Quote from: Prometheus on July 26, 2018, 04:02:12 PM
You still mentioned rotational functions? but you are now backing away from that with the notion that terragien is going for earth realistic type clouds, that makes no sense..a user may have need to actually change rotation of the cloud to fit a certain look of the clouds..as it also may be perceived in real life..it´s just a shortcoming which you are excusing by saying it´s going for earth realistic clouds.
Where is those rotational controls? aside from entering nodes?
The rotational functions are just that. Functions.
Again, Terragen is based on these nodes. Everything. Even objects if you want to correctly import and display anything. Clouds do not rotate like you're describing, and would not, in a earth simulation. So if that's something you're after, it's just likely not going to be part of TG. The cloud layers, are layers. They're layers in the atmosphere essentially. They don't rotate on X or Z axis. You can rotate the noise and obtain different looks, especially with heavily customized clouds. Which again, is based on nodes if you want something like a Hero Cloud. You won't get this with cloud layer sliders and a single fractal input and it's sliders, and I don't think it was initially intended that way.
Quote from: Prometheus on July 26, 2018, 04:02:12 PM
And for going against windows UI, I do not follow you on that one..what can I say.
Change the color of your Windows UI, Terragen changes as well. Because it uses assets from Windows, that millions of applications use to build speedy fast comprehensive UI. There are better frameworks that are better for cross-compatibility with like Linux and Mac.
Visual opinions such as color tone, and the color of icons, is a personal thing. I for instance, like color coded icons that offer a peripheral target. Always have, and why when color displays came out, and for the last what, 40 years, they have been used. There could be a mellow-toned icon alternative, or colour-blind alternative icon sets created, and even better icons, as they have aged, but the UI doesn't need to change, doesn't
need hard-coded colours, etc.
Quote from: Prometheus on July 26, 2018, 04:02:12 PM
For your final notes...well I understand that you may think other software is focused on artistic approach and not simulation..but the thing is it shouldn´t be neither..you don´t put out a software for either artistic nor simulated result...you try to do your best to meet the needs of as full control as possible..or maybe some developers do..but then you will loose customers complaining over lack of control..as it currently stands, full control to override Simulated physics? isn´t unnatural..especially since this is just procedurals...not simulated fluid based stuff with real world gaseous cloud behavior.
This is actually how industry works, though... we have simulation software, and we have production, and art based software. Just because people develop plugins, or a software you're familiar with includes some cool fluid stuff or whatever doesn't mean it's the only.
Quote from: Prometheus on July 26, 2018, 04:02:12 PM
What do you think of my complaints of lack of the value controls? any thoughts on that, lack of axis indicators etc, commas, sliders for the values? no need to respond on that..but just curious on what you have to say on that.
You'd need to be entirely more specific. What lack of value controls?
Axis indicators with what exactly? The camera? Yes, we could use a 3D axis indicator, I believe I've mentioned that before. Clouds? As I explained, it isn't really needed.
Sliders are only for things that have a relative defined range, where outside of scope things may get weird (from what I've seen), or for ease of use such as altitude in surface layers with the preview colour. But other things are based on dynamic input. How would a slide work from 1e-006 - 1e+006? It's be incredibly hard to pick any exact range and you'd be entering values manually anyway. Even on sliders with a max of 1e+006, it's hard to select anything exact, so you enter values manually.
Quote from: Prometheus on July 26, 2018, 04:02:12 PM
Vue interface isn´t bad or flashy just for marketing sake, I think you can scale down icons as well, though I just noticed that the UI has more colored icons than before if I am not mistaken..will have to test the latest vue soon, you could also choose scheme if you want, copy and paste of cloud layers is great where you just may want a similar cloud but a bit high and some minor tweaks..maybe that is possible with nodes in terragen ..but the workflow doesn´t seem as smooth.
I don't think it is bad, it definitely is flashing it's unique Vue-ness, just like Maya, Blender, and any branded software. This is inherent to marketing, and it will most certainly be done in a way you're not aware of. In general, a layout is entirely not needed and could just rely on the UI of the OS like Terragen, and be whatever colour the user wants. Icons like I said are usually visual aids. And with Vue, they don't really help.. you still have stop and read them. They aren't very distinct for peripheral targeting when doing things at a flow. When you mention smooth and stuff it just seems like esthetic opinion, not based on actual productivity. A mock design may help iterate what you mean. But so far it just seems you'r explaining opinion on what looks good to you.
Edit: It's always why these sort of things are summed up into "templates" or "Layouts" for frameworks or UIs... Because they don't mean anything really to the functionality and practicality of use, they're just for show. And these things change to as far as what's "In". In the early to end of the 2000s it was light colour tones and colours, since the than we have seen a trend toward dark, and yes, these software have reflected that.