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Skybase wrote:
All external inputs into FilterForge will have to be raster images. If you make your canvas size huge and that image huge, then you'll run into pixellation issues. |
I understand that if you feed a low resolution raster image and you choose a huge canvas size result, you will get, as you say, pixellation problems,
But if the external input source image shape that you use is about 3000x3000 and you feed this into bomber, then it would be really difficult that you run into pixellation issues, I mean for using a 9000x9000 result will not have any particle that would be higher than 3000x3000
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Skybase wrote:
But it's pretty tricky constructing specific stuff in FilterForge. |
Is true that is pretty tricky and difficult to make complex shapes in FF, specially some specific designs that you may want, and even more if they have different colors involved
So this is why I think that unless I would want to submit the filter to the library, it would be better to use high resolution shapes as source images for bomber or other components instead of FF built shapes