DeformQuad (Construct 3 Effects)

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    DeformQuad

    Deform a quad image within the boundary of an object using relative vertices with the object.

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  • One thought is to try adding a few transparent pixels around all the edges of the image. Also the same with all other textures/images in your project (neighboring textures on the spritesheet may be bleeding into this texture.)

    • Thanks Mikal I did read that somewhere and have already done so but unfortunately it still remains. I will do some more testing, really hope I can resolve it as this working so well!

      It is actually something I am developing as part of a professional magic trick routine. So unfortunately cannot show much. But appreciate your efforts as it’s a great plug-in.

      • Did you add transparent border around all images in your project, not just the one with the effect? Do you have a sample project I can test and debug with?

        • Hi Mikal, I know this was a while ago now but I am revisiting this and trying to overcome this same issue.

          I can try and send over an example showing the issue but to describe again:

          It is a single PNG image that is transparent right to the edges of the image with only some non-alpha parts within the image. The non-alpha areas are a solid colour (red) which is what is then seen as a thin border of the whole image (the 4 sides).

          Again it only happens when using tri or bilinear sampling.

          Hope you can help.

          • Hi, sure upload a link to the project (I use sendgb.com to share files, but whatever works for you.)

            In general I use 3DShape or 3DObject to do what I used to want to do with this effect these days.

            • Hi Mikal,

              Thank you for looking into this for me, much appriciated.

              Please find the example file.

              dropbox.com/s/34hvsxd8k4ojtcz/deform_issue.c3p

              Please drag the arrow icons to see the issue in play.

              Thanks

              • I took at look at this, but don't see an obvious answer, I imagine there is an issue with the transformation when the UVs transition at the border and the bilinear tries to blend across the boundary.

                • That's a real shame, but thank you for taking a look.

                  Its perfect for my use if it wasn't for this small issue and frustratingly I cant really find another way/addon to get same behaviour. :(

                  I also noticed that setting "Downscaling to Low" removes the issue but again this then results in "blocky edges".