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16 Bit Image Support? #110
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Yes, currently all operations are done in RGB space, though I think you might be able to get what you want using the repeat transform feature? https://github.com/EmbarkStudios/texture-synthesis#api---08_repeat_transform |
Gonna try it! So sorry for delayed response. You're saying to try if repeat transform will operate on 16 bits? I can do it straight on the normal maps, but the way the images are blending aren't really proper. Thank you Jake! |
+1. It would be great if the channel depth could be made a parameter of the model (using generics). Common depths are |
Got the chance to test it with repeat transform - so - It works amazing with for 8 bit maps. I did it with an albedo map and repeat transformed a normal map and it produced really nice results. Some of it was a littile "tiley" and the pattern seemed to grab a pretty basic noise that didn't necessarily catch some of the flow of the albedo. (tree trunk) However repeat still produced an 8 bit map for the height map. :( |
I've been thinking about this a little more... Is there a reasonable way we could parse the .xform file? If it is simply a coordinate system defining the loocation of the original pixels, we could use a simply image manipulator like pil or imagemagick to transform pixels of a new image. Assuming it's something like It would be pretty simple to write something to match the transforms. Potentially we could even use a pixel process in Substance Designer. Is there any documentation on how we can read an xform file? |
Or simply save a 2d transformation map in float(stmap in nuke). But that may represent some extra work if there isn't any code using float at the moment. |
Decided to dig into the code a little bit... Is it correct to assume that most of the actual processing is happening at 32bits, and just normalizing out to an 8 bit image at the end? |
I respond because nobody on this but I think the computation, neighbours etc is done at 8bit to save ressources. |
Thanks jan - appreciate it. I'll dig into it some more. Would be pretty easy if most of it was done and just normalized at the end. |
Sorry but is there anything plan for this? |
Unfortunately I hadn't gotten a chance to mess with this.. Sorry jan. :) I found a simple solution in the mean time - I used affinity designer which lets you do an operation on multiple layers at the same time. Similar to painter - working at the material level, but able to use all ps tools - clone, heal etc. |
I'm not sure if I'm just missing it somewhere, but I'm using a 16 bit grayscale (height map) png as the input, but still getting an 8 bit rgb output. Am I just missing something, or is it not capable of this yet? I thought I saw some terrain tests, and I was assuming those were 16 bit
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