really nice! do you think it's possible to make Floyd-Steinberg dithering with this as well?
TillerQueen
Creator of
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Hey I was wondering if, since you added the ability to export inverted grayscales, you could also add the ability to invert channels when you import textures. Right now, if I want export a mask texture with inverted roughness, change it, and then import it back, I have to manually invert the channel in an external editor first.
It would save me some time and be really appreciate it!
Thanks again for your continued development.
Updates are awesome as always!
I recently found out about a tech which uses only the R and G channels of a normal map so that stuff like smoothness can be saved in the other channels. I was wondering if you'd consider adding split channels for Normals? Right now normals can only be selected from the RGB mode, but R+G+B/+A modes could have normal map channel options like "Normal DirectX R", etc.
This is a great tool, thank you for making it!
If I have one request, it would be to add the possibility of saving color groups as ink shades from the Color Groups tool.
The pencil tool has this "shade" ink that uses multiple colors and you can save them as shades, but it would save a lot of time if one could do that from the Groups panel, or allow selection of multiple colors at once.
Really cool tool, I've been using it on our game and it made the workflow so much better and lets me do much more advanced stuff!
One complaint that I have tho is that I work in unity, and its default URP shader uses metallic/smoothness so I have to manually invert the metallic and roughness maps every time to use them. I think it would be very useful if you could add the ability to invert the exported textures in the export screen, maybe as "Metallicity Inverted", "Roughness Inverted", etc. drop down channel options.