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(MegaGrant) Iliad : Intelligent Layered Imaging Architecture for Drawing.

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    #31
    Hi A.Borzykh,

    Thanks for trying the plugin, I'm going to help you as best as I can.

    As stated in the marketplace page :

    Keep in mind the plugin does not contain any brush ! Click here to download a project with more than 70 brushes and an inline tutorial.
    That will help you to figure out how to create your own brushes. If you encounter a problem with any of those, I will answer you.
    You can also watch the livestream if not done already : https://youtu.be/GDgUe7UGqNo?t=525

    - - -
    Now regarding the problems you pointed :
    For some reason, I wasn't able to make brush to draw with the texture mask. All I got is the basic square brush instead.
    The "fill preserve alpha" node in your graph turns everything into red. Can you show me the details of the image you are using as stamp, especially its format and compression settings ?
    what type of a texture file we should use for the stamp sample?
    Any texture2D asset will do the job, but the stamp(s) you are using should have the same format as the texture you are editing with iliad (RGB, 8bit, 16bit, etc).
    image size recommended?
    It's really depending on your computer CPU as everything is heavily multithreaded. Can you tell more more about your config ? Do you mean the size of the stamp or the size of the edited image ?
    alpha channel or mask?
    Iliad should be able to manage alpha channel on almost any image.
    can you provide a sample here for us?
    It's right there : https://my.pcloud.com/publink/show?c...7HKiSIVHsqOLmV
    Last edited by Praxinos_Fabrice; 12-20-2019, 09:08 PM.

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      #32
      Another issue is about stylus pressure functions that didn't work out for me:
      • pressure controlling the opacity (flow)
      • pressure controlling the brush size
      Not sure if this matters but just in case - I have Use Windows Ink option disabled for my Wacom tablet.
      First, you will get al the required informations here about Windows Ink and Wintab : How to properly setup your tablet with ILIAD

      Then about pressure, you can use those nodes :

      Click image for larger version  Name:	Capture.PNG Views:	0 Size:	124.1 KB ID:	1700605
      Last edited by Praxinos_Fabrice; 12-20-2019, 08:51 PM.

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        #33
        A bug noticed: sometimes undo lives a marks at the lower part of the canvas.
        Hmmm, we have fixed an "undo" related bug recently, I will check on our github if it was push in this beta version, then come back to you. If not it will be in the next update in January.
        Does it happen everytime you draw or maybe if a stroke was not finished ?

        And the last one to mention is the speed of brush following the actual stylus movement. It is literally trying to chase the pen if you get a bit faster than slow. I wonder if this is somehow related to my box (i hope not) but still, it is worth to mention that critical thing for a drawing software.
        For sure, speed matters when someone draws. I will cover in my next posts the "cache" option located in some nodes (this should be done during the week-end), once mastered they will increase the speed of your tools.

        Click image for larger version  Name:	cache.png Views:	0 Size:	24.4 KB ID:	1700608
        Last edited by Praxinos_Fabrice; 12-20-2019, 09:12 PM.

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          #34
          Originally posted by Praxinos_Fabrice View Post
          Hmmm, we have fixed an "undo" related bug recently, I will check on our github if it was push in this beta version, then come back to you. If not it will be in the next update in January.
          is Praxinos going to keep following open source path?
          if so than did you push the source into GitHub for PUBLIC ACCESS ?

          Need help or work to be done?
          Contact Info

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            #35
            Hi, Fabrice !

            Man... what a shame I missed marketplace notes about the brushes. I was totally blown away with the release, so excited to try it out asap so I discarded the safety belt of the release notes in first place ((

            Thank you so mush for such a detailed reply! I will now go ahaed and download the example project to test those brushes and get back to you if i get into any torubles (again).

            Best regards!

            Update: just checked your demo project and... man, this is awesome! All the brushes works absulutely fantastic! Pressure is also working nicely. Truly amazed by the brush responce to the pen speed as well.

            And as the basic functions test went great, I immediately think to myself - ok, that's really cool but how about rizing the functionality with the classic and well-known hotkeys and sub-tools? I mean, P for panning is OK but spacebar would be more intuitive.

            Anyway, thanks a lot for this beta and we're really exited to see it's next incarnatoin!

            Best regards!
            Last edited by A.Borzykh; 12-21-2019, 04:41 PM.

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              #36
              Hi A.Borzykh,

              You are welcome ! At the moment the brush examples are indeed outside of the plugin, because it's easier for us to manage them in this way.
              We can separate the C++ development from the Blueprints so if someone is asking for a specific brush, we just have to update the. zip file.
              This might evolve in the future though.

              By the way, if you keep having problems with the "undo", let me know, especially if you can reproduce them : it's a complex development so any help will be appreciated by our developpers.

              Now about the speed of brush following the actual stylus movement. There are a couple of elements to take into account, I will try to cover them step by step :

              1- the choice between "Billinear" or "Nearest Neighbour" resampling method.
              - Nearest Neighbour gives less quality but is less CPU resources consuming.
              - Billinear gives a much better quality but are more CPU intensive.
              (other interpolation methods do exists but are not implemented yet)

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              The choice really depends on your purpose :
              Are you drawing something rough with a very small brush ? sometimes nearest neighbour is the best choice to avoid blurry lines and keep a good reactivity of the tool.
              Do you just need to rotate a photo once ? you have to use billinear.

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                #37
                2- the "cache" options :
                The aim here is to choose when exactly the calculations are done :
                - Super will make most of the calculations as soon as the tool is selected and everything will be kept in memory (if you have enough RAM) until you change your tool.
                - State will make the calculations every time you change a parameter like the color, the size, the flow, etc.
                - Stroke will make thecalculations at the beginning of the stroke and will keep them in memory during the stroke duration only.
                - SubStroke will make the calculation at each information received by the mouse or stylus.
                - Step will make the calculations everytime iliad draws a stamp on the canvas. It could be very resource intensive as the line interpolation gives more informations than the ones received by the mouse or stylus.

                so, for instance, I'm going to apply this to the "fill preserve alpha" node :
                - if you are sure that your tool will always keep the same color (let's say blue) whenever you will use it, you can use the "Super" cache.
                - if you think that everytime you use the tool, you will manually change it's color between each stroke by using the "Get Color" node, then "State" would be a better choice.
                - if you used some "lerp" node to create a gradient according to the stylus pressure, then it's better to use the "substroke" or "step" cache option in the "fill preserve alpha" node, as the color will be recalculated on each step.

                Click image for larger version  Name:	image_179839.png Views:	0 Size:	387.9 KB ID:	1706728
                Last edited by Praxinos_Fabrice; 01-10-2020, 09:35 AM. Reason: added more informations about "Substroke" and "Super" modes.

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                  #38
                  Originally posted by Muzaheed View Post

                  is Praxinos going to keep following open source path?
                  if so than did you push the source into GitHub for PUBLIC ACCESS ?
                  Hi Muzaheed,

                  When we started Praxinos about one year ago, we were quite reluctant to share any source code we would have written. We were all used to closed source software because it was our background.
                  But with the time we had a better understanding of the philosophy behind Unreal Engine 4. Especially recently when we realized that may people would have to recompile iliad because they are using their own modified version of Unreal Engine 4.
                  So we changed our mind and decided to provide the source code with the plugin.

                  We are now 8 people in the company and as some people are working remotely, we are going do our annual meeting early in January in order to discuss our next roadmap.
                  I can not speak for all the associates & employees, but I'm pretty confident that we will keep providing the sources with the plug-in release (I personnaly prefer not to use the "open source" terminology as many people from Epic Games are not confortable use it either : https://forums.unrealengine.com/comm...ot-open-source ; also we are under the marketplace EULA, not under GPL like Blender, GIMP, etc.).
                  That being said, if there is an unique know-how, this specific part would then be a precompiled library, but it shouldn't prevent to adapt the plugin and remaining C++ files to a custom build of UE4.

                  Pushing our GitHub sources for public access will probably be discussed and debated at the same time. We will make sure to keep you informed.
                  Last edited by Praxinos_Fabrice; 12-24-2019, 12:27 PM.

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                    #39
                    hi there, I had an other question via PM which was : how to keep the best line quality with a responsive tool ?

                    The answer is :
                    - try to limit the number of consecutive transforms to keep a good line quality.
                    - use matrix compositions instead, they are less ressource intensive.

                    Click image for larger version

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                      #40
                      Originally posted by Praxinos_Fabrice View Post

                      Hi Muzaheed,

                      When we started Praxinos about one year ago, we were quite reluctant to share any source code we would have written. We were all used to closed source software because it was our background.
                      But with the time we had a better understanding of the philosophy behind Unreal Engine 4. Especially recently when we realized that may people would have to recompile iliad because they are using their own modified version of Unreal Engine 4.
                      So we changed our mind and decided to provide the source code with the plugin.

                      We are now 8 people in the company and as some people are working remotely, we are going do our annual meeting early in January in order to discuss our next roadmap.
                      I can not speak for all the associates & employees, but I'm pretty confident that we will keep providing the sources with the plug-in release (I personnaly prefer not to use the "open source" terminology as many people from Epic Games are not confortable use it either : https://forums.unrealengine.com/comm...ot-open-source ; also we are under the marketplace EULA, not under GPL like Blender, GIMP, etc.).
                      That being said, if there is an unique know-how, this specific part would then be a precompiled library, but it shouldn't prevent to adapt the plugin and remaining C++ files to a custom build of UE4.

                      Pushing our GitHub sources for public access will probably be discussed and debated at the same time. We will make sure to keep you informed.
                      Ok, I have more answers now

                      As expected :
                      1) We will keep providing the sources with each plug-in release.
                      2) If there is an unique know-how, this specific part would then be a precompiled library, but it won't prevent you to adapt the product to your custom version of UE4.
                      3) About the GitHub public access : since we are continually improving the code, there are changes every days. Also due to the size of the company, it might be hard to follow all the changes, pull requests, etc. that people would send us. So we will not do it at the moment. It's still in our plans though. It's just a matter of time and stability in the existing plugin code.

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                        #41
                        Hi everyone ! Good news : ILIAD v_02 is available for Windows on UE 4.24.

                        Important note : In ILIAD v01, Odyssey brushes were a specific asset based on BP. With v02, Odussey brushes are now 100% BP, which means we had to redo the a new pack of brushes. It also means brushes made with 4.23 are not compatible (you must redo them for 4.24). We're sorry for the inconvenience : we promise it won't change anymore !

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                          #42
                          We're very happy to announce that 18k accounts across the world has downloaded ILIAD ! This is amazing, thank you so much !

                          As you know, ILIAD is free and even if we enjoyed a MegaGrant, we need to anticipate the future to continue our development. If you're willing to support Praxinos, we've just launched a Patreon :
                          https://www.patreon.com/praxinos



                          Here is February's brush pack teaser :
                          https://twitter.com/i/status/1229798361076817920

                          Another way to help us : let us know how you're using ILIAD ! What do you like ? What would you improve ? We have so much to learn from UE community !

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