So glad you like it! 🙏🙏🙏
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It doesn't seem to detect that the .plugin file is an after effects plugin either.. Are you certain that it is properly extracted from the .zip archive? Also are you certain that your version is not actually "10.12.15"?
I will have to set up my virtual OSX on my new system so it might take some time to recreate this issue on my end unfortunately;;;
Custom palettes and colors are already implemented!
I'll look into custom patterns for the ordered dithering at some point for sure as well as it seems like it could just take an input layer selection and use something like Red/Blue/Green/Alpha/Brightness/etc and use the already implemented pattern offset options.
Thank you for your input and I'm glad you're having a good time with PixDither!
It seems to be from my Smoothening option under the Interval section. It blurs the Interval Mask and when trying to blur the border-most pixels it pulls in a black pixel from the edge:
In your case a solution would be to set the Interval-Smoothen option to 0 for now if it isn't too drastically affecting your results while I work on implementing a better interval-smoothing.
Are the two of you using the exact same version of PixSort? Be sure to check the "Build Date" value when clicking "About". Also are the two of you using Macs or is it a mix between Mac and PC?
This crash log does not appear to make any mention of PixSort though this cautionary event log does mention the that your system is experiencing an excessive 45199 "wakeups" per minute which appears to be mostly safe. Do you have another crash log that you are able to send? Possibly the one immediately before this one is the actual crash-event log.
Hey! Sorry about the bug.. This seems to be something happening to a lot of OSX users:
In your "/Library/Logs/CrashReporter" directory there should be a crash log for After Effects that could fill me in on specifically what is going wrong.
The way to do it would be to check the "invert" option on the threshold mask while having it set to "lightness" so that sorting only happens in the dark areas.
Also clicking "reverse" on sort-bias crashes every time? I'll look into this more as that shouldn't be happening.. PC or Mac by the way?
Hey. Sorry bout the bug, other than the threshold value causing the crash does all else seem alright? Any info about your comp that you might be able to share such as your pixel aspect ratio or resolution? Not sure what would get it to allocate a 15x0 frame though it may have to do with having "adaptive subdivision" on in which it tries to progressively generate the high resolution image from much much lower resolution ones in favor of real-time interaction
If you're able to the Windows Event Viewer might be able to give me much more precise insight on where the crash occurs if you are able to provide it.
Oh man approximately when does it tend to crash by the way? Any specific actions that seem to cause it before it grows more unstable? Hard to isolate the issue without a crash log but I'll investigate what I can from the symptoms so I can possibly reproduce it on my end. Sorry you're having this issue...
I'm surprised it's able to run at all on 10.10.5 considering I used the OSX 10.11 SDK but I suppose it didn't use any huge and exclusive OSX features.
Getting close! Just updated the upload with some more fixes. Seems adding parallelism in some places caused more problems than benefits(and cache-abuse for that matter). I also added some progress-bar feedback that should show on the bottom right of the composition window. Lemme know how it goes and I'm so sorry for the problems you've had to face.. If it still refuses to be stable I'm also totally open to refunding you.
Having any kind of game or software involves iterating through all sorts of bugs that players and users might discover. The per-product forum system is great but sometimes when debugging an issue the user might have to provide things like crash logs and other info to help diagnose an issue with a game or product. I feel that at some point that might serve to be a very huge privacy or security issue for the end user. I use itch as the primary distributor of my tools and feel it would be useful if itch had some form of ticket/issue system for users to interface with should they encounter a bug or issue with the software. Games are just software after all and inherently will have bugs and I feel itch.io would benefit from having a more facilitated way to manage them.
A whole "issues/ticket" system might be too niche of a feature to have but maybe even just having some more visibility customizations on product communities for things, or a feature that allows people that have bought or downloaded have their own sections to discuss in and ways to start private conversations with the author(s). That way the feature is generic enough to capture the "issue system" within its domain by simply adding visibility settings kind of like how kickstarter has a "backers only" section for product pages. A user could just make a thread in some special community section and mark it so that it is seen by moderators only, or just a "message the devs" feature would be enough to start private conversations with a product's "team" and could be generic enough to capture both an issue system and a generic way for a "backer" to speak to the author.
Just updated the Mac build with some fixes that should help with your problem! Try re-downloading the Mac build and see if it helps in any way. If it doesn't though feel free to update with any future crash logs so I can investigate further.
What version of After Effects? Do you have any crash reports that you may provide to give further insight on the issue?
In your /Library/Logs/CrashReporter directory there should be a crash log for After Effects. Can you possibly upload this file somewhere so I may see what exactly is going on?
Heyoo This is quite an old comment but I wanted to reply to say that currently I am working on refactoring a lot of PixSort's features over the summer and one of them is indeed 32-bit support! Currently I am working on 16 bit colors and then 32-bit colors will be the very next step!
What dither pattern/shape are you using when animating the "Offset Y"? Depending on the shape it may not have any effect such as if it's using a vertical line shape anyways such as with "Vertical 1x8" or "Vertical 2x2".
Do you have an image of what it does when applied to your fireball video? It should still show even if there is a lot of transparency as the plugin will only operate on the colors and not the alpha. What are your dither settings for it? Does it show in the viewport but not when rendered out?
Also you must click "Load Palette" on the top of the effect to load in a custom palette file.
The button under "Custom Palette" is for resetting the one you already have loaded in and the label on the left of it shows how many colors have been loaded in.
To enable the "Reset palette" button you must set the current color swatch setting to "Custom" so that it will use your custom colors rather than the preset ones and enable the additional options.
I currently don't have a video tutorial on the custom palettes but to create a swatch you can use something like photoshop and illustrators swatch window and saving the swatch for exchange so that you can get a .ase file to import. Another option is the online tool "Adobe Color CC"(used to be known as "Kulor") which allows you to create and save swatch files online.
Noted! I'll look into adding more patterns into the coming releases! I'm currently working on allowing for custom palettes and then I will look into adding more patterns(or just allowing custom pattern images alltogether)
Hello! I found your purchase. It seems that itch.io has a system for recovering your downloads by inputting the email you used at the time of purchase.
Try this page!
If that does not work you can email me(Wunkolo@gmail.com) from that email address and I can send you a download link myself!
Looks like it crashed into a "vfmadd213sd" instruction which your CPU does not support(FMA3 cpu feature)! Somehow I had it compiling for the CPU that it was compiling on and not compiling generic code.
Latest download should be all fixed now!