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

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  • replied

    If you need Oil brushes for Unreal Engine, we've just released a new brush pack on Patreon !

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  • replied
    The 1st version of our Graphic Library ULIS is available on Github : https://praxinos.coop/ulis.php

    And there's a new video again, about overrides :

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  • replied
    2 new videos about parallax drawing and tablet nodes :


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  • replied
    Learn how to make a basic brush : using various nodes such as Simple stamp, Resize Uniform, Fill preserve Alpha, understanding exposed parameters and customising your brush's thumbnail.

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  • replied
    Getting Started with Iliad

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  • replied
    Hi everyone, we have 2 good news !
    - We've just released an update for Iliad : now layers are saved within the texture and it works on Mac !
    - A new brush pack is available on Patreon. This time, we made many brushes for pixel art.
    https://twitter.com/i/status/1244641387175383040

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  • replied
    Here's a video tutorial recorded by Benjamin Gregg, the artist behind the indie game "Kumo" :

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  • replied
    Hi everyone ! I know we're not showing much activity recently, but actually, we've been working hard on ILIAD. If any of you want to know more about our work in progress, please feel free to join our discord : https://discord.gg/gEd6pj7

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  • replied
    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 !

    Leave a comment:


  • replied
    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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  • replied
    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.

    Leave a comment:


  • replied
    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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  • replied
    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.

    Leave a comment:


  • replied
    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.

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    Last edited by Praxinos_Fabrice; 01-10-2020, 09:35 AM. Reason: added more informations about "Substroke" and "Super" modes.

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  • replied
    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)

    Click image for larger version

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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.

    Leave a comment:

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