It's pretty hard to test your app because of the severe limitations on texture size. If you must put a limitation on the program just add a water mark when users try to save a texture out but allow users to open any file size they want. While I'm curious about the program, I don't feel like spending time making 256…
I don't want to be rude again but those example textures you made look like programmers art, and you can't convince artists here with that. It needs more artistic input control such as Photoshop connections (PSD format, clipboard read / set, droplets,...)
Ah, by the way - I forgot to tell that I updated the Demo version so you can try out the new changes of this tool, including the new editbox interface, custom nodes and texture format overrides. And please don't hesitate to ask if something can be done here - I'm still trying to find the full range of possibilities myself.…
Thank you for your feedback! The reason this doesn't have special tools is that you can construct whatever kind of normal map generation you need here. You can simply get a normalmap from height, you can blend lots of normal maps together, you can blur normals before adding them etc. That's good advice though, I'll add…
It's easier for an artist to pick colors with a picker than with sliders. right now you see a thumbnail of the color when you click on the rgba and drag around. As for add, multiply, subtract, etc I see those as photoshop blend modes. Am I wrong with that assumption? When you work in layers in photoshop part of the beauty…
Sage: * Yes, that assumption is wrong. My bad, I should've written somewhere in the app that they're vectorized operations. Photoshop blend modes can be found in the "Blend" node. Add/Subtract/etc. are made for working with numbers. * That's why I have sliders there - you click on them, you change the number by dragging,…