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Enrique Barranco
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Enrique Barranco

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Work is progressing for the next major release of G'MIC 2.0.0. Here, a video presenting the current state of the Qt-based G'MIC plug-in, running under GIMP !
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Enrique Barranco

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Natron 2.2 is released. Check it out!

Natron is an open source professional-quality compositing software.
We are looking for funding from partners (studios, software companies) to support the development of Natron.

Release notes:
- OpenGL rendering is enabled by default for interactive editing in plugins that support it (but still disabled for background rendering)
- Roto & RotoPaint: ellipses and circles are more accurate
- When a plugin is not available with the right major version, use the smallest major version above for better compatibility (before that change, the highest major version was returned)
- Natron can now be launched in 32-bits mode on macOS
- Documentation is now licensed under CC BY-SA 4.0, and external contributions are welcome
- Organize nodes documentation
- New project formats: HD_720, UHD_4K, 2K_DCP, 4K_DCP

### Plugins

- The plugins that were made available as beta features in the 2.1 releases are now considered stable:
- DenoiseSharpen: new wavelet-based denoising plugin
- EdgeBlur: Blur the image where there are edges in the alpha/matte channel.
- EdgeDetect: Perform edge detection by computing the image gradient magnitude.
- EdgeExtend: Fill a matte (i.e. a non-opaque color image with an alpha channel) by extending the edges of the matte.
- ErodeBlur: Erode or dilate a mask by smoothing.
- HueCorrect: Apply hue-dependent color adjustments using lookup curves.
- HueKeyer: Compute a key depending on hue value.
- KeyMix: Copies A to B only where Mask is non-zero.
- Log2Lin: Convert from/to the logarithmic space used by Cineon files.
- PIK: A per-pixel color difference keyer that uses a mix operation instead of a max operation to combine the non-backing screen channels.
- PIKColor: Generate a clean plate from each frame for keying with PIK.
- PLogLin: Convert between linear and log representations using the Josh Pines log conversion.
- Quantize: Reduce the number of color levels with posterization or dithering
- SeExprSimple: new simple expression plugin with one expression per channel
- Sharpen & Soften: new plugins.
- SlitScan: Per-pixel retiming.
- SeNoise: fix bugs in the Transform parameters #1527
- PIKColor: do not expand region of definition
- Shadertoy: support iDate, add presets, fix CPU rendering #1526
- Transform & CornerPin: additional "Amount" parameter to control the amount of transform to apply.
- ColorLookup: fix a bug where output was always clamped to (0,1) #1533
- Grade: fix a bug where negative values were clamped even when gamma=1 #1533
- STMap, IDistort, LensDistortion, Transform, CornerPin: reduce supersampling to avoid artifacts
- LensDistortion: add STMap output mode, add undistort output, add PFBarrel and 3DEqualizer distortions model, add proper region of definition support.
- RotoMerge: a merge plugin that takes an external mask as the alpha for the A input.
- WriteFFmpeg: DNxHD codec now supports DNxHR HQ, DNxHR SQ and DNxHR LB profiles.

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Upcoming GIMP 2.10 is featuring 16/32-bit per color channel precision support thanks to many people who worked on GEGL, our new image processing engine.

Øyvind Kolås has been working on GEGL since mid-2000s, he's the principal developer of that project with a 42% share of all changes. He is now looking for community's support to further improve this engine.

The more time he can spend on GEGL, the faster we can implement more advanced features, such as layer effects, non-destructive editing, and CMYK/spot colors support.

If you are interested to boost the development of GIMP, you can fund his work on Patreon.
Follow Øyvind Kolås on Patreon: Read posts by Øyvind Kolås on the world's largest platform enabling a new generation of creators and artists to live out their passions!
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Enrique Barranco

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#b3d
 
Curso completo de produção de MOTION GRAPHICS com o Blender.
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Time to get coding! https://youtu.be/bSj7l25bdJ4
In this Godot tutorial, you'll learn how to make proper horizontal movement for your next platform game, with acceleration and deceleration.
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ah sorry, he debunks shit like that. Hats off

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