It would be neat if you could have additional info on the exported size, or maybe the ability to switch between hexolution (yes I just made that up, is it an actual word?) or actual resolution. I'm using Hexels to create tileable textures and when I select, say, a 512x512 grid in the canvast size and I export it, the actual image is 512x591. I ended up on this thread, because I'm looking for the same thing. So if I have the Trixels mode on and the editible grid I type in 32x164 below that in brackets it might say (YYYp x ZZZp)? Just for the information to be available? But can I sugget you guys add another set of dimensions that is a note of actual pixel size? This wasn't exactly how we planned it, but we like it so much that we pretend it is ) I'm preparing a blog post to explain this more in-depth, but I'll share one more detail that's kind of beautiful: If you set you canvas size in Trixels to be 2x2, draw a cube, and then look at the 3D axes of that cube, you'll see that your scene is 2 "cubes" long in all three dimensions. A hexagonal grid will be better for lines 60 degrees apart. For example: A rectangular grid of pixels will the best choice for rendering horizontal and vertical lines. The default subgrid is composed of larger shapes and there are fewer of them, so we adjust the numbers we show to correspond more closely to that. The most likely reason for square pixels is that these early devices naturally operated internally using a rectangular coordinate system. Mark Knight showed how he creates amazing new images, which were created with Pixel Mode in Hexels 3. If you're in Pixels mode with a 200x200 canvas and you switch over to Trixels, you'll still have 200x200 shapes to fill in, but only on the smallest Trixels subgrid. Sorry I took so long to get here-I've been on Christmas vacation (: The canvas size looks different in Trixels because of the different sub-grids (the buttons at the top-left) you can have.
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