance, for example, for one pair of projectors, it edited for another pair too.

At now maybe it will be better to return resolume 4 behavior of soft edge?

lightbx
Posts: 144
Joined: Thu Oct 29, 2015 21:05

Re: Soft edge affects all slices

Post by lightbx »

Seconded. I believe this has been mentioned in a recent thread and the developers implemented this in an attempt to streamline things, but this post is just another voice petitioning to revert back to independent soft edge control.

Joris
Posts: 5186
Joined: Fri May 22, 2009 11:38

Re: Soft edge affects all slices

Post by Joris »

The soft-edge behaviour will be reverted to how things were in Res 4. This change is coming in the 5.0.2 update.

The more things change, the more they stay the same :)

Joris
Posts: 5186
Joined: Fri May 22, 2009 11:38

Re: Soft edge affects all slices

Post by Joris »

Sorry, I got confused with another soft-edge issue. This is on the roadmap for 5.1.

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Oaktown
Resolume honorary member
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Location: Oakland, CA

Re: Soft edge affects all slices

Post by Oaktown »

Joris wrote:Sorry, I got confused with another soft-edge issue. This is on the roadmap for 5.1.
Are you saying that the problem mentioned in this thread is planned for 5.1?

Joris
Posts: 5186
Joined: Fri May 22, 2009 11:38

Re: Soft edge affects all slices

Post by Joris »

One of the best things of working at Resolume is that I get to talk and think about pixels and work with pixels all day. One of the worst things is that I have to be the bearer of bad news.

I know you really need this feature to work as it did, and I know it may not seem like such a biggie and that you think we should have had enough time by now to make it happen.

As it turns out, with all the other things we have to work on, we just can't make this happen stable and reliably in time for the next 5.0.2 update. I'm very, very sorry, but them's the breaks.

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