Image import will come in a future release. Join the discord server for the latest updates and builds. https://discord.gg/975NdQPsSc
Sorry for the late reply.
Wow it really has been a year. Development has admittedly been slow as of late, but it's still going. My primary focus for this release is having more powerful nodes, such as FloodFill and TileSampler, so texturelab will be able to make a wider variety of textures. I haven't officially announced it yet, but you can join my discord to see quicker updates.
Hi. Thanks for taking an interest in texturelab. Some of your ideas are pretty good.
I've never heard of Genetica 4 until now and but it seems like something I was aiming for texturelab to be where quick texture synthesis is concerned. I like it's huge library of starting templates too.
Hi. Yea I have new version in the works but personal life has gotten in the way. I'll be back to working on this project by next week. Trying to make it in time for #nodevember.
Sorry for the long delay.
Hey, this is a great idea. I plan on having it in v0.4.0 when I change the file format to being package (like a zip) rather than just a single json file as it is now. You'll be able to have regular images and even whole 3d models if needs be at that point.
Absolutely love this tool by the way, keep up the great work!
1. Tile sampler enhacement:
Increasy a property and this increase node input images available.
This allows complex shapes for realistic and abstract textures creation.
Yea i want to do this properly but the way i had structured the nodegraph doesnt allow for it. For now, I can have 4 slots available. I'll make adding new images dynamic later on.
2. Quad transform:
It is like Transform 2D but this control 4 Points each one with a x, y property.
This allow even more complex shapes with fast workflow.
This is an excellent idea! Gonna be tricky to implement properly since i'd have to design controls for moving around the points in the 2d preview window. I think i might leave it for v0.4.0
3. To gray scale:
Color to grayscale and property for random grayscale.
This realese new possibilities, and combine with import images is killer.
Seems simple enough. I'll add this one.
4. Height Blend:
Like Blend but this has Bottom, Top, Mask Inputs and property height offset (mainly)
This one is also a good idea
5. Shape extrude.
(If possible) because looks like a complex one
Transform a 2D image in 3D (more or less).
This one will be very hard to. Not sure i'll be implementing this anytime soon . Sorry :/
Have a format file which is a material for drag and drop with tweakable options choosen in texture lab.
Texturelab files already support this but I just havent added support for the feature back to editor as yet. You can see this in action on the old website. Later on i'm gonna have a standalone application just for viewing texturelab files. Like Substance Player.
Thanks and keep the good work.
Just want to say that this is the best free substance designer I've tried (out of 3). UX is by far the best.
I know it's already on your TODO list but +1 on blur node. Imo the most important thing atm.
The Blur node is pretty useful, but I think the TileSampler node has way more impact and can allow for the creation of more diverse textures.
Perlin 3D should be found if you search for "noise" I suppose
You're right. I'll add smarter search filtering in an upcoming version.
If I export to zip and extract, 7zip gives me a warning about headers (doesn't cause any issues)
This has been fixed and will be in the next release.
If I drag to highlight the text in the search box from right to left, and let go of the mouse button after I finish the drag while it is above the node canvas, focus leaves the text box
I know about this one. I'll address it in time.
Would love a rotate modify on the tile node (so my row could travel diagonally) (is that even possible?)
Great idea. I can make the rotation random or uniform too.
Undo/redo doesn't respect property drawers
Some of them, yes. I had already fixed all except for some cases where the gradient picker doesn't get updated.
Great news! I spoke to the guy who owns HDRI haven and he gave me the go-ahead to integrate with his website. There's a public api that's available so I can let users search for and download HDRIs directly from TextureLab.
I already have a Gaussian blur node that's working for the upcoming release. I tried implementing Bevel but I cant seem to get the math right. I'll keep at it tho.
You can build from source here if you're interested in seeing the latest features in development: https://github.com/njbrown/texturelab
Possibility to change hdri (it's free on hdri haven :) ) and change light rotation
This one is already in my bucket list :D
See in real time the color changes with the gradient map node
This already works on the Linux version because chrome uses OS-specific color pickers. I'm working on adding a color picker that will make this work across all platforms.
Maintain control to move links from one output from one node to another
Not quite sure what this means tbh
Also try to add things that do not exist in substance dessigner to be able to create competition and differentiate your sofware
In time it will. I just gotta hit the basics first.
I'm glad you like the project and this is a great suggestion.
It wont be as much work as you think it is to implement because I had made plans to add AO and Emissive outputs and previews support from a while back. Custom outputs too. It's a bit too late to add them to the upcoming release as it will be out in a few days so i'll have to add it to the one after.
Keep the suggestions coming. If you make some cool stuff, post it here https://itch.io/t/611017/post-your-textures
The zip file output files are allways 1024x1024, even if I choose a higher resolution in the top of the editor.
I just noticed this. It's a slight oversight. I'll have to rectify it in a patch.
Sorry for the late reply.
Seeing the new version is up and my brick wall featured in the update was a pleasant surprise today for sure!
Your brick wall is still the best thing i've seen made with textuelab to date
Thanks for the continuing development of what is shaping up to become a very versatile and powerful tool!
This is my passion project. I want it to be the best!
The node system is already diverse enough that many things can be improvised, but of course it would be nice to have more compact and streamlined tools.
In v0.2.0 I'll be focused on adding some of those crucial nodes that's needed to make very high quality textures like substance's tile generator, blur, slope blur and and hbao nodes.
I've noticed that the "tiling" setting in the preview doesn't affect the height map :P
The heightmap tiling issue is a bug in three.js. I'll probably have to write my own material to fix it.
Great idea. I had built the ui and written some shader code for it but didn't have the time to properly integrate it. If it's needed that badly then I'll delay the stable v0.1.0 release to add it. A gradient node will open the possibilities for a lot of cool height-based effects.
I am by no means a texture artist so using TextureLab is probably as much of a learning experience for me as it is for some of you. From time to time I might try doing something new and/or make a texture. I learn things on the way but I probably wont have the time to do full tutorials.
This thread is solely dedicated to posting snippets of things I've learnt or just whole textures. I'll also provide the actual texture file.
If you want to post as well then that would be great given you provide the texture file or a sufficient screenshot of the nodes so others can learn as well.