<insert record player screeching hold at line 2>
...Verve already has the record feature!
...it even has a simply playback already, but it's there to later enable repainting everything in various ways, including scaling!
(It is a "hidden" feature, though, not documented, because it was just a test).
press [u] to start recording
press [u] again to stop recording
[Shift]+[u] is playback
It just shows you that this is in there for a long time, but I haven't gotten around to create the necessary GUI components for control. I have always had so many ideas about it, can't wait to make them happen!
Mixing materials was another thought of mine early on, but it will require more channels (aka yet another fluid processing), while I was debating whether I turn those channels into fixed target parameters (glossiness, metallic, translucency and transparency (refraction, yes!) for example) or custom parameters, OR ID percentage of chosen materials, blending between their settings. Certainly would slow things down, but could be tremendous excitement!
...maybe one day.
Ah, yeah, you're still young, as are most
(such a clever observation of mine
), but that means you have totally skipped over the great-old-days, when pixel graphics were all there was and every pixel counted. Nowadays, instead of working with an appreciation for the pixel, people just ignore the immense control they offer and count on scaling for "anti-aliasing" to get smoother, yet, crisper lines. I understand this very much, but I'd so love to make people conscious again about the power of pixels and how you can exploit digital art so much more once you are aware of how to deal with them.
My primary concern is always speed, as weird as this may sound. Nothing annoys me more than the feeling of remote controlling a brush that eventually does what I already did. I love the immediacy of Verve, how even a halfway decent hardware gives you this direct translation of your motion. That's why resolution is for me less dramatic after a certain minimum has been achieved.
In 3d texturing one nowadays uses 3d painting apps such as Zbrush or Substance or the likes. In the good old days one would use photoshop on top of a flat projection of the geometry UVs, haha...oh yeah, "imagination", hahahaha. But if one did 3d textures, then certainly higher resolutions are desirable, no doubt.
Cool, yeah, OH, You only know the "Vervette Sandbox". This is not "Vervette". It's just my WebGL testing sandbox while I'm developing Vervette. The full version allows you to set any resolution you wish, though I was limiting it to 4 digits, hahaha (9999x9999). I was amazed how the browser handled that resolution without fluids. I haven't tried it, yet, with fluids, though. But Vervette is far, far, far more than just a fluid-dynamics exploration. It is a full on painter with most ordinary modes, too. So.... I'm working on it!
Well, thank you for sharing a bit about you!
It means a lot to me and I love to know more about artists here. We have a world of ideas and observations to talk about and exchange and knowing each other helps us understand where those ideas come from, too.
As for price tags, well, I must go commercial, too. There is no other way. But I will keep it reasonable and it is after all how we exchange energy. I've run dry and I need some replenishment urgently.