Just to clarify. The software I am developing is more similar to Photoshop, GIMP or Paint.net, than to Substance Designer or Nuke. Because of the nature of a node based engine, almost any workflow is possible. My first objective is to implement all the functionality of Paint.net, with some extras like non-destructive…
would be cool , if it more into node based version of imagemagick ( and natively written for windows ) then you can deploy it in cpp or command line code.
Hello, I am developing a node based* image editor, and I'd like to ask you guys what tools and features should I implement to make it more useful in a 3D Production Pipeline. These are some of the features I have implemented already: - Support for External Projects - Save multiple files per project - Save files from…
if it can be used to actually paint in 3d or at least preview. Alt centric navigation seems like an industry standard I always appreciate. For a non-linear node based image editor that would replace photoshop... I would need the polygon selection lasso along with advanced selection enhancements and brushes that are as…
So I have to ask why are you creating a node based image editor? For profit? Because you have some ideas that cannot already be done with Substance Designer? School?