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Advanced Output Nodes

Posted: Thu Oct 03, 2013 16:39
by Tecno`
Sorry if this has been requested before.

It would be great if there was an option in advanced output where rather than using the add points to warp the output you could double click the edges (and even middle) of your slice to add a node point - as per the masks.

At the moment I have a project where I need to just 'pull' the very edges but need to add so many points to get a node point near where I need to be. Then I have to adjust all the nodes that I have added.

Not sure if this is taken care of in the great V5 redesign or is something that you can add before my event in two weeks :D

Thanks,

Tim

Re: Advanced Output Nodes

Posted: Fri Oct 04, 2013 21:18
by Joris
I'm afraid that this is not how warping works.

Warping always requires triangulation between a certain set of points.

If you're used to working with textures in 3d software, it's basically the same as using a texture on a quad. If you want to change the quad into something with more points, you'll have to subdivide it into triangles or squares.

We did some brainstorming to see if we could make warping work with arbitrary points, but it would be far too complex for usability and performance.

Re: Advanced Output Nodes

Posted: Fri Oct 11, 2013 14:05
by Tecno`
Thanks for the reply.

That makes sense.
Could the other option be to have a shift function (or similar) so that when holding shift and moving a point it moves all the points along that row to the edge of the slice by a relative amount? If that makes sense?

Tim

Re: Advanced Output Nodes

Posted: Sun Oct 13, 2013 13:41
by Joris
I find that subdividing the image into multiple input slices and placing the slice borders where I need the warp points to be, usually lets me get pretty accurate results, without the need for a mess of warp points.

It does tend to result in run-on sentences with improper punctuation when describing this technique on a forum.