I have been working on Multi Chan Hax. After all that I've accomplished with it, I'm currently wrestling with a silly little problem with the wrap-around. If I don't get nail it soon, I'll dump it and leave it for a bit. Couple of other little things. blah blah blah
RGB Theta was mentioned in another thread. I've also been hacking away at this and some related ideas. Since it was mentioned, thought I might give y'all the heads-up on some of the directions that I've been going in. Once I get past one more little thing, I'm sure I'll be putting a big smile on yooz faces.
These things aren't terribly ground-shaking, but you never know.
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RGB Ellipsoid
Actually defines an ellipsoid in RGB<>XYZ space. Does kind of like spherical volume selects, but with non-uniform scaling on the seperate axis. I went about it the long way, but necessary for what I was after.
If you are into making sculpties, try this on a sculptie map and see what happens.
http://tech-slop.serveit.org/wiki/index.php?title=RGB_Ellipsoid
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RGB Theta
Apparently this is the one that made me almost famous. I recently gave it a re-compile, but I don't remember why. And I still have yet to implement the theta=0 hack. When the theta=0 hack chucked in, I'll holler.
This is another good one to try on a sculptie map.
http://tech-slop.serveit.org/wiki/index.php?title=RGB_Theta
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Bump to Tangent Normals
If I remember correctly, nVidia has some tools for converting greyscale bumps to tangent normal maps. I'm sure that there are other out there as well. Not wanting to mess with somebody else's tools, I made my own.
http://tech-slop.serveit.org/wiki/index.php?title=Bump_to_Tangent_Normals
Once I get another little thing figured out, I'll have a surprise that makes awesome use of this filter. Let's just say that I haven't forgotten about that vector bending thing that I mentioned way back when.
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Trigs in Space
This is actually a Lab mode filter. It's a personal filter that I use to make quick work of making selections in Lab mode. With this filter and another one, I can make damn quick work of colour correcting.
In Photoshop, you can use Split Channels and Merge Channels for some fancy RGB<>Lab channel swapping. This is good for space renders and normal renders. If you can get a sculptie map into Lab mode with the RGB channel intact, you've got to give this one a whirl.
This also has Theta in it with the theta=0 hack fix. I'll port this over to RGB Theta one of these days.
If anybody manages to figure this out and likes it, I just might do an RGB version 'as is' so there won't be any need to do the RGB<>Lab channel acrobatics.
http://tech-slop.serveit.org/wiki/index.php?title=Trigs_in_Space
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Dink around with those things if you have the yarbles for it. Who knows? Maybe you'll find a little piece in there that you like and keep it in your Bag o' Tricks.
And that's about it from me for now.