Joined: Sun Nov 10, 2013 1:38 pm
THIS IS NOT A VIRUS OR MALWARE ...you may have to temporarily disengage your Virus Killer or put it on the EXCEPTIONS list, because those things are out of control nowadays. Everything's a virus to them for some reason and I frequently update, so it's pretty much futile to report a "false positive", but you may still try that, too. If you have any suggestions, share them with me in the Community threads, please!
If you're using Kaspersky, you can report to them that the file is a FALSE ALARM by going here...
- Select URL
- Select FALSE ALARM
- paste this address into the file location:
I'm sure a similar thing should exist for most anti virus tyrants.
A standard Disclaimer:
This SOFTWARE PRODUCT is provided by Taron "as is" and "with all faults." I, Taron, make no representations or warranties of any kind concerning the safety, suitability, inaccuracies, typographical errors, or other harmful components of this SOFTWARE PRODUCT. There are inherent dangers in the use of any software, and you are solely responsible for determining whether this SOFTWARE PRODUCT is compatible with your equipment and other software installed on your equipment. You are also solely responsible for the protection of your equipment and backup of your data, and Taron will not be liable for any damages you may suffer in connection with using, modifying, or distributing this SOFTWARE PRODUCT.
(It feels so schizophrenic to post this disclaimer, but I suppose it would be wise to do so. I really also don't want to scare anybody, but our societies are fundamentally weird, haha!) :shrug:
- proper canvas texture saving/loading
- [Ctrl]+[Shift]+[p] to snapshot current layer's material as canvas texture, which also now gets properly saved and loaded again!
- pick colors from anywhere on the desktop. Hold [Alt] to sample colors, but don't click, it already grabs the color!
- new canvas texture procedural. [Ctrl]+[p] to toggle through the 3 modes: 0 = fractal noise, 1 = canvas, 2 = grab layer material
- canvas settings save with mode! (Except the layer based version still won't save the generated pattern from the layer. It's still to come!)
- color swatches scale by holding [Ctrl] and corner handle
- import for (.pal) color palettes (RIFF and JASC-PAL)
- brush images can now be selected and deleted. [Ctrl]+[RMB] on swatch to be deleted!
- brush images new sequence mode (=) to only paint with the currently selected image (more modes to come!)
- brush #10  now responds to bias, which also is much nicer to dial up now!
- improved GUI code
- compatibility fixed for fluids on some graphics cards!
- Experimental "Hue dancer"...dial up an amount of hue randomness for each new stroke.
- Number of small fixes
- Slight alteration of fluids (improved material behavior, potentially suggesting future parameters)
- color swatch lists can now get removed. Hit [ctrl]+[RMB] on list button to remove it!
- holding down [N] now cycles through the swatches (like western reading: left to right, top to bottom). Having only one swatch in a list will use random colors as before!
- [Shift]+[c] brings up COLOR SWATCHES!
- tons of little things around the code...
- improved merging of layers
- improved GUI aspects
- new GUI components for Brush Images including the ability to NOT USE images on Brush #9 while painting brush images
- more little things I can't think of right now...
- Brush Images now have two new parameters: (col) switch for color mode and a new random mode for image sequences (rn) (And new .vri format (version 4), saving sequence and color modes)
- various cosmetic improvements including value display accuracy and [ctrl] held fine tuning
- brush image format (.vri) optimized (version 3)
- Brush #9 now properly displays brush image rotation when using [Ctrl]+[a]+[LMB] to adjust image rotation only.
- cosmetic update... a little less braindead image display, haha. It now won't cover the rest of the gui, if u have too many brush images!
- border conditions for fluid dynamics (vectors)
- image format now supports extra large images!
- image and brush image formats are optimized!
- two new interface buttons for CLEAR and FILL right above MASK in the little brush action gui (All just temporary experiments)
- two new toggles under "IMAGE BOARD": (PR) / (>>) to control brush image sequence traversal, (*) toggles brush image paint mode...
- exponential pressure for brush image sequence traversal mode (pr)
- exponential stretch factor for canvas texture stretch parameter
- little mode indicator for brush image transfer on the "Image Board" GUI. When ON material and color are being transferred and Average mode paints entire image tinted by sampled color under the brush. When OFF it transfers the image flat and Average acts as usual, painting with the averaged color sampled across the whole brush.
- tiny cosmetic updates
- THIS IS A TEMPORARY LABORATORY VERSION, already very old, but for all of you it still has some interesting additions you don't know, yet! Let's see, if I remember some of the changes...
- BRUSH IMAGES, work with brush #9 and brush #0 (the new one!). You can even save and load them already, but not a whole lot more...
- new paint mode with fixed amount of material ( = )
- new mask that actually masks!
- canvas texture appearance improved
- bunch of fixes for paint transfer
- pfff...new interface code, but you will hardly see that. It was only internal preparation.
- OH, crap, I totally forgot, there are some post processing experiments floating around, hahaha, "desaturation/chroma intensity perception" and a wetness dial that you may ignore.
- Now I'll have a look at explaining some of it in the INFO...
- fluid improvements (borders)
- brush #9 improvements (mouse mode)
- lots and lots of little fixes to fluids and warp mode and shaders in general. Enough fixes to decide to increase the version number! (...that's rare!)
- temporarily you have two color storages. Switch between them with [x]. (like in PS)
- brush #9 now uses BIAS to adjust brush shape: Positive Bias flattens the brush horizontally, negative bias flattens it vertically.
- mouse speed has a new approach. I like it like this a lot more, because lower speeds tend to follow the mouse more accurately.
- changed fluid behavior enough to increase the version number. It's weird, because I don't know, if I will keep it that way, but it feels more natural/practical to me right now.
- Canvas Texture has a more ideal routine now, leading to more accurate behaviors
- Canvas Texture Strength is now exponential, changing the interpretation of the parameter a bit.
- Canvas Texture can get inverted with the hotkey [i]
- Canvas Texture can be toggled on/off with the hotkey [t]
- Another experimental behavior is now up, which thins out the material amount when it moves. In other words, the more you push material around, the flatter it gets, but not below full visibility of the color. I figured this is much more natural, but it all will get more tweaking along the way, I'm sure.
- HIGHLY EXPERIMENTAL NEW FEATURE [Ctrl]+[p] to create and toggle between canvas textures based on either procedurals or your current layer's material build-up. It's really weird and expect all sorts of funky stuff, but you can really do some wicked things with that! Borhani... ...I will not document this, yet, because it's really just experimental at this point, but here how it works right now:
Verve starts up with the standard canvas texture. If you hit [Ctrl]+[p] it will just be empty. If you hit [Ctrl]+[p] again, you'll have the standard again. If you paint something on the canvas and then hit [Ctrl]+[p], it will create a texture based on your current painting. You can only control the strength right now. However, if you now hit [Ctrl]+[p], it'll switch back to standard and your own texture will be gone. So...treat it like an experiment for now!
- New fluid behavior. I've changed the system around a little to have vectors more accurate react to canvas textures. I've also tamed some of the border behavior for them. It's all still a work in progress, naturally, but I like where this is going. I hope you do, too!
- New experimental parameter "COLOR PUSH" to control the speed of color motion vs. material motion. This can lead to some fun effects away from 100%, which is normal.
- This is a riskier build, because I've switched input logic to event handling, which should make a few things faster, but might have some unknowns that I still have to run into.
- added oscillator chaos dial. It adds random to offset and advancing speed of the oscillation.
- little fun release...just added an oscillator to brush #9. You'll find the tiny dial in the middle of the brush interface. It's just a gimmick for now, but I think it's way too fun to keep it from you!
- fundamental change in my behavior. Never have revelations shortly before going to bed! Always have them after waking up
- PRESSURE toggle in the Brush Panel. If PRESSURE is OFF, Mouse speed controls pen pressure, even if you use a pen. If it is ON, pen pressure is being used, but mouse only use will still use speed instead("mike mode")
- brush #9 now responds to pen tilt and canvas rotation properly. Mouse artists might get a bit of extra fun there, but I don't know, if that's really good either, haha! Let me know!
- save and load settings files (*.vrs) (does NOT include layer settings, though!)
- paint and canvas have mild translucency to deal a bit more naturally with light.
- mild optimizations here and there
- fullscreen now without border (finally! Totally missed something silly before...all good now!)
- Brush #9 canvas behavior has mildly changed. It's still work in progress, but it's getting there, I believe.
- everybody take a deep breath, please, because the file format has a mildly overlapping change since the latest update. LAYER VISIBILITY is added, which is traditional opacity.
- small change to [n] random colors: chosen brightness will be kept. [Shift]+[n] will recall last chosen color!
- brush #number shows on interface, next/prev buttons go up to brush #8.
- [Ctrl]+[V] paste from Clipboard...
- [Shift]+[q] for mask from current layer's material amounts should work fine now. It will stop fluids where ever material is already and only allows fluids in the open space!
- [Ctrl]+[Shift]+[m] will auto level the current layer!
- tweaking fluids. Safety measure for velocities never to exceed existing speeds based on material amounts. Prior to this they could easily freak out a little as well as exaggerate input velocities, leading to unpredictable smudges for example.
- Undo Brush: Hold down [z] to paint with undo brush!
- Brush #9 randomizes bristles per stroke.
- CANVAS TEXTURE (v1.0 of that, really!) Dial up yourself a canvas texture with controls: ON/OFF, Strength, Size, (fractal)Weight, Bias and Width. It's still subject to potentially extreme changes, but it's a start. It also saves with your image and I'll see to it, that the format will be honored in upcoming versions. BUT there's always that chance this thing could radically change... so... just hold on to the version then!
- Paint interacts with canvas texture.
- VERY, VERY CRUDE image import! ...it only loads 8bit pngs and jpegs and it offers only to change the resolution to the loaded format or pastes it centered into the current project. Later on I will make this more complex with all the bells and whistles, including 16bit formats and choices for channel interpretation, but for now...at least you can load some other images now, too!
- [Shift]+[Tab] toggles brush cursor visibility!
- NEW BRUSH in experimental state, very crude, but it's the foundation for something that should get pretty exciting! ...It's BRUSH #9 (ideally with lots of fluids and pressure on size!)
- ROTATE CANVAS... [Alt]+[Ctrl]+[Shift] and [LMB] drag horizontally to rotate the canvas, or click [RMB] to reset rotation! [home] will also reset rotation. Both resets also stop the spinning...
- SPIN CANVAS... [-] or [=] to set spinning speed and direction (Didn't see that one coming so soon, jim, did you?!)
- fluid improvements! "Drying turned off" now leaves much less artifacts, if left running. It still may create some striations, but it should be manageable now. I'll keep working on that!
- tablet/mouse actions are now somewhat improved. Funny how tiny changes in the order of executions responds better to the input. That's still a bit of magic to me, too.
- [Shift]+[F2] now turns on ADJUST CANVAS SIZE. Currently it only crops. Resize will come later! You should see a cyan rectangle with handles show up. Grab the handles to adjust the canvas area. Hold down [Alt] during adjustment to do symmetric changes. More options to come!
- Dial actions changed. Equal rate of change in all directions, [Ctrl] + drag to fine tune!
- color picker mess-up solved!
- High Quality mode [h] toggles. It doubles the lighting resolution and creates finer shading, especially for highlights!
- fluid dynamics improvements/optimizations
- temporary resolution double/half using [Ctrl]+[F2] to double and [Ctrl]+[Shift]+[F2] to halve it. Watch out, though, graphics memory could get exhausted when you go too high!
- color picking logic is now a little nicer. The picked color fades based on material amount against what other color is visible. It will still favor the color of the current layer you're on.
- interface lighting has a fixed height now.
- WARP mode [Ctrl] + [w] to toggle on/off. In this mode you can warp the image coordinates with your brush. "Erase" or [Ctrl] + drawing will restore original coordinates. Inside warp there's currently no undo, but after you exit warping again, you can undo between warped version and previous version of the layer you're on (ordinary undo). [Ctrl]+[Shift]+[w] will reapply the last warp so you can apply the same warp to other layers. It's JUST A PROTOTYPE , so it's not totally implemented, yet, but I figure, since I have only limited time these days, I better just release it, because it can be really useful and loads of fun!
- experimental sharpening when holding [Ctrl] while "brush blur" is active. I recommend setting color opacity to 0% when working with brush -blur or -sharpening.
- optimized fluid sharpness. Whereby it's the softness of it that's optimized. By default it's still on 100% sharp, but you no longer have to fear to go to softer fluid vector distributions.
- THIS IS EXPERIMENTAL HYPERFLUID... lol...or something that should be a little faster on most machines, but not as precise! Give it a try and let me know, if it works on your machine and to your liking!:geek:
This version is a pre-release currently, if I should call it that. But I think you'll like to have the following feature, even before I have added all the rest of it...
- [Ctrl]+[s] saves the currently selected layer with Alpha as a 16bit png.
- [Ctrl]+[Shift]+[s] saves two png images: one is color only as "filename_col.png", the other is material only as "filename_mat.png" (heightmap).
- [F3] to toggle fullscreen. It's kind of a fullscreen, really, but it does the trick, I think.
- I found the massively idiotic "bug" I had in the fluids for ATi and Intel cards...brace yourselves: the variable "buffer" sounds official to ATi and Intel, but they can't find it in their GLSL version. I had boldly declared my buffer to be called "buffer" and NVidia knew immediately that it is mine and not some non-existent variable of GLSL. ...so, it should look find now everywhere, I believe!
- SMUDGE CHROMA...this dial may be a little bit of a color revolution, I'm not sure, but it certainly is stunning. Default is at 10% and ideal in my opinion, but you can go nuts or turn it off, too!
- [c] now toggles the colorwheel widget
- It had to be a new version, because...<drumrolls, please> ...The Fileformat is now brand new and allows for any gigantic project files to save just fine... and all that with a pretty active progress bar!
(Now, I know I shouldn't have sacrificed a precious letter from the alphabet for this "oh, so simple thing", but...yeah, it was worth it!)
- New project file version, now also saving Grid settings, Brush settings, all new fluid settings and a brand new Gamma parameter as well.
- New Parameter "DRP GAMMA", which is a fancy color treatment routine from famous drpetter, who was so kind to share it with me after coming up with it recently. It's really pretty!
- New Widget for Build-up Parameter. [B] brings up widget, [Shift]+[B] toggles between two value, both of which you can adjust.
- New Brush control "BIAS". Click and drag on the little thumbnail of the brush to adjust a bias. This bias will exclude a portion of the bristles, as it is right now. Later I might refine it, but it's quite awesome, you hopefully will see, too!
- bunch of fixes to interface and widget controls
- preparation for the next bigger update!
- RESIZABLE WINDOW!!! Please, don't for a second believe that this was an easy thing to do for me, but here it is...finally!
- Mask mode now has red outline around the canvas, so you don't accidentally end up painting in it.
- slight changes in default brush settings
- New WIDGETS: [c] color pallet, [f] fluidity, [Shift]+[f] fluid smudge, [Ctrl]+[f] fluid sharpness.
- Fill Canvas is now on [Shift]+[Ctrl]+[F]
- compatibility improvement!
- [Shift]+[F2] is now switch resolution
- [Ctrl]+[Delete] is New Project with the option to Reset Defaults
- [Shift]+[v] now toggles transform mode, you can just hit [v] to toggle back out
- New Fractal Noise Brush 8! Control size of the fractal with BRISTLES and thickness of the fractals with BRI.SIZE.
- improved ribbon brushes (including fractal noise brush)
- brush material buildup parameter
- brush bristle count "BRISTLES" and bristle size "BRI.SIZE" parameters affect all bristle based brushes
- drying speed parameter
- mouse speed parameter (delayed motion for smoothing brush movement)
- canvas now independent from windowsize, but window resize is not yet hooked up!
- New resolution now does not have to destroy and create windows anymore
- New resolution is not hooked to [Shift]+[F2] and comes with a confirm requester including a "Reset Defaults" requester.
- Fluidity parameter is now exponential
- Colorwheel has now expanded muted color range
- Pressure sensitivity is slightly reworked
- this all could've been like 5 versions at least...way to save the alphabet!
- bristle max size parameter!
- bristle count and size will store with the currently selected brush. Currently only per session, so when you restart Verve it will be reset again. This will change!
- fluids perform solidly
- png 16bit saves RGB and is clamped to avoid negative values.
- interface cosmetics
- shader optimizations
- minor cleanups
- painting optimized and improved to keep material amount managable.
- New Brush parameter "BRISTLES" lets you control the amount of bristles on respective brushes
- minor cosmetics
- oops, fixed a silly 100% fluid hickup.
- added a tiny mouse movement filter on it. I may make this a parameter later on, maybe even just brush specific?!
- almost just cosmetic, the color wheel spectrum circle now stays at 100% brightness at all times and the pointer is a bit smaller now.
- layer mode switch button improved.
- unless anybody complains, I've changed the paint logic to compensate for new paint by secretly scraping away old material. This keeps the paint a bit more leveled as opposed to the constant bumping that somehow feels unnatural to me.
- layer BLEND MODES
- proper layer settings kept when copying layer
- layer button multi functions: add, copy [hold Shift], merge [hold Ctrl]
- altered the paint bumping a little to avoid the harsh lip right away.
- paint flow now stops as you don't move the brush
- zoom/pan reset additional shortcut through RMB (right mouse button) while zooming or panning.
- copy layer (above/below). Hold down [Shift] on the layer interface "add" buttons to copy the layer into a new layer.
- perspective grid prototype added
- Fill is now [Shift]+[F]
- layer handling is a little different now. Hide/Unhide went on my nerves, so now instead of the "delete" button, it's now Visibility toggle without selecting that layer. Moving the layer out of the window is now delete!
- further reworking of the Average feature, which now works properly with fluids as well.
- added "Blending" feature to brushes, which dials in a permanent "average" blending for all paint and smudge actions. (I love it!)
- averaging totally reworked!
- [F] to fill canvas with current color at current opacity
- speeding up fluids a little depending on amount of fluidity
- 0% fluidity no longer pushes paint during painting
- tweaking parameters
- [V] toggles "translate (move) layer" (currently still destructive off canvas!)
- zooming now generates mipmaps when zooming out for smoother displaying, but zooming in keeps pixels without interpolation for more accurate viewing. I do like it, but could make it an option for those, who don't!
- fixes from a few legacy issues lead to finer articulations of paint opacity, but also will alter the appearance of old projects. Let me know, if you want auto-conversion! (...nothing will be lost!)
- fix for the first crash ever...just some sloppiness with the layers, but it's fine now.
- pressure based brush size improved!
- brush cross leaves more room in the center. I thought it was distracting a bit...
- opacity for layers
- small adjustments and preparations for new brush system, but you won't know it, yet... it is coming!
- DRYING an experimental mode for the fluids that is quite radical a change. Once on your brush applies wetness with your paint that slowly dries. The color opacity controls pigment amount, so to say, but wetness remains the same. If you just want to add wetness, set opacity to zero and brush over your colors. It's actually quite exciting. I'll keep developing it, of course, but give it a try!
- massive fluid dynamics improvement. No more ugly artifacts... just, eh, pretty ones? Nah, it's much nicer now!
- adjusted some brush intensities and behavior
- THE INTERFACE (prototype)
- most hotkeys have remained the same with the addition of layer material control via [Ctrl]+[cursor keys] and [Ctrl]+[Page up/down]
- PNG now saves at 16bits per pixel!
- fluid smudge and fluid sharpness and now separate parameters. Previously they were joined.
- Color Picker now has RGB dials and a Saturation dial. I might add a hue, too, but it felt a little bit redundant to me thus far.
- Dithering Option (on/off) exists now to get smooth gradients even at lowest rates of change in color across the screen.
- various improvements and additions under the hood.
- fluid sharpness control, actually controlling how much incoming vectors are being distributed into the fluid vector field. [-] and [+] keys control it. I love having it on zero, as it makes very fine perturbations, but it makes everything act a bit tighter.
- color picker is yet again a little improved. You may or may not notice.
- Exit confirmation requester
- small improvements to paint action. Stippling should now go without accidental slips.
DO NOT GET SCARED, the new project file extension is *.vrv instead of *.ifp, but the old files still load just fine. Just select "All Files" in the file requester to see the old project files.
- Minimum Brush Size now adjustable! [Space]+[Shift] to adjust minimum brush size. Small reminder that [Space] is used to adjust the brush size freely.
- Auto mini cursor cross, when the brush size gets too small to see.
Ok, this time it's really crazier!
Layer Paint properties "Glossiness", "Diffusion", "Metallic" are there. Since there is still no interface it gets a little wilder, of course.
[CONTROL] + [CURSOR up/down] adjusts glossiness
[CONTROL] + [CURSOR left/right] adjusts diffusion
[CONTROL] + [PAGEUP/PAGEDOWN] adjusts metallic
You can do an over all adjustment of all layers, relative to their settings by using [CONTROL]+[SHIFT] on all of the above.
System Info: NVidia Gforce GTX 970, 2x 8core Xeon (2.67 Ghz), Windows 7