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is there a math approach , a function graph that could fix stretching and squeezing of an input image in Fx-map while using rotation. I see It's possible in transform node transform matrix of 4 values but I couldn't figure out how to do it with float2 in fx-mp 'pattern size'. is it possible at all?
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Hello,
A quick and dirty way would be to use custom values for the Render region parameter depending on the specific image ratio, and disabling tiling. Here is an example:
A more robust implementation can be found in any node which includes the Non square expansion parameter, which includes the Star node, as a matter of fact!
Select the Star node and press Ctrl+E or right-click on the node and select the Open reference option in the contextual menu. You can then take a look at how FX-Maps nodes are setup in the node to account for the non-square ratio. Please note most of the math is performed in the FX-Maps's Output size parameter function, as the necessary values are often computed and initialised there before being passed to other parameters.
Happy learning!
Best regards.
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Thanks for reply. Unfortunally I am still doesn't understand how render region and tiling region works . They does something for sure but I can't figure out what's exactly.
Found this too lines only in thr help:
It explains me nothing actually. Could you eleborate it in more details please. A few very simple usage examples maybe? To explain render size and tiling size interaction . Right now I can't figure out how they work together to prevent rotation sqeezing. It all seems totally random when I try to manually tweak sliders there. Also disabling tiling doesn't change a thing on my side.
What I want is to make a noise with a kind of non-square expansion where scale of features stay same when you expand or contract in both dimentions, not just one and could scale the features totally independently from output size ratio factor .