![]() Exporter: File paths are now stored using Unicode instead of ANSI characters.Exporter: Improved power usage by reducing window draw frequency when idle.Exporter: Added read and write support for the RXGB BC3 normal map format.Exporter: Added the Edge Pad (Solidify) effect, which smoothly fills transparent areas of images.Retargeted CUDA dependency to version 11.8.NVTT: Renamed nvbatchcompress.exe to nvbatchcompress.bat nvbatchcompress' functionality has been merged into nvcompress.NVTT: Added -max-mip-count, -nim-mip-size, and -no-mip-gamma-correct options to nvcompress.NVTT: Improved nvcompress' performance on images over 6.25 megapixels.BC7, ASTC: Fixes a bug where images marked opaque would use a transparent compressor, and images marked transparent would use an opaque compressor.BC1–BC3, BC1a: Improved compression quality at Quality::Production|Highest.png extension if test.png does not exist). Exporter GUI: Fixed bugs in extension autocompletion (for instance, saving a PNG image named "test" adds the.This fixes a bug where images loaded on devices with compute capability < 5.0 would display with the wrong color space (which would resolve if the settings were modified). Exporter: If an image causes the Exporter to switch from GPU to CPU compression, the intermediate results are now fully cleared before restarting image processing.Fixes a bug where nvtt::Surface::createSubImage() and nvtt::Surface::diff() did not copy the texture type, alpha mode, wrap mode, or normal flag from their input(s) to their output nvtt::Surface.BC1-BC3: Fixes a bug in 3.2.2 where CUDA compression on Turing GPUs would produce a `cudaErrorIllegalAddress` error.For instance, game developers can use this to reduce the size of the games they create - or realistic rendering and digital content creation developers can use this to fit higher-resolution textures in memory. These tools are ideal for artists and graphics engineers looking to save texture memory and reduce the size of their applications or fit more or higher-resolution textures into the same space. NVIDIA Texture Tools Exporter standalone showcasing a cube map reflection A new compression preview pane allows you to see how your image will be compressed in real-time, without having to write to disk. This exporter combines four texture tools in a single plugin and standalone application, including flexible and powerful support for cube maps, mipmaps, normal maps, transparency, and more than 130 import formats. The NVIDIA Texture Tools Exporter allows users to create highly compressed texture files - that stay small both on disk and in memory - directly from image sources using NVIDIA’s CUDA-accelerated Texture Tools 3.0 compressor technology. I have done quite a bit with GiMP and love it, but you can probably image right now, I did it the HARD way. Right now, that is beyond me but you two have me wanting to dig into it. I only do what I can / know till I find a better way either by trial or from person kind enough like you with your answer.īlighty probably has the better method like you are saying to keep more than one layer and add more layers. I am mainly a programmer at base and can do "programmer" art. I have a BS in Eng Tech, A+ and IC3 Cert and there is so much that you could probably fill a thimble with what I do know. I am a high school instructor that does Gimp, Blender, HTML, PHP, JS, CSS, C / C++, MySQL, Computer H&S, Networking, text/presentation/spreadsheets. ![]() Add more layers if you need to paint elsewhere. Quote:But why do you need to do this? It is usually better to keep layers as a rather tight fit on their contents. Thanks Ofnuts, layer -> layer to image size did it perfectly. ![]()
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