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Thread: DP Gen text Texture

  1. #1
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    DP Text Gen Texture

    Hi,

    -DP_Text_Gen is a text generator for layered textures.
    this texture uses Truetype font and can be applied in any layer.
    It is based on the MSDFgen utility from Viktor Chlumsky.

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    -In a Texture Layer select "DP Gen Text" in the procedural texture list.

    -Load a "*.ttf" Truetype font.

    -Select a "Mode" for letter shape, among
    "Plain" for sharp letter,
    "Contours", can be adjusted with an "Inner Threshold" and "Outer Threshold",
    "Gradient", can be adjusted as well, also imperative choice for a Bump Layer.

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    -Type a string of text in the "Text" field.
    or load a "*.txt" text file with the requester, which has a priority over the "Text" field.

    -Select a text "Alignment", "Left", "Right", "Centered" or a rough "Justified",.

    -Finally adjust the global text appearance with "Letter-Size", "Letter-Spacing" and "Line-Spacing".




    -"Typing" is the percentage of displayed text, with an envelope, it is possible to animate
    typing text, letter per letter.

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    Web page with details, x32 and x64 Windows versions, is here,
    DP_Text_Gen


    Denis.
    Last edited by dpont; 04-22-2019 at 03:53 AM.

  2. #2
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    thanks and extra thanks for x32

  3. #3
    Super Member omichon's Avatar
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    Holly cow ! thanks a lot for this , Denis
    www.oliviermichon.fr | 3D Animation, Motion Graphics and Broadcast Design.

  4. #4
    Super Member COBRASoft's Avatar
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    nice dpont! Any chance to give them a bevel and/or extrusion?

  5. #5
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    Did my first update of the plugin today,
    an issue while loading or copying the Texture Layer with Text string,
    please download again.


    Quote Originally Posted by COBRASoft View Post
    nice dpont! Any chance to give them a bevel and/or extrusion?
    The Texture works also as Bump layer, with "Gradient" mode, outer, inner or both side of character,

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    Denis.

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    Super Member JohnMarchant's Avatar
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    Wow, thanks a lot Denis.
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  7. #7
    Yeah, thanks Denis.

  8. #8
    Super Member omichon's Avatar
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    I have no idea how/if it could work with a procedural texture, but imagine the potential it could have if there was a way to use some custom variables to get dynamic text.
    Maybe a node where you set some kind of global variables then insert them with some special syntax into your text...again, it's just me thinking aloud
    www.oliviermichon.fr | 3D Animation, Motion Graphics and Broadcast Design.

  9. #9
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    Quote Originally Posted by omichon View Post
    I have no idea how/if it could work with a procedural texture, but imagine the potential it could have if there was a way to use some custom variables to get dynamic text.
    Maybe a node where you set some kind of global variables then insert them with some special syntax into your text...again, it's just me thinking aloud
    Probably that a digit counter is easier to program (but I think there's already a commercial Texture for that),
    for programming text, I suppose that we should first add a nodal "String" input/output…

    Denis.

  10. #10
    Super Member Kryslin's Avatar
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    Denis:

    You're probably thinking of IFW's Text and Counter nodes / textures... Which do not work in LW2018 and up.

    And thank you for your work. This will be very useful, indeed.
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  11. #11
    Super Member omichon's Avatar
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    In fact, I had more in mind rulers and measurements apllication than counters.
    As a side note, for counters I tend to use tools like Fusion instead of the commercial texture you are referring to, which lack of flexibility, IMO.
    www.oliviermichon.fr | 3D Animation, Motion Graphics and Broadcast Design.

  12. #12
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    Quote Originally Posted by omichon View Post
    In fact, I had more in mind rulers and measurements apllication than counters...
    I know that a typograph would handle a character individually,
    especially if you go to logos or titles,
    for sure a node could integrate more control,
    as they say, this is more a question of taste,
    than rules which irritate them...

    About measurements, common Truetype fonts includes metrics,
    the Text Gen texture uses them, when they are available,
    for advancing characters uniformly and adding kerning
    per pairs of characters,
    so you don't get just a global "Letter-Spacing" set by user
    but contextual spacing for each letter or character.

    Of course, as a simple procedural Texture, Text Gen has not the ambition
    to reach the level of 2D typo/graphics or compositon application.

    Denis.

  13. #13
    Super Member omichon's Avatar
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    Thanks for your feedback, Denis.
    I can understand that a simple procedural texture can't be a tool with full control over typography, like Fusion Text+, for example.
    Again, I was just thinking aloud
    www.oliviermichon.fr | 3D Animation, Motion Graphics and Broadcast Design.

  14. #14
    RETROGRADER prometheus's Avatar
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    FOI..

    I installed some hours ago..and while trying it out..
    It is possible to animate this almost character per character, with nodal version..takes a bit of setting it up with random integers and speed time, so you can have a text running where characters are switching sort of the Matrix way.
    I managed to set text up within textured environment, you have to use the procedural texture node editor for this.

    works with particles..and sprites, you need to make sure to have 100% hypertexture and of course, switch to legacy volumetrics if you are using lw 2019 and above.
    But for a particle setup ala matrix, you would only need to enter one letter, or you would have a full text string per particle.
    I managed to get the particle letters change over time so it changes character..but I am not there yet, they all change at the same time, where they need to change randomly per particle.

    But for a simple text string, it is possible today to at least change characters, with speed time fed in to random integer and the random integer output fed in to shift index.
    The tricky part for this would be to have the individual letters changing randomly between eachother.

    Once you know how to set this up..some effects is actually easier than doing it with expressions in after effects, unless using the presets there in.

  15. #15
    RETROGRADER prometheus's Avatar
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    Like this that is...directly made from within lightwave layout, with 2-3 sets of node setups with speedtime and random integers, where one is fed in to character index, and the other fed in to shift index.


    now..there is a kind of light and color falloff due to the nature of the sprite I used on a null ...which I just happened to use, you can avoid that by just using a proper image plane instead, or use textured environment.




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