Hi.I work quite a lot with the old Distort Node that I love and I think is really doing a great work that is most of the time much much easier to achieve than it would be it Extended bicubics.
That being said, I have a question.
I almost always have worked by: doing the distort job on my rush, copy the exact same distort and apply it to a fresh UV map, and then re apply the distortion using the ST map node.
I can’t be sure when it began, but every time I tried that in the last year maybe more, it gave me horrible results (I never noticed before), creating very ugly aliasing on my image, making the process unusable anymore.
At first I thought it was because of the STMap node, but after trying differents things, it appears that it’s because of the 16bits of the UV I use. If I try with a 32 bits UV (created in action with Extended bicubic), I don’t have any problem.
The problem then is the Distort Node that won’t work in 32 bits. Once again, I don’t remember having that king of problem a few years back… ![]()
A very strange thing is that when I distort the rush in the distort node, I never see any weird aliasing. It’s really when applied to a UV map. Grrrrr (I do that because, it allows me to #1 apply the deformation to multiple sources afterwards #2 gives me the ability to adjust the deformation power with just a fade between the distorted UV and the untouched one which is super handy…)
dear Autodesk Dev team, would that be possible to make that wonderfull node work in 32 bits??? And maybe, by the way, change the old gmask by the gmask tracer in it ![]()
That would be sooooo cool as it is really a node I use almost daily.
