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Hi Pedro, thanks for the PR! tev can already explode the channels of the currently selected group into individual ones via Ctrl+X. This'll work even when the group isn't made up of RGBA like this PR assumes it to be. But... that feature is not very discoverable; just an entry in the keybindings help window. I assume you didn't see it before working on this PR? Viewing group subsets is also possible, although admittedly quite a bit more cumbersome: use e.g. So, with these features in mind, I feel like a better approach to the PR would be to
Compared to a pure shader-level approach, that'll also ensure that the histogram tracks the masked channels & that saving via Ctrl+S stays faithful to what's shown. |
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Ah, I wasn't aware of the explode channels keybind. Though, the lack of multichannel groups is not ideal and the alternative you pointed out to expose multichannel groups seems like a hassle to use. For now I'll just use this solution whilst I find the time to implement the changes you suggested. |
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I thought about this some more and figured that the feature would actually be nice-to-have as-is after all, my bad. Reason being that shader-level channel masking does behave a bit differently from the channel ungrouping feature the more I think about it. I made a few small changes and will merge after CI is through:
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Co-authored-by: Thomas Müller <git@tom94.net>
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Hi Thomas,
I recently found out about tev and have found it to be very handy. The only thing I felt was missing: a color channel masking feature which lets me isolate individual, or multiple, color channels.
Note: I don't have an apple device to make and test changes for the metal shader, so I didn't.