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#366148 New Years Resolutions
Posted by
Rick Brewster
on 03 January 2012 - 07:00 PM
#252078 Plugin Index
Posted by
Ego Eram Reputo
on 28 June 2009 - 04:20 AM
revision date: 1 May 2013
1px Expansion - dpy. Expands areas of color by one pixel. dpy's Pack
2D-ImageFilter Library - Hawkynt. Library of algorithms used in various emulators (VirtualGB, Mame, DOSBox, SNES9x, ZSNES, etc,). Also known as Pixel Art Scaling Plugin.
3D Heightmap v1.0 - Spikehead777. Two plugins which take current image as a height map & shines a light on it, returning the intensity of reflected rays as another image (similar to Emboss).
3D Object (BETA) - evanolds. Wrap the canvas around a box, torus or topographical graph (with custom equation). Preview is used to drag and rotate shape. (Part of Evan's Effects.
AA's Assistant - dpy. Used to soften the edges of an object in order to blend it with a background. Object must be surrounded by transparent pixels to find the edges.
Add Depth - maccas. Two plugins which add (the appearance of) depth to a 2D shape on a transparent layer. Add Depth adds an apparent thickness by adding a 'trail'. Offset Shadow is a displacement plugin for moving a shadow after it's been created.
Add Noise + - MadJik. Adds digital 'noise' to a selection. Included in the native 'Add Noise' effect. Note: forum thread no longer exists.
Add/Remove/Recover Watermark - Evan Wallace. Removed by author due to possible copyright abuses. Note: forum thread no longer exists.
Advanced Color Replacement - silverhammer. Recolors every pixel a different amount based on how similar it is to the secondary color. Also known as Advanced Recoloring.
Advanced Greyscale - Illnab1024. Desaturates an image to grayscale. RGB channel bias is individually configurable. Found in Illnab1024's Plugins
Advanced Rotate - sradforth. Rotate an image or selection from the center with options on how the devoid pixels will be treated (clamp, wrap, mirror, Primary Color, Secondary color, untouched). Included in Stu's Effects.
Ahmed's Plugins - AhmedElyamani. Effects: Apply Color, Cartoonize, Color Switch, Clarifaction+, InkSketch+, Posterize+, Quick Gravity & Vibration
Alias - Mike Ryan. Removes antialiasing. Useful prior to feathering. Part of Mike Ryan's Plugins
Align Object - moc426. Align an object on a transparent layer to the corners, sides or center of the layer or selection. A newer version with it's own submenu is available as part of KrisVDM's Plugin Pack
Alpha 32-bit Bitmap - FremyCompany. Allows you to open and save file in 32-bit bitmap. You must rename the file to *.bmpx (to avoid conflict with the existing PDN's BMP handler). If you try to open non-BMP files, you should receive an error (24bpp bitmaps are loaded correctly)
Alpha Blur v2 - Tanel. Updated version of Alpha Blur, this effect performs a Gaussian blur on alpha channel (transparency). Useful for fading / blending irregular shapes. V2 has enhanced performance & option to shift blur. Part of Tanel's Photo and Color Plugins
Alpha Contrast - sradforth. Blur or sharpen the Alpha channel. Included in Stu's Effects.
Alpha map - Boude. Convert color to transparency & vice versa.
Alpha Mask - Illnab1024. Turn an image into an alpha mask. If the image has color, it is converted to greyscale. Updated to add clipboard functionality. Found in Illnab1024's Plugins
Alpha Mask Import (1.2) - Illnab1024. Turn an image into an alpha mask. If the image has color, it is converted to greyscale. Updated to add clipboard functionality. Find a new version in Illnab1024's Plugins
Alpha to 0 - dpy. Set the alpha channel to zero (transparent). dpy's Pack
Alpha to 255 - dpy. Set the alpha channel to 255 (opaque). dpy's Pack
Alpha to Dots - davidf. Resets alpha values in the image to 0 or 255, based on the original alpha value. The result is a 'dotty' transition instead of a blended one (imagine old newpaper images)
Alpha Transform 1.1 - DW-dev. Pixels below the lower limit get alpha set to 0 (fully transparent). Pixels above the upper limit get alpha set to 255 (fully opaque). Pixels in between get alpha between 0 and 255 depending on their brightness.
Alpha Transform v1.0 - DW.dev. Superseded by a later release: Alpha Transform 1.1
AlphaMask Brush v1.7 - Simon Brown. Draw an alpha mask directly onto an image. Found in Simon Brown's Legacy Plugin Pack.
AlphaSpace - MaR-V-iN. Converts a white/black background into transparency. Recognizes shadows and makes them semi-transparent.
Alpha-Threshold - Red ochre. Allows manipulation of transparency (Alpha) in a layer which already has a range of alpha values. Part of Red Ochre's Plugin Pack
Anaglyphs - Itso. Creations of anaglyphs (3D stereo pictures).
Animated Image 1.7 - Simon Brown. Open and save animated GIFs & PNGs, one frame into each layer. Simon Brown's Plugin Pack.
Animation Helper v0.81 - recursor. Allows you to view any sequence of animations within a sprite sheet.
Another Raw File Loader - Telesto. Support for loading RAW files. No longer supported or available for download.
Anti-alias v1.5 - jsonchiu. Use to smooth edges, keeping them clear, not blurred.
Apply Color - AhmedElyamani. Apply a filter to recolor or tint an image. Part of Ahmed's Plugin Pack
Apply Texture - niwax. Applies a texture to any selected object, saving the brightness.
Arrow - BoltBait. Effect is now included in Paint.NET from version 3.07+
ASCII Art - Simon Brown. Obsolete, use: Another ASCII Art File Type Plugin.
ASCII Art File Type Plugin - I Like Pi. ASCII art generator. Transform your image into an ascii art masterpiece!
Asmageddon Tools Pack v3 - Asmageddon Prince. Numerous color & distort effects: Asmageddon_Alpha works, Asmageddon_Channel multiplier, Asmageddon_Channel_Shift, Asmageddon_Channel_Works_Plus, Asmageddon_Color_Percentage_Plus, Asmageddon_From P to S Grey, Asmageddon_From P to S, Asmageddon_HSV inversion, Asmageddon_Hue Channeling multiply, Asmageddon_Hue Red Psychodelic, Asmageddon_Image coder, Asmageddon_Inverto_pushing, Asmageddon_Inverto_pushing_Caleidoscope, Asmageddon_Inverto_pushing_plus, Asmageddon_Multiplo uniqua, Asmageddon_PS Mega, Asmageddon_PS Only, Asmageddon_Pseudo water, Asmageddon_Quadro disorter B, Asmageddon_Quadro disorter, Asmageddon_Render-Border, Asmageddon_Render-Quadro bumperoo, Asmageddon_Render-Quadro inverto, Asmageddon_Render-Quadro sharper, Asmageddon_RGB tricks, Asmageddon_Strange Bulger B, Asmageddon_Strange Bulger, Asmageddon_Strange_Bulger Kaleidoscope.
Asmageddon_Alpha works - Asmageddon Prince. Enhance or reduce Alpha channel. Found in Asmageddon Tools Pack
Asmageddon_Channel multiplier - Asmageddon Prince. Enhance colorization by multiplying the RGB color channels by a factor of up to 20. Multiplication is quirky to say the least. Found in Asmageddon Tools Pack
Asmageddon_Channel_Shift - Asmageddon Prince. Selectively move an RGB, Alpha or All color channel a nuber of pixels in X or Y directions. Found in Asmageddon Tools Pack
Asmageddon_Channel_Works_Plus - Asmageddon Prince. Enhance or reduce the color information in an RGB, Alpha or combined RGB color channel. Found in Asmageddon Tools Pack
Asmageddon_Color_Percentage_Plus - Asmageddon Prince. Alter the R, G or B color channels by percentage. Found in Asmageddon Tools Pack
Asmageddon_From P to S - Asmageddon Prince. Assumed to shift the specified color channel(s) in some way between Primary and Secondary colors. Found in Asmageddon Tools Pack
Asmageddon_From P to S Grey - Asmageddon Prince. Assumed to shift the specified color channel(s) in some way between Primary and Secondary colors. Found in Asmageddon Tools Pack
Asmageddon_HSV inversion - Asmageddon Prince. Think three checkboxes to invert the Hues, Saturation and Value. Found in Asmageddon Tools Pack
Asmageddon_Hue Channeling multiply - Asmageddon Prince. Red, Green & Blue channel multiplier. Found in Asmageddon Tools Pack
Asmageddon_Hue Red Psychodelic - Asmageddon Prince. Change the Red in an image to another Hue. Red channel only. Found in Asmageddon Tools Pack
Asmageddon_Image coder - Asmageddon Prince. Turn an image into heavily distorted pattern. No decoder or author provided description of algorithm. Found in Asmageddon Tools Pack
Asmageddon_Inverto_pushing - Asmageddon Prince. Basic image warping by 'pushing' the image from its center toward one of the corners. Found in Asmageddon Tools Pack
Asmageddon_Inverto_pushing_Caleidoscope - Asmageddon Prince. Similar to Asmageddon_Inverto_pushing with the addition of kaleidoscopic duplicates. Found in Asmageddon Tools Pack
Asmageddon_Inverto_pushing_plus - Asmageddon Prince. As for Asmageddon_Inverto_pushing with the additional option to tile the image across the canvas. Found in Asmageddon Tools Pack
Asmageddon_Multiplo uniqua - Asmageddon Prince. Apparently another channel multiplier. Author: 'makes strange colors?'. Found in Asmageddon Tools Pack
Asmageddon_PS Mega - Asmageddon Prince. A previous version of From P to S. Yields some interesting greyscale results. Found in Asmageddon Tools Pack
Asmageddon_PS Only - Asmageddon Prince. Recolors image to Primary and Secondary colors (only). Found in Asmageddon Tools Pack
Asmageddon_Pseudo water - Asmageddon Prince. Distorts an image with a watery waveform. Effect is very powerful. Menu title is simply 'Water'. Found in Asmageddon Tools Pack
Asmageddon_Quadro disorter - Asmageddon Prince. Breaks image into sharp pieces and scatters them. Found in Asmageddon Tools Pack
Asmageddon_Quadro disorter B - Asmageddon Prince. Breaks image into sharp pieces and scatters them. Found in Asmageddon Tools Pack
Asmageddon_Render-Border - Asmageddon Prince. Renders a strange Primary colored border not unlike a raindrop covered window. Found in Asmageddon Tools Pack
Asmageddon_Render-Quadro bumperoo - Asmageddon Prince. Greyscale distortion/patterning effect. Found in Asmageddon Tools Pack
Asmageddon_Render-Quadro inverto - Asmageddon Prince. More greyscale distortion/patterning effects. Reminiscent of Sierpinksi triangles. Found in Asmageddon Tools Pack
Asmageddon_Render-Quadro sharper - Asmageddon Prince. Still more greyscale distortion/patterning effects. Found in Asmageddon Tools Pack
Asmageddon_RGB tricks - Asmageddon Prince. Mirror or invert the RGB channels. Found in Asmageddon Tools Pack
Asmageddon_Strange Bulger - Asmageddon Prince. Effect generates an error. Found in Asmageddon Tools Pack
Asmageddon_Strange Bulger B - Asmageddon Prince. Effect generates an error. Found in Asmageddon Tools Pack
Asmageddon_Strange_Bulger Kaleidoscope - Asmageddon Prince. Tiles image with mirroring in horisontal and vertical axes. Somewhat settings are similar to Polar Inversion type trnasformations. Found in Asmageddon Tools Pack
AutoChroma - MadJik. Generates fill or unfilled circles. Has preview issues. Magical Plugins Megapack.
Autochrome Noise - MadJik. Autochrome is a technique to recolor photos using colored grain or noise. Magical Plugins Megapack.
Average Blur - KrisVDM. Blur which averages all pixels within a certain radius. Each pixel counts as much as any other. Part of Kris VDM's Plugin Pack.
Average Color (HSL) - Neil Cassidy. Averages the color of a selection with regard to human perception of color.
Average Color of Selection - MJW. Averages the color over a selection.
Average Edge Blur - Cookies. Edge blur. Samples colors at the edge of an 8-way circle and returns the average.
AVI Frame Importer: AVIImport - Simon Brown. Allows Paint.NET to open an AVI (movie) file and choose which frame to open as an image. Files should be supported by the Windows AVI library. NB not all video files will work.
Barcode Plugin - eladkarako. Recompiled version of the original Barcode plugin. This generate barcodes from user input. Supports Code 39, Code 39 Mod 43, Full ascii code 39 and Postnet.
Barcode Plugin - Sepcot. Generate barcodes from user input. Original has been recompiled by eladkarako find it here Barcode Plugin (recompiled). This version is therefore flagged as depreciated.
Bars - MadJik. Generate colored bars from a border of the image with a random length. Magical Plugins Megapack.
Basic Antialias v1.1 - pyjo. Reduces aliasing of an object which borders transparent pixels without altering the sharpness of the edge. No configurable options hence no dialog appears when the effect is run.
Basic morphologic operations - PhilipLB. Performs basic morphologic operations: dilate and erode. Dilatation is a simple way to remove scratches and noise from a uniform background. Erode is similar to the Median Blur effect.
Basic Photo Adjustments v2.0 - Tanel. Color and tone enhancement tools (levels, curves) in a simple intuitive package. Tanel's Plugin Pack.
Batch Processor - PROTOTYPE - jxp. Removed by Rick Brewster. Prototype batch processor. Forum thread no longer exists.
Benchmark Utility (PdnBench) - Rick Brewster. Superseded by a later release. Forum thread no longer exists.
*NEW* Bevel Object - Red ochre. Apply different shaped bevels to an object, with either parallel or perspective lighting at a full range of angles. Bevels types: convex round, inset convex, convel bevel, convex chamfer, double convex, convex linear-flat, convex flat-linear, concave round, inset concave, flat.
Bevel Plugin v1.4 - jsonchiu. Applies a beveled edge to an image. Thread contains another (later) version which bevels irregular shapes.
Bevel Selection - BoltBait. Adds a bevelled effect to the edges of a selection with contrasting highlight and shadowing colors faking a lighting effect. Part of BoltBait's Plugin Pack
Bidirectional Blur - Tanel. This blur is a gaussian blur with the ability to separately modify the horizontal and vertical direction. Tanel's Plugin Pack.
Bilateral Filter - smax. Edge preserving noise reduction and blur. Crashes Paint.NET. Requires user to run MSI installer which installs the effect and creates a sub-folder /ru to house resources (Bilateral.resources.dll and Bilateral.resources.dll.VisualState.xml).
Bizarro-Negation v1.0 - Xhin. Creates abstract art using a technique which effectively duplicates the layer, flips it horizontally and vertically, then sets it to negation.
Black and Alpha+ - dpy. Changes an image into black and white , and changes brightness into transparency. dpy's Pack
Black and White Converter - Tanel. Convert image to black and white (greyscale), with many options for setting white/black level, tone & contrast, color & tint. Tanel's Plugin Pack.
BlendModes Plus v1.3 - APShredder. Apply a host of new blend modes: Normal, Average, Blue, Color, Cyan, Divide, Exclusion, Grain Extract, Grain Merge, Green, Hard Light, Hard Mix, Hue, Linear Burn, Linear Dodge, Linear Light, Luminosity, Magenta, Maximum, Minimum, Phoenix, Pin Light, Red.
BLP Converter Plugin - Evan Wallace. File support for loading Blizzard Picture files (*.blp). Requires Microsoft Visual C++ 2008 SP1 Redistributable Package.
Blue/Green Screen Remover - Bleek II. Remove green screen / blue screen (background) from an image. Note: semi-broken
Blur Map - Curtis. Blur the image by the value taken from the map image. Found in Curtis' Plugin Pack. Three DLL's contain a number of effects.
Blur Selection Edge - BoltBait. Blurs the edge of a selection. Part of BoltBait's Plugin Pack
BoltBait's Pack - BoltBait. Effects: Color Balance, Transparency, Flip (Horizontal or Vertical), Dream, Pastel, Gaussian Blur Plus, Feather, OldFeather, Outline, Paste Alpha, Switch Alpha to Gray, Switch Gray to Alpha, Combined Adjustments, Sharpen Landscape, Polygon/Stars, Flames, Bevel Selection, Blur Selection edge, Feather selection, Outline Selection.
Border / Stroke Effect - moc426. Draw a border around image or selection with your primary color.
Borders N' Shapes v1.6 - pyrochild. Draws a variety of borders and shapes. Pyrochild's Plugins
Bricks - jchunn. Creates brick patterns with mortar. Jesse Chunn Plugin Pack.
Brightness/ Darkness to Alpha - Mike Ryan. Turns Brightness (or Darkness) into pure transparent goodness! Can be found in Mike Ryan's Plugins. Topic is locked by request: use Color to Alpha.
Bullet - Simon Brown. No longer supported: renders bullet holes in your image.
Buttons - MadJik. Create beautiful colored buttons with or without text & symbols. Now with border width & text AA. Magical Plugins Megapack.
Camera lens distortion correction - kbarni. Correct the barrel or pincushion distortions in digital photos. AKA Lens Distortion
CannedBrush 1.5 - Simon Brown. Automates the process of creating repeat brush strokes for Custom Brushes plugin. Removed by author.
Cartoonize - AhmedElyamani. Applies dithering to simplify color differences and turn photos into cartoons. Part of Ahmed's Plugin Pack
Cell Texture - davidf. Produces a myriad of neighboring 'cells'. Hugely configurable.
CellMaker - Ego Eram Reputo. Renders x,y sized cells whose edges are entirely within a given selection. Use CellMaker Rev, the improved version.
CellMaker Rev - zoonel. Improved Cellmaker plugin with more options.
Channel Mask - Curtis. Similar to Alpha Mask but has more control over which channels to apply the mask to, and which channels to create the mask from. Found in Curtis' Plugin Pack. Three DLL's contain a number of effects.
Channel Mixer Greyscale - Illnab1024. Mix the Red, Green, and Blue channels separately as you convert an image to greyscale. Also known as Advanced Greyscale. Illnab1024's Plugins.
Channels v2.0 - Simon Brown. Modify colors by channel (Red, Green Blue & Alpha). Formerly InvertColours+. Found in Simon Brown's Legacy Plugin Pack.
Chart White Balance - yvdh. Adjust the white balance of a picture based on the white and black patch a standard color chart in the scene.
Checkboard - Simon Brown. Draws a checkboard similar to the one used by Paint.NET to show transparency.
ChessFEN - Ego Eram Reputo. Draws chessboard and position from scratch or by parsing a FEN string. Requires the Chess Merida font be installed.
Chroma Key (Green) - tarheit. For removing the green background from an image. Updated to include Blue.
Circle Text - dpy. Writes text into a circle, or on an angle. dpy's Pack
Clarifaction+ - AhmedElyamani. Enhance detail in a photograph by adjusting the detail and saturation. Part of Ahmed's Plugin Pack
Clipwarp - Red ochre. Deforms a clipboard image 'around' an object. Useful for creating glass and metallic effects.
Clouds Plugin - Sepcot. Creates cloud like effects using the Perlin Noise routine.
CodeLab v1.8 - Tom Jackson. Internal Paint.NET tool for creating your own plugins. Code & apply your own effects on the fly. Updated and maintained by BoltBait.
Color Aberration - MadJik. Allows you to move separately RGB channels in % or in pixels. It could be a used to create 3D pictures. Magical Plugins Megapack.
Color Accent - KrisVDM. Retint an image towards greyscale using the specified hue to control the recoloring. Part of Kris VDM's Plugin Pack.
Color Balance - BoltBait. Easy color correcting or tinting effect.
Color Balance MIX - DeathStar. Add more color or darken/lighten the image.
Color Balance+ - dpy. Enhanced color balance with Highlight, Shadow & Mid Tonal adjustments. dpy's Pack
Color Channel Mixer - SeriousSam. RGBA channel mixer with addition and scaling.
Color Count - stuff_gnome. Counts the number of colors (or number of times a color is used) in an image.
Color Dimmer - Xhin. Dims the individual RGB channels.
Color Filter - Ed Harvey. Apply a colored filter with options to configure Hue, Density and Preserve Highlights. Part of Ed Harvey Effects v3.5
Color Flip/Rotate - Ed Harvey. Quickly apply a color change to the image by clicking on one of many recolored thumbnails. Also known as Color Channel Flip/Rotate. Part of Ed Harvey Effects v3.5
Color inpainting v1.0 - zarathoustra. Colors gray areas in a picture where colors are only known in few parts of the picture.
Color Match v1.0 - pyrochild. Uses an existing image as a color template to recolor your image. Works best on photos. Pyrochild's Plugins
Color Mixer v1.2 - Tanel. Make fine color adjustments with values for Red, Yellow, Green, Cyan, Blue, Magenta & Base. Selectively apply to shadows, midtones or highlights. Tanel's Plugin Pack.
Color Modulo - MadJik. Creates a highly colored and configurable banded multiple gradient. Magical Plugins Megapack.
Color Replace - jchunn. Color filter with the ability to fine tune the color and alpha channels.
Color Stretch - rwp80. Color Stretch v1.0 stretch color values of pixels within specified threshold limits. Part of Color Target Plugin Pack
Color Target - rwp80. Color Target v1.3 retains pixels of a similar color and brightness, all other pixels are made transparent. Part of Color Target Plugin Pack
Color Target Plugin Pack - rwp80. Effects: Color Target, Color Stretch & Target Panel
Color Tint - Ed Harvey. Apply a color tint to the image. Options: Hue & Tint amount. Part of Ed Harvey Effects v3.5
Color to Alpha Advanced (PR1) - Mike Ryan. Adjust the alpha level of your selected color while similar colors are adjusted as well. Has known bugs. Alternative: Tanel's Color to Alpha
Color to Alpha v2.2 - Tanel. Extracts a color range from image, by leaving pixels of selected color opaque and making the rest transparent. Only alpha values are altered, color remains intact. Part of Tanel's Plugin Pack.
Color Trimming - Mike Ryan. Used for color correction in photographs when too much of a particular color is present. Removes a defined range of a particular color allowing for more vibrant colors to be displayed. Part of Mike Ryan's Plugins
Color Zoom Blur - MadJik. Based on the zoom blur effect, but you are able to handle the color channels separately. Magical Plugins Megapack.
Colour Chop - n d. Similar to other colour cutting effects, but this creates a smoother transition from transparent <-> opaque
Colour Distort - Anaco. Subtracts the red blue green by x+y or x-y or x*y depending on the option you select and then divides it by the amount you specified.
Colourblind Simulation - n d. Ensure your image is legible for colour blind.
Combined Photo Adjustments - BoltBait. Combines a number of photo adjustments (like Noise Reduction, Brightness/Contrast, Hue, Saturation) within one handy to use effect.
Composition tool - Red ochre. Tool to help with cropping/rotating of photos (i.e. composition grids to help line up important features). Also has configurable aspect ratio with a range of preset sizes. Part of Red Ochre's Plugin Pack
Conditional Effects - Cookies. Gives you the ability to run 6 effects, in the order, and only affect the colors matching the set conditions.
Conditional Hue/Saturation - evanolds. Adjust hue and saturation by setting range and conditions. Evan's Effects v1.1.
ConditionalPen 1.1 - Simon Brown. Provides a brush that will only function when a pixel is within the given min/max threshold. Found in Simon Brown's Legacy Plugin Pack.
Contour - Red ochre. Splits an image into bands based on the tone value, with a variety of colouring options. Part of Red Ochre's Plugin Pack
Convolution Effect - SeriousSam. Modifies each pixel by comparison to neighboring pixels. 3x3 matrix is fully configurable.
Create Image-Map - Simon Brown. Provides an interface for constructing an HTML image map. Found in Simon Brown's Legacy Plugin Pack.
Cross-Processing - Ed Harvey. Classic film effect; Increased contrast, weird color shifts & tints. Part of Ed Harvey Effectsv3.5. DLL contains numerous effects.
Curly Lines - davidf. Render all kinds of curly (and straight) lines. Intimidating UI is well explained in companion PDF.
Curtis' Plugin Pack - Curtis. Effects: Tile image, Jumble, Selective palette, Equations, Effects Lab, Fern Fractal, Channel Mask, Displacement Map, Blur Map, Dots, Rounded Rectangle. To install, extract and place all three DLL files in your Paint.Net/Effects/ folder.
Curves+ v2.10 - pyrochild. A more powerful version of the Curves adjustment that comes with Paint.NET. Pyrochild's Plugins
Custom Brushes 5.1.5 - Simon Brown. Obsolete. Use CustomBrushesMini.
CustomBrushesMini 1.0 RC3 - Simon Brown. Superseded. Use CustomBrushesMini.
CustomBrushesMini v1.0 - Simon Brown. Draw with customized brushes. Replaces previous incarnations of Custom Brushes. Simon Brown's Plugin Pack.
CustomFrame 1.5 - Simon Brown. Add a pre-created frame to your image.
CustomTexture v1.0 - Simon Brown. Apply a custom texture to an image while maintaining the saturation. Simon Brown's Plugin Pack.
Cut Color - xmario. Cuts one color & shades of it from your image. Choose color to leave & pixels of a different color are changed to transparent (or black and white).
Cutout Effect - Illnab1024. Broken. Use the newer version in Illnab1024's Plugins.
Cutout Effect - Illnab1024. Broken. Part of Illnab1024's Plugins
Cyanotype - KrisVDM. Recolor an image to white + cyan. Part of Kris VDM's Plugin Pack.
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#22025 READ FIRST: The Rules (yes, you! read this!) (2010-12-31)
Posted by
Rick Brewster
on 07 February 2007 - 06:40 PM
Also read the:
- Pictorium Guidelines before posting in The Pictorium
- Tutorial Posting Guidelines before publishing a tutorial
- Tutorial Replying Guidelines before replying to any tutorials
August 11th, 2009 - Consider all rules for PMs, also.
You must read these rules, and you must abide by them. They are mandatory. The rules are not 'recommended reading'. They are important for keeping the forum organized, productive, and awesome. We reserve the right to lock posts, delete posts, remove avatars, edit signatures, and ban users for not following these rules, or for any other reason at our discretion.
NOTE: All rules except #2 and #22 apply both in the main forum and in private messages. Report violations to a moderator.
0) This rules list is subject to revision and updates. We will try to be as fair as possible about it, however. I'll put the last revision date in the post title for convenience.
1) Before you ask for or about ANYTHING:
1. Read the FAQ (Frequently Asked Questions), http://forums.getpai...-questions-faq/
2. Search for your answer, http://searchpaint.net/
3. Read the Popular Feature Requests posting. If it's already there, don't ask for it. Seriously. Don't. http://forums.getpai...ature-requests/
4. Read the Help file, All basic Paint.NET question are answered here. http://www.getpaint....test/index.html
2) Post in the correct section. For instance, the Plugins and Tutorials sections are STRICTLY reserved for PUBLISHING ONLY. Do NOT post questions in there. Your post will be deleted immediately. If you don't know where to post, you should probably be posting in the General forum.
3) DO NOT SHOUT. We can hear you just fine. Using all capitals is often interpeted as rude, so please don't.
4) You must make sense. Tiping lyk thz iz n0t kewl.
5) You only need one exclamation ! or question mark ? It's really obnoxious when people post like this: "How do I do this ??????????????????" or "That's awesome !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!" C'mon people. We get the point just as well if you only use 1 or 2. Thanks.
6) Thread titles must be descriptive and specific -- NOT generic. You need to use descriptive thread titles. The following are examples of thread titles that are NOT ALLOWED:
"Help"
"Please help"
"I need help"
"Can you help"
"HELP PLEASE!!!!!!!!!!" (if you post like this you WILL be banned)
"Tutorial request"
"Feature request"
"Plugin request"
"Looking for..."
"Looking for a tutorial / feature / plugin"
"Can Paint.NET do this" ('this' is complete ambiguous here)
"I'm a newbie"
"Hello"
"I'm new"
also, putting "HELP!" in any title is also not allowed, it's really quite obnoxious. We know you want help, that's why you're posting in the first place.
etc.This pollutes the forum with generic threads and makes it impossible to navigate. Imagine if everyone posted with thread titles like this and we had pages full of "Help!!", "Please help", "Please I'm a newbie" or even "Hi" or "Pony" ... it would be stupid. Just like you should be doing with e-mail, write your subject line for the recipient, not the sender. Read here for more detailed info: http://blogs.msdn.co...18/1488858.aspx (btw, Raymond Chen's blog is excellent, and I recommend reading as much of it as you can!). Here's the important part: from now on, threads with generic titles will be locked and/or deleted. Without warning. This rules posting is your warning.
7) You must be using the latest version of Paint.NET, available here. This is a requirement. If you want to stay with an older version then that is your right, but we cannot help you. If you are unable to upgrade, then please post in the troubleshooting section.
This is to avoid posts that go like this:
If everyone has the latest version, we can skip all the rigamarole. Pre-release versions, such as alphas and betas, do not count as the "latest version" for this rule.Person A: How do I do ______ ?
Person B: Oh just click on _____ and then do _____
Person A: I can't find it :'( :'(
Person B: Well make you sure you look over ______ and click on _____ first
Person A: I still can't find it!!! :'(
Person B: (suddenly gains psychic insight) Oh, make sure you have the latest version installed.
Person A: (suddenly gains the power of the latest version) Yes! IT works now!
8) Do not ask for older versions of Paint.NET. This is a corollary to #7, but I'm spelling it out separately anyway. We will not provide download links for them -- you are on your own to find them (hint: try a search engine). Along with this, don't ask about Windows 2000 support. Seriously. You may think you have some new question or insight, and that's definitely possible, but this is not something that will be added back in to a future release of Paint.NET. End of discussion. If you want to complain about this, then don't talk about it here -- just write on your blog or something instead, please.
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17) Show off your work in the Pictorium. Don't create a new thread in other forums just to show off your artwork (this includes avatars and signatures). The place to show off is called The Pictorium... http://forums.getpai...-the-pictorium/ . You may create your personal gallery there.
18) Do not include the [quote], [hide],or [spoiler] tags in your signature. As you can imagine, the mods read TONS of posts. Including any of these tags in your signature just slows us way down.
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20) Don't feed the trolls. If you notice someone is trolling the forum, don't respond to them. A mod will deal with them soon enough. This includes SPAM posts--don't respond to them.
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22) All forum activity must be in ENGLISH. Except in the Localization section. This includes posts as well as signatures. However, you can use whatever language you want when sending private messages to other forum members.
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(Extended Change Log:
September 2nd, 2008 - Rule 28, "no warez talk," re-added. Don't know where it went in the first place...
September 3rd, 2008 - Rule 18, spoiler tag now prohibited in signatures, also.
June 1st, 2009 - Rule 18, 'hide' tag now prohibited in signatures.
August 1st, 2009 - Minor revisions.
March 15, 2010 - Rule 25a, "no sneaky-bumping" added by pyrochild.
April 7, 2010 - Links updated for new forum)
#388308 Replacement host needed.
Posted by
nitenurse79
on 03 March 2013 - 09:03 PM
I am deeply sorry for the childish way that I reacted to blackpenny, I did at one time have a time zone link in each competition, but removed it (for no reason)
I have, for some time been thinking of giving up my role as a competition host and could have resigned my post in a more mature and dignified way. The one thing I have learned from this is not to bring the problems the outside world throws at us on to a forum not related to our individual lives.
I thank you all for supporting the SOTW competition under my hosting and I wish DrewDale the best of luck and sincere congratulations in his role as host.
I do hope to enter future competitions (if that is ok with people on here)
There are too many people to thank and far too many people to say sorry to on one here, all I ask is you accept my apologies.
Once again - congratulations to DrewDale. I am sure the competition will keep alive for a long time to come.
Thank you for reading. ![]()
Leanne.
#364410 Semi Realistic Eyes (Non 3D)
Posted by
toxicdj
on 05 December 2011 - 12:28 AM
I saw Ash's tutorial on making realistic eyes (find it [topic='12186-s3d2realistic-eyeseasyslit-pupil']Here[/topic]) that inspired me to write this tutorial on Semi Realistic eyes. These are great for things like IMVU/Second Life, Blender, Poser, The Sims 2 and any other game/program that calls for a flat image over a 3D one. I pre wrote this so I could get some advice from friends, so, without further ado... My Semi Realistic Eye tutorial...
You will need the following Effects for this tutorial:
[topic="7630"]Random Lines[/topic]
[topic="18811"]Inside Out[/topic]
Zoom Blur
[topic="8375"]Object Align[/topic] or [topic="4193"]Align Object[/topic]
[topic="2530"]Fragment[/topic]
[topic="8375"]Average Blur[/topic]
Here is a finished version of the eye:

Of course this is only the basic eye. I have no idea how to do shading etc.
Anyway on with the tutorial...
Start of with a blank square image. Size doesn't matter, but for this tutorial, I will be using 256px2
Choose your first two colors. Keep in mind these are the darkest colors for your iris. I'm going to use #00AE11 and #87AD1F (Copy and paste the HEX codes for these, you will need them later)
Go to Effects/Render/Random Lines and set it up like this:

Now lighten the colors you are using. I'm going to use #56AD5D and #94AA55
Go back to Effects/Render/Random Lines and set it up like this:

Lighten the colors again. I'm using #80AA82 and #9DA87E
Again go to Effects/Render/Random Lines and set it up like this:

Go back to your original colors and keeping the settings the same this time... do random lines again.
Now go to Effects/Distort/Insideout.
Your image should now look similar to this:

Click the magic wand and set it to global. Click the background of your image and then pres Ctrl + I to invert the selection.
Go to Effects/Blur/Zoom Blur and set it up like this.

Create a new layer. This is your pupil.
With the circle tool, create the pupil. Make sure that it doesnt dominate the eye, but not too small that it underestimates the eye either.\
Go to Effects/Object Align/Align Both to make sure it is centered.
It should look something like this now:

Now go to Effects/Blurs/Fragment and set it up like this:

Create a new layer. This will be the shine on the eye. You can do shine many ways, but I prefer to use dots. The shine is what adds the realism and life to the eye.
So using a white brush, add some shine around the pupil maybe overlapping onto the iris. Its really up to you.
Now go to Effects/Blurs/Average Blur and set it to a radius of 4.
Flatten your image and save.
There you go a finished, semi realistic eye.

From here on in, you can do what you want with it. My eye is a bit dull, so I messed around with curves a bit and am finishing on this:

Well I hope this tutorial has helped in some way. I remember I used to struggle making eyes like this, and as I fail at painting (Both in real life and digitally) I used to make it with lots of jitter, Polar Inversion and came up with half rate eyes. Now I do this and it is not only easier, but faster once you get the hang of it.
You can see other versions of my eyes using the same technique [topic='23378-toxicdjs-gallery']here[/topic] in my gallery under "Eyes".
Please post your creations underneath in the replies... I would love to see what you have all come up with. ![]()
#379175 Mastering Paint.NET - ebook
Posted by
Ego Eram Reputo
on 29 September 2012 - 04:05 AM
I've written this book for beginners through to advanced users. I hope Mastering Paint.NET 3.5.10 will prove the definitive guide to our beloved image editor.
It's a complete reference to every feature, nuance, tool, filter and effect found in Paint.NET. It's almost 400 Word pages with hundreds of color images, tips, detailed explanations, hints and how-to guides.
Contents at a glance:
Contents
Introduction
About The Author
Dedication
Acknowledgments
Conventions & Abbreviations
SECTION 1 Before You Start With Paint.NET
Chapter 1 - Introducing Paint.NET
Chapter 2 - Installing Paint.NET
SECTION 2 Basics
Chapter 3 - Understanding The Interface
Chapter 4 - The Menus Explained
Chapter 5 - Tools
Chapter 6 - Color
Chapter 7 - Layers & Layering
Chapter 8 - Adjustments
Chapter 9 - Effects
Chapter 10 - Selections & Selected Areas
SECTION 3 Advanced Concepts
Chapter 11 - Plugins
Chapter 12 - File Formats
Chapter 13 - Understanding Printing & DPI
Chapter 14 - Blend Modes
Chapter 15 - Customizing Paint.NET
APPENDIX A Keyboard Shortcuts
APPENDIX B Summary of Tips
APPENDIX C Online Resources
APPENDIX D List of Plugins
APPENDIX E Menus
What others are saying about Mastering Paint.NET
Feedback
Available from Amazon in Kindle format. Other ebook formats available by request.
Here's what some of our esteemed forum users had to say about it:
“Scott aka EER has achieved something with this book - teaching an old dog new tricks. A very informative read, with the author speaking to you ... not down to you as some user manuals do. His sense of humor adds to the whole reading experience.” -- Welshblue
“Definitely a must of all users of Paint.NET. I learnt a lot in reading this & just had to try out many of the things I was reading about. An absolute pleasure to read with very good explanations & a great sense of humor.” -- barbieq25
“Scott Stringer's casual writing style makes this book a pleasure to read. He really covers the basics of Paint.NET well. I consider this book to be 'required reading' for all Paint.NET beginners.” -- BoltBait
The book has taken almost a year to complete. I couldn't have done it without my supporters: Rick, BoltBait, Welshy, barbieq25, nitenurse79, Simon Brown, Evan Olds, NisseBosseLasse and just about everybody who has ever written something on the forum. My sincere thanks to you all.
#370942 How to make a realistic banana
Posted by
Rockandroll
on 26 March 2012 - 10:45 AM
Plugin used: Alphamask Import by Illnab 1024
This will be the endresult

Example of how i used it

Note: in this tutorial i give exact numbers of the opacity of the layers, blurs and colors, which are my personal preferences, they are no strickt rules, just play around with it
Open a new image 800 x 600 with the default white background.
add a new layer and use the linetool (set to 5 pixel) to create the shape of a banana, rough edges can be corrected with the white linetool.

Use the wandtool, tolerance set to 72, (the toolbar appears in the left corner of the toolbarsection above your image as soon as you click the wandtool) and select the outside of the banana,
Go to edit > invert selection

Add a new layer and use the paintbucket to fill the selection with black.
Flatten the image. This is your alpha map, you can copy it to your clipboard or save it (I always do).

Add a new layer fill it with white
Add a new layer and fill it with a yelow, (i chose FDDC65)

keep the yellow layer selected, go to effects > Alphamask (check invert mask and paste from clipboard and ok)
You should have the shape in yellow now

Add a new layer and use the linetool (2 pixel) to make a line acros the banana where the fold should be

Add a new layer and fill it with a few shades darker yellow (E2C14A) and alphamask it, (check invert mask, and paste from clipboard) (if its not on your clipboard select the alphamask again and copy it again or use the saved file. (When using your saved file, uncheck paste from clipboard)
Go to your foldline layer and select the right area with your wandtool (tolerance 50) and go to edit > invert selection.

Now select your dark yellow layer and push delete

Change the opacity of the layer to 86.
With only the white, yellow and darker yellow layer selected it should look like this now.

Now we going to add more color
Add a new layer and use the paintbrush (about 40 pixel) and paint some green (i used 9B9608) around the left edge of the banana

Go to effects > blur > Gaussian blur and set the radius to 67. you can move the layer around so the green color just covers the edge.

Change the opacity off the layer to 180
Alphamask the layer ( check invert mask, mix alpha and paste from clipboard)

Add a new layer and do the same for the stalk from the banana: use the paintbrush in the same color green and paint across the stalk.

Apply a gausianblur (radius 30). move the layer so that its just overlaps a bit where the stalk should end and the banana begins.

Adjust the layers opacity to 146.
Alphamask the layer ( same settings)

Duplicate that layer and use the gradientool set to transparant (the toolbar appears in the left corner of the toolbarsection above your image as soon as you click the gradienttool) and make a gradient from the left edge from the stalk to where the the fold would be.

Add a new layer and use the linetool set to white ( 16 pixel) and make a line accros the ligher yellow part of the banana covering a bit of the lower green aswell

Apply a gausian blur to the same layer ( radius 33).

Add a new layer and use the linetool set to black 16 (pixel) and make a line across the lower side of the banana.

Apply a gausian blur to the layer (radius 38). change the opacity of the layer to 116. Alphamask the layer. ( same settings as before)

Add a new layer, use the paintbrush set to red brown color (7F3300) and paint across the upper end of the stalk.

Apply a gausian blur (radius 55)

Alphamask it

Save your image at this point
Now uncheck the white background layer and the alphamap layer. Flatten the image an apply a gaussian blur ( 2 pixels)
Select the image and copy it. Then push undo (so you get your layers back) and paste the image into an new layer on top off all the other layers
Alpha mask the pasted image.

Uncheck all the layers under it except the white layer which we still need as background
Add a new layer and use the paintbrush ( 2 pixel) with a dark brown color (2A1B1B) to draw a rough circel , it does not have to be precise just kriggel it a bit ( i am not sure if that is a word hehe)
Use the paintbucket to fill the circel with a lighter grayish brown. (82613E). Then paint another darker grayishbrown (1E1A1B) rough circel in it.

You could use layer > rotate zoom, to put it more sideways, but that is not really necesesary

use the paintbrush to add some brown spots along the foldline. duplicate the layer and apply a gausisian blur (radius 2)

The image is now actualy finished, and you could leave it as it is and flatten the image, ( uncheck the white background if you want to use it later with a different background) but i am not happy with the shape and i have decided to include this in the tutorial
Add a new layer above the image. use the white linetool an correct the shape to your likings.

Merge this layer on your Alphamask layer. Copy the new alphamask to your clipboard and alphamask the banana layer.This way you can still use a different background instead of the white one.
You can flatten the image now ( again: uncheck the white background if you want to use it later on a different background)
Finished!

I hope you liked this tutorial and show me your results
#369799 Advancedish Planet - V2
Posted by
Mr.Bobert
on 29 February 2012 - 03:27 AM
Well, wherever it went, I spent it advancing, improving, and otherwise adding more realism and/or coolism to that planetsculpting technique. So, since it's become a quite a bit better, I figured I'd share it with the rest of you. I hadn't realized how much work it would be. If they did one thing, those two years made me forget how kriffing long it takes to make these tutorial things. And this one has over two hundred images, if you take into account the fact that each image has a copy of itself. And the coding--oh, man. I'm not even going to go into detail on how blasted confusing that was.
But, anyways, how, exactly, did I improve it? Well, take a look for yourself.

I'd say that's improved, no? This is what we'll be creating in this tutorial.
Well, enough of my rambling. Onto the tutorial. If you're considering undertaking this long planetsculpting quest, I would recommend that, if you haven't already, you do the old tutorial, first. Maybe even a few times. This one will be much easier to understand if you do. Even then, it might get a little confusing at parts. And if it gets too confusing in any part--namely, if I put the wrong pictures with the wrong text, which can be really confusing-- tell me where I dun goof'd and I'll try to fix it as best I can.
Alright, plugins!
Required:
Shape3D
Recommended: (Just get them anyways, really, it'll save you a bunch of time)
Random Lines
Single Hue
Color Filter
AA's Assistant
Smudge
Gaussian Blur Plus (Not necessary but just better and cooler)
Right, then! Let's begin.
Oh, and by the way, every single image on here can be clicked to be viewed at full size. Yes. All one-hundred-and-thirteen of them. Ugh. You're welcome.

Part 1.1: Land
Step one! First and foremost, you're going to want to render some clouds, black and white. They should have a fairly large scale and be a bit rougher than default. I'll be using:
Scale: 736
Roughness: 0.63

Now, add another layer, and render some more clouds. The scale should be smaller, much smaller, and the roughness should be a bit higher.
Scale: 496
Roughness: 0.72

Now, Posturize both of the cloud layers all the way down to 2. Set the upper layer to Multiply. Now, you have your continents and your oceans.

(Optional: If you think your continents/oceans aren't big/small enough for you, you can repeat the above steps on another layer. I do this often, but I like how the continents look for now, so I won't be doing it in this tutorial. It all depends on the randomness of the clouds and your personal preference.)

Now, add another layer. Select two 'Earthy' colors, I'll do green and brown. Then go to render and random lines.You'll want to set them to be about like this:
Quantity: 150
Thickness (Max): 20
Thickness (Min) 2
Color Mode: Random Primary/Secondary colors
(Leave all the rest of the stuff set as default, except for...)
Draw Curves: Check!

Now, add another layer. Select two more Earthy colors and render random lines again. But this time make the Quantity and Max Thickness lower.
Quantity: 40
Thickness (Max): 10
(Everything else stays the same)

Merge those two layers together, and add a new one underneath it. Color it all green (Preferably a different green from what you've used so far). Merge those two layers together.

Now, Hue/Saturation time. The Hue you can adjust to your liking, but I'll keep it the same. The saturation and lightness, however, will be lowered significantly.
Hue: 0
Saturation: 20
Lightness: -20

Now, blur it. Gaussian blur. I'm using Gaussian Blur Plus just 'cause it's cooler. Radius to 45. Duplicate that layer and hide one of them, we'll use it in a bit.

Select the visible one (Preferably this one should be on the bottom) and Distort>Dent it. This will make it have a bit more of a believable texture to it.
Scale: 70
Refraction: 40
Roughness: 60
Tension: 4

Now, select the top one (Yes, I did it backwards in the pictures, but I fixed it). You'll change the settings around to give it a bit more of a grungy feel to it.
Scale: 200
Refraction: 50
Roughness: 70
Tension: 8

Now, set your magic wand to Global, and tolerance to 0. Select the black-and-white continent layer and click on your oceans. With the selection still in place, select your land texture layer and hit delete. Do that to just the smoother, lower layer. Keep the top, rougher one in place. Yes, I realize I didn't do that in the picture. I'll fix it in a moment.

Now on the rougher top layer, Go to Stylize>Relief. I'm going to set the angle to 180 just because why not? Your texture will get a bit of a 3Dish feeling to it.

Now, delete the oceans from it with the magic wand tool like you did above with the other layer. Set the layer to overlay, and adjust the Opacity to your liking. I'm going to go with 227.


Part 1.2: The Oceans
Now, hide both of those layers. You got your land ready, It's time for the oceans. First and foremost, select that black-and-white layer. Select your oceans (Black or white, you choose whichever one looks more like an ocean to you) with the magic wand tool, again on global/0. Delete.

New layer underneath the now-white-or-black-depending-on-your-choice land layer. Fill it with a nice, dark blue.

It's not quite a photorealistic ocean blue, though, is it? Hue/Saturation time again. I'm going to lower the saturation and lightness, and depending on what color you used originally, you may wish to adjust the Hue ever-so-slightly.
Hue: 0
Saturation: 75
Lightness: -65

Now things might become a little complicated and difficult to understand. I made this very late at night and was kind of making it up as I went along. I'll try to make it easy to follow along.
Duplicate the white (Or perhaps black) land layer, and color it a lighter blue.

Now blur it. Radius: ~100.

Time for Dents again! I love Dents.
Scale: 200
Refraction: 50
Roughness: 60
Tension: 8

Now, go back and duplicate that white layer again. Color it blue, again, and blur it, again. This time, though, use a much smaller radius. I'll use 55.

It's a little difficult to see which one is which, so I'll use Hue/Saturation to make them a little easier to tell apart. Or, it was supposed to, at least... It turns out good, so let's just do it anyways. Unlike the other time's we've used this adjustment, we'll set the saturation and the lightness higher.
Hue: 0
Saturation: 115
Lightness: 15

After that, dent it with the same settings used previously. Forgot a screenshot.
Now, we'll adjust the opacity of those two layers.The lower, darker one should be around 100. The brighter, upper layer should be slightly less, around 90. I unhid the land layers for this.

Now, duplicate the white land layer once more. Color it, again. Blur it, again, but with a very lowish radius. I'll use 23.

Now, do that again. Duplicate, Color, blur. But the blur this time should be very, very low, like 4. Adjust the opacity of those two layers to your liking. You don't want them to be too bright, but you want them to still be visible. I actually forgot what I used, so you'll have to mess around with the setting yourself.

Now, add yet another layer at the very top of the stack. Render>Random lines again. These will soon be your clouds, so make the color white! Wouldn't want green and brown clouds...
Quantity: 25
Thickness (Max): 25
Thickness (Min): 2
Keep the curves on.

Now, use your eraser tool with a fairly large brush size to erase a lot of it. Don't go too crazy, but don't be too precise, either. You want it to look realistically random. Once you're done with that, blur to around, let's say, 14. Forgot to take a screenshot of that part.
Next up, Dents, again! Dents is a wonderful tool.
Scale: 90
Refraction: 12
Roughness: 55
Tension: 10
Now your clouds look much more fluffy and light.

~The following is optional~
I want to add a bit more of a personality to that rather dull, dark green/brown layer that is my land texture. Merge them together, if you haven't done so already. Then, duplicate it, and set it to, say, Color Dodge. (At least... I think it was Color Dodge. I forgot the screenshot, again... If it's not, just, uh, mess around with blending modes and opacity until you like it.)
Now, let's add a bit more color, shall we? Select the outside of your land with the magic wand as you add a new layer. Make a new color, shall we? CCA166 will be the color I'm using. On that new layer, paint the outside (Where the oceans are) of your land. Now it looks like all sand. Or something like that.

Now, dents! Again! I actually forgot to take a screenshot of the settings I used. I was tired. But just mess around until you like the way it looks.

Next, select the outside of the land layer again, and delete that from your sand layer.

Then, blur it. I used 14 radius.

Dents, once more. I'll be making it look similar to our fluffy clouds.
Scale: 200
Refraction: 15
Roughness: 55
Tension: 10

Once you've done that, as usual, select the outside of your land layer and delete it from the sand layer.
Next, lower that layer's opacity so it looks more realistic. It adds a bit of a stylish touch to your land, doesn't it?

Save your progress!

Part 2: The Planet
Now, enough with the texture, it's time to make your planet an actual ball of dirt and water in the sky. Ctrl+Shift+F to flatten your image into one layer.
Now, time for the wonderful Shape3D. Great plugin, easy to use, even if it has a lot of complicated-looking buttons on it.
Whatever you do, don't use Full Sphere map. I'm going to use Plane Map (Scaleable) but just because it looks good on this particular texture. I quite often use Half Sphere map, too. It depends on what looks better for that individual texture.
Now, there are a couple settings you're going to have to change. Anti-Alias should be set to 5, and Lighting should be turned off. You read right. No lighting. We'll do it ourselves, later.

There! Now you've got a planet-looking thing! Time to make it look even better. First, copy the layer and make a new image. Larger, this time. I'll use 1024/768, to match my monitor's resolution. Make the background layer black, and add a new layer. Paste your planet there. If you have the align object plugin, make your planet centered.

Add two new layers to the image. One below the planet, and one ontop of it. Use magic wand set to 0% to select the outside of your planet.

Now, select a skyish blue color. Paint bucket the outside above the planet. Hit Ctrl+I to invert the selection, and go to the layer below the planet. Paint bucket a circle behind the planet. You shouldn't actually see the effects of this step except on the layers window.

Now, select the upper layer. This is going to be our inner atmosphere. Gaussian blur to a middleish number. I'll use 40.

Select the outside of the planet once more and delete it from the upper atmosphere layer.

Now go to your lower layer, and blur again. This time, use a much smaller number for the radius. I'll use 20.

Select the outside of the planet again, Invert Selection, and delete the giant blue mass in the lower atmosphere layer. This will again be hard to tell what you just did, but you'll get rid of some annoying jaggedy edges that would become very visible later on.

Put the lower atmosphere layer above your planet ,and merge those two together. If you did the above steps right, it shouldn't look any different.
Now, select the outside of the planet again, and invert selection. New layer, and fill with black. This should cover your planet entirely. Cool-looking blue ring, eh?

I changed the color of the background layer here so you can better see what I'm doing. Hold shift and enlarge that black circle. A lot. You want to create something of a crescent shape of visible planet beneath it. This will be the shadow of your planet.

Now blur it with a semi-high number. I'll use 105.

Select the outside of the planet again, go to the shadow layer, and delete everything outside the planet. Should look like this if you invert your background layer.

Now, we don't want that side of the planet to be completely black. We put a lot of work into that texture. We should still see a little of it. Set the shadow layer's opacity to a faintly lower number so that you can just barely see the planet. I'll use 245.

Now, go back to your atmosphere layer. Select the gradient tool, and set your colors to black and white. Set the mode of the gradient tool to transparency, very important. Then create a gradient along the atmosphere layer like in the screenshot. You'll want to follow the shadow you made, in a sense. It should be very visible on the light side, and almost invisible on the opposite, darker, night side.

Now, that's all there is to the planet! For now, anyways. Time for the background.

Part 3: Space: That Colorful Backdrop
Now, let's make space, shall we? Your planet looks rather lonely sitting on a dull black background.
Go to effects>Noise>Add Noise. Add some--

AAH! No, not like that. Darn it, I'm tired.
Go to the Background layer and add some noise. That's better. These first stars are going to be more intense and scattered than the rest.
Intensity: 100
Color Saturation: 0 (Always have it set to 0)
Coverage: 0.55

Add a new layer and hide your planet/shadow/atmosphere.
Paint the new layer black, and add some moar noise. We're going to be using a lot of noise. This layer should have more coverage, and less intensity.
Intensity: 60
Coverage: 3

Set that layer to additive. We'll be doing this a lot, too.
Another layer, black, and noise. Intensity should be lower, Coverage should be higher, again.
Intensity: 35
Coverage: 10

Once again, Additive. Now your starfield looks a bit better, don't it? It still looks a bit... Static, to me, too perfect, and not random enough. You could stop here, but I'm not going to you. If you want to keep going, good for you! Let's add some more personality to it.

Add a new layer. Get your paint brush ready and create a blob. It should be black. I'm using white for the sake of the screenshot, so you can easier see it.

You'll want to blur it, next. Radius: ~70

Add noise, a lot of it. Just repeat what you did on the other three layers, but all piled into one layer. There'll be the lighter, less intense noise, the medium noise, and the more intense, rarer noise. Now set that layer to additive. It'll blend with your background layer and make it look more unique.

Now repeat that step, starting from the 'blob' part, two or three more times. Don't be afraid to even have them atop each other, making an even more clustered, intense look to certain parts. Don't do it too much, though. You don't want it to become too clustered.

Now, new layer, again. Paint along some of your more thick star areas with some colorful brushes. I'm going to use a blue theme, but you can use whatever you like.

Blur that layer to 70.

Now, care to take a guess as to what we'll be doing next? Yes, dents! Gotta love dents.
Scale: 200
Refraction: 15
Roughness: 55
Tension: 10
Fluffy space clouds.

Now, set that layer to Lighten, and lower the Opacity to 100.

Add a new layer above that, and paint white around the parts you want to be more highlighted than the others. Don't make it all highlighted, but you can do most if you feel like it. Blur the white to 55.

Set that layer to Overlay. Now your clouds have some nice glowyness to them.

Your foreground spaceclouds are a little lonely, though, aren't they? New layer, below your space clouds. Random lines, all white. The same settings you used earlier should still be in there, but I'll repeat them just in case.
Quantity: 25
Thickness (Max): 25
Thickness (Min): 2

Now, use the recolor tool and go crazy with a bunch of different colors. Even ones that aren't part of your color scheme. Like my scheme is blue, and I put green and red in there. You'll see why in a bit.

Now, blur that layer. I think I just left the same radius in there, 70.

Lower the opacity of that layer to a very low number, like 40.

New layer above it, and go crazy with white blobs again.

Then blur it to, let's say, 55. Set the layer to Overlay.

Now, go to that mismatched background cloud layer. Use Color>Single Hue to make it better match your color scheme. Why didn't we just make it blue (Or whatever your color scheme is) in the first place, you ask? Well, the alternate colors are all now that color, but they gave it some variety in shades of the color.
Or the green and red didn't look as cool as I thought they would when I kind of made this up as I went along. Either/or.

Well, there you go! Your planet's got some nice background to it, lookin' good, eh? That's all for the background.
But what about... Some other little additions? Those things like the Rings, and those cities? What about... Extras?

Part 4: Extras
Still with me? Good for you. Your planet's good, and your background's good, but we're going to make the whole image itself even better.
The first thing we'll add is rings! This involves a modified version of jsonchiu's fantastic Saturn-esque rings tutorial. Good tutorial right there.
First, add a new layer, as per usual. Way 'top 'o the stack, above everything else. Now select a lighter color that matches your color scheme and select the pencil tool. Draw a... Blob. Thing. Don't put it too close to the planet, but don't put it too far away. Well, I suppose you could put it close, based on personal preference. But I'll do it like so:

Now, radial blur! Full 360 angle, everything else remains default. It'll get so blurred you won't even be able to see it, but no worries!

Duplicate that layer, like, a dozen times or so and merge them together. The rough-looking beginnings of your ring will begin to become visible.

I duplicated the duplicate/merged thing a couple more times, making it even more vivid. Here's what you should have.

Now, radial blur again, but this time with an angle of 30. Your rough circle thing will blur into a more smooth ring-like... thing.

A view of what it should look like zoomed out:

Now, go to Image>Rotate/Zoom. You can drag that ball and move the ring to your liking. I'm going to give it a really weird, obscure angle to be all hipster. Ordinary, straight rings are too mainstream.

Now, go back to your planet layer and select the outside with the magic wand tool, as you've done about a dozen times by now. Bug then go back to your ring layer, and use the lasso tool to add to the selection. You want to select the part of the ring that is closest to you.

Hit Ctrl+I to invert the selection and hit delete. Now your ring goes behind the planet!

Now, that's all well and good, but, if you look at a picture of Saturn, you'll see that its rings aren't always completely visible. The planet casts a shadow on the part that's behind it. So let's add a shadow, shall we?
Draw something faintly like that on a new layer. It doesn't have to be pretty, it's going to be a guide of sorts. It doesn't really have to be at an angle like that, I guess. I just felt like having some fun.

Alright, lower the opacity so you can see through it. Draw a line around where your ring would need to be shaded. It should be around where the shadow on your planet starts. Now duplicate the ring layer. Rename one top, and rename one bottom, if your ring goes vertical like mine does. You might want right and left if you did it horizontally. Hide the bottom layer. Or whatever you chose. Just hide one.

With the top layer selected, set your colors to black and white. Select the gradient tool, and keep it set to transparency mode. Draw the gradient along where your guide is, like in the screenshot. The top should fade along the guide, and the bottom should be gone.

Now, do the opposite. Hide the top layer, and unhide and select the bottom layer. Repeat what you just did; draw a gradient on the bottom layer. Only this time, make it so the top becomes invisible, rather than the bottom.

Now, select whichever one is on the shadowed side, and hit adjustments>Black and white.

Now, Adjustments>Brightness and Contrast. Set the Brightness to all the way dark, and the contrast all the way up. It'll make it all black—but far too faint to be able to see. We don't want that, now, do we?

Simple solution: Duplicate. Duplicate. Duplicate. Duplicate. Merge, merge, merge, duplicate. Duplicate. Etcetera. Just duplicate/merge the layer until you're satisfied with it. It should be dark enough so that you can see it in front of the space clouds, but it should still be transparent enough to see the stars and such through it.

Great! Now your rings are all done. But your planet looks kind of... Dead. Well, not dead. But uninhabited. Let's add some life, eh?
Hide the Shadow layer, making your planet look really odd and globally lit. Don't worry, we'll fix it later. If your rings are in front of your land, hide them too.

Now, zoom in real close to a continent or something. Just make sure it's on the night side. Add a new layer, above the shadow layer. Now with a small paint brush, draw black along the shores. Maybe use the circle tool to make some rings. Maybe make some squares, or triangles! Be creative, and be patient. It's not a fast thing to do.


Now, add some noise to it. You want some really intense noise, first off, but not too much coverage. Pretend its your starfield; add a lot of noise. The most you should add is low intensity, high coverage. You might want to hit Ctrl+F a few times when you do that.

Now, set the layer to Additive. There, some cities!

Those cities look awfully static. New layer time. Draw a bunch of lines connecting the cities. These will be air traffic, like airspeeders or something like that. If they pass through clouds, you can very carefully use the tip of the eraser to thin them out. Again, be creative. Thicker lines could be main routes, thinner for secondary.

Next, more noise. These should have a lot of low-intensity, high-coverage noise, but only a very little bit of high-intensity noise. They aren't cities, so they shouldn't be as bright.

Now, set it to additive.

Next, unhide the shadow layer. Look at that, your planet looks alive now! But... The lights look a bit too harsh. Let's add a couple more things.

Lower the opacity of the city layer and the traffic layer to your liking. It shouldn't be too bright, but you don't want it too dark.

It's a bit too white to look realistic. (You're all thinking, 'what else could he possibly add? This guy has too much time.' Yeah. No kidding.) Let's use the Color filter to make both layers very faintly yellow. Or whatever color you like. I like yellow because the majority of lights we have today are sort of yellow-tinted. Ish. Kind of. Right then, carrying on.

Duplicate both the traffic and city layers, and run a very faint blur on each. I use radius 4. Now they have a faint glow to them. Pretty.

Now, we're almost done. No, really. Just one more thing. Your planet and the background look great, but I want them to look like they're actually interacting with each other. Not that that's scientifically plausible, but hey, it'll look cool. New layer time! Draw along the edge of the planet's day side with the same color you use in your color scheme, preferably the atmosphere's color. In my case, sky blue. You don't want it too uniform. What you really want is for the line to be drawn nearest any space clouds behind your planet.

Duplicate that layer, and hide the top one. Blur the bottom one to about, let's say, 15 to 30.

Unhide the top one and use the Brightness & Contrast to make it all white.

Now, there's probably an easier way to do this, I bet. But I want the white line to be smaller, so run AA's Assistant about five times. It'll shrinkify it.

Adjust the layer's opacity and blend mode to your liking, it should resemble mine. I set mine to overlay and lowered the opacity a bit.

Now, time for Distort>Smudge! Or tools>Smudge. I have different versions on two different computers of mine. I'm not sure why, but they're in different menus. So, go to wherever your smudge is. You want to drag it outwards from the planet, all around. Doesn't have to be perfect.

Now, simply set it to overlay. Now the clouds and the atmosphere look like they're somehow connected.

And that's it! No, really. Nothing else. I promise. You're all done, and you've (hopefully) Got a nice lookin' planet there! Don't worry if your first result doesn't look like you want it to, with practice comes perfect. I've made literally hundreds of these things out of boredom (Though this particular one may be the most advanced yet). It takes a while to master the technique.
Attached Files
-
Advancedish Planet.pdf 2.38MB
339 downloads
#369462 Rotate/Zoom+
Posted by
dpy
on 24 February 2012 - 06:35 AM
"Rotate/Zoom+" plugin can be selected the three types.(bicubic, bilinear, Nearest Neighbor)
Effects > Distort > Rotate/Zoom+
Bicubic is a cubic convolution. ( PhotoShop using type)
Bicubic can be adjust sharpness.
Mainly, please use the -1 to -0.5.
If you do strongly sharp, you may distort the image , or increase noise .
Bilinear is same "Layer>Rotate/Zoom"
Nearest Neighbor is same "MS Paint"
About the reduction
Because this dose not use LPF , three are the almost same.
Download
Enjoy

#252079 Plugin Index
Posted by
Ego Eram Reputo
on 28 June 2009 - 04:21 AM
revision date: 1 May 2013
DDS File Support - Dean Ashton. Enables DDS file loading & saving. Included Paint.NET 3.1+. Forum thread no loner exists.
Desktop Background Preview - Simon Brown. Allows you to preview potential images as a desktop wallpaper. Found in Simon Brown's Legacy Plugin Pack.
Detect plugin problems v1.0 - Simon Brown. External program which diagnoses why effect and filetype plugins may not be working.
Diagonal Lines v2.0 - jsonchiu. Renders diagonal lines, frequency, brush width, antialias level & angle are all configurable. DLL compiled by EER (21 Feb 2013) from posted source as download link has died.
Displacement - MadJik. Displace an image in X and Y directions. Has rendering issues. Magical Plugins Megapack.
Displacement and Alpha Mask - Bleek II. Distorts an image based on the light values of the mask.
Displacement Map - Curtis. Pixels are offset by the amount determined by the map channel and the displacement slider, and are offset in the direction of the angle chooser. Found in Curtis' Plugin Pack. Three DLL's contain a number of effects.
Dissolve 1.3 - APShredder. Dissolves one image onto another.
Distorting Mirror - MadJik. Effect similar to the distorting mirror you find at a fairground. Magical Plugins Megapack.
Distortion Effects (4 effects) - Rick Brewster. The effects Bulge, Polar Inversion, Tile Reflection & Twist are now included Paint.NET as of version 2.70+
Dither - Atkinson Halftone - Ed Harvey. This effect DOES NOT work correctly if you have any selection active. It should ONLY be used on whole layers. Part of Ed's Egregious Effects
Dither - Floyd-Steinberg Halftone - Ed Harvey. This effect DOES NOT work correctly if you have any selection active. It should ONLY be used on whole layers. Part of Ed's Egregious Effects
Donut Distortion - MadJik. Distort the area between two concentric circles. Magical Plugins Megapack.
Dot Plugin - davidf. Reduce an image to monochrome comprised of dark dots on a light background.
Dots - Curtis. Turn image into a grid of dots. Options to adjust the size and highlighting. Found in Curtis' Plugin Pack. Three DLL's contain a number of effects.
dpy's Pack - dpy. Effects: Black and Alpha+, Color Balance+, Multi-Threshold, Rotate_Zoom+, Perspective Effect, AA's Assistant, Metallize, Text+, Circle Text, Rotate Text, Spiral Text & Wave Text, Speech Bubble, 1px Expansion, Alpha to 0, Alpha to 255
DragFrom - Simon Brown. Lets you upload images using drag and drop. Requires a capable browser such as Firefox and site such as Imgur or min.us.
Dream - BoltBait. Adds a 'dreamy' or softening filter to the image. BoltBait's Plugin Pack
Drop Ripple - Ed Harvey. Mimic top-down view of water ripples as if an object was dropped into a still pool of water. Part of Ed Harvey Effectsv3.5. DLL contains numerous effects.
Drop Shadow - KrisVDM. Superseded by a later release Drop Shadow & Effects.
Drop Shadow - KrisVDM. Creates a highly configurable shadow around an object. Part of Kris VDM's Plugin Pack.
Dull - StormWare. Dulls an image. Ranges from 0 (full color) to 170 (completely Grayscale).
Duotone Ink on Paper - KrisVDM. Tint an image to black and a combination of with two selected hues. Does not change white areas. Part of Kris VDM's Plugin Pack.
Duotone Light - KrisVDM. Tint an image to black and a combination of with two selected hues. Does not change partially transparent areas. Part of Kris VDM's Plugin Pack.
EA FSH Filetype - null54. Loads and saves the FSH format used by Electronic Arts games.
Earths and Greys - Red ochre. Simplifies an image based on tonal value and recolours it with a choice of palettes. Part of Red Ochre's Plugin Pack
EasyWatermark - Simon Brown. Superseded by new release, use PDNWatermark.
Ed Harvey Effects - Ed Harvey. Superseded by a later release
Ed Harvey Effects (v3.30 Beta 1) - Ed Harvey. Superseded by a later release
Ed Harvey Effects (v3.30) - Ed Harvey. Superseded by a later release
Ed Harvey Effects Archive - Ed Harvey. Some of the effects in the Ed Harvey Effects package have been incorporated in Paint.NET. However, in some instances the built-in versions have a simpler interface or less features. The original effects will be archived here for anyone who really needs th
Ed Harvey Effects v 3.5 - Ed Harvey. The latest version of the Ed Harvey Effects package. Effects: Simplify, Splinter, True Blur, Color Filter, Color Channel Flip/Rotate, Color Tint, Extract Channel, Filtered Black and White, Invert Intensity, Single Hue, Solarize, Threshold, Vitrious, White Balance, Drop Ripple, Glass Blocks, InsideOut, Lens, MultiView, Pixelate (Hexagonal), Pixelate (Cairo Pentagonal), Ripple, Wobble, Cross-Processing, Vignette, Lattice, Weave, Halftone, Seismograph, Soft Saturation.
Ed Harvey Effects v3.36 - Ed Harvey. Superseded by a later release
Ed Harvey's FastFx - Ed Harvey. These are replacements for existing paint.net effects that have been optimized for speed (Fast Blur, Pencil Sketch, Glow, Soften Portrait & Hue / Saturation).
Edgemaster - n d. Edge detection effect.
EdHarvey Effects - Ed Harvey. Superseded by new version
Editable Text v1.0 - Simon Brown. Note: Beta. Alternative text-tool that includes editable text. Works by using Steganography to store the details of the text in the text layer. Formerly: Re-Editable Text (BETA). Simon Brown's Plugin Pack.
Ed's Egregious Effects - Ed Harvey. These effects DO NOT work correctly if you have any selection active. They should ONLY be used on whole layers. Effects: Fast Blur, Dither - Floyd-Steinberg Halftone, Dither - Atkinson HalfTone.
Effects Lab - Curtis. Run another effect through a filter. Useful search box helps find effects by name. Found in Curtis' Plugin Pack. Three DLL's contain a number of effects.
Egalize - PhilipLB. Egalize modifies the colors, so they are used in the same amount.
Eigen Blur v1.3 - Neil Cassidy. Improved Gaussian blur effect which uses brand new convolution code.
Engrave / Emboss - Toli. Emboss/Engrave effect with configurable strength. Toli's Effects.
Enhance Details - BoltBait. Kind of a reverse of BoltBait's 'Soften Portrait' effect. This effect reintroduces edges, grain & noise type artifacts to enhance photographic details.
Enormators Effects - Enormator. The two effects are Stretch & DotAtCenter. Unavailable for download.
Equations - Curtis. Type in a mathematical equation and have it rendered to the canvas. Found in Curtis' Plugin Pack. Three DLL's contain a number of effects.
Erode / Dilate filter - dake. Dilatation is a simple way to remove scratches and noise from a uniform background. Erode is similar to the Median Blur effect.
Evan's Effects v1.1 - evanolds. Effects: Mirror over line, Conditional Hue/Saturation, Quadrilateral Reshape, Polygonal Transparency, 3D Object (BETA), Pie Chart,
Extend Border v1.3 - Simon Brown. Extends the edge of a layer inwards the amount specified.
Extract Channel - Ed Harvey. Allows the isolation of a single RGB, HSV or CMYK color channel (plus many more). Part of Ed Harvey Effectsv3.5. DLL contains numerous effects.
Extract Color v1.0 - APShredder. Allows user to change an image to grayscale, while keeping a certain color range in color (automates the Pleasantville Effect).
Eyeshine (animal red-eye) removal - Tanel. This plugin removes animal eye glow from photos caused by direct flash. Part of Tanel's Plugin Pack.
Fade Edge - KrisVDM. Fades the edge towards transparent. Part of Kris VDM's Plugin Pack.
Fast Blur - Ed Harvey. This blur is based on Gaussian blur and is 10 to 200 times faster (depending on radius). Found in Ed Harvey's FastFx plugin pack.
Fast Blur - Ed Harvey. This effect DOES NOT work correctly if you have any selection active. It should ONLY be used on whole layers. Part of Ed's Egregious Effects
Feather Plugin - BoltBait. Softens the edges of objects that you are combining to make composite pictures. Part of BoltBait's Plugin Pack
Feather Plugin - Old Version - BoltBait. Softens the edges of objects that you are combining to make composite pictures. A newer version exists (see Feather Plugin. Included as part of BoltBait's Plugin Pack
Feather Selection - BoltBait. Fades out the edge os a selection in order to blend it more effectively with the background. Part of BoltBait's Plugin Pack
Fern Fractal - Curtis. Renders a fern onto your canvas. Options include colour, angle, position, width, height & density. Found in Curtis' Plugin Pack. Three DLL's contain a number of effects.
FileType TP4 - Prillan. File support for *.TP4 files as used by the game RollerCoaster Tycoon.
Fill from Clipboard - YellowAfterlife. Fills the layer (or selection) with tiled texture from the clipboard.
Fill Gaps v1.0 - HiPhiSch. Fill transparent sections of a layer or selection based on the surrounding pixels.
Film Noir Plugin - Simon Brown. Give your pictures a Film Noir style by desaturating colors. Found in Simon Brown's Legacy Plugin Pack.
Film v2.0 - pyrochild. Filter an image to give it grain & intensity. Pyrochild's Plugins
Filtered Black and White - Ed Harvey. Convert an image to greyscale using a colored filter to dictate tonal changes. Filter density (strength) is configurable. Part of Ed Harvey Effectsv3.5. DLL contains numerous effects.
Find Edges - Simon Brown. Finds all edges in an image and convert the pixels black - the rest will be turned white. Found in Simon Brown's Legacy Plugin Pack.
Fire Effect - Tom Jackson. Render flames with this single-effect implementation of the fire effect. Should be used over a blurred black shape on white canvas.
Fire Plugin - Simon Brown. For rendering fire/flames. Found in Simon Brown's Legacy Plugin Pack.
Fire Plugin (aka Burninate) - BoltBait. Turn a black & white gradient into flames. BoltBait's Plugin Pack
Flags - Simon Brown. Select a flag & render it into the selection (needs a working internet connection). Found in Simon Brown's Legacy Plugin Pack.
Flip - BoltBait. Flips the selected pixels horizontally or vertically. Part of BoltBait's Plugin Pack. This version replaces the version found in this thread: Flip.
Flip - Illnab1024. Flips the selected pixels horizontally or vertically. Replaced by a later version: BoltBait's Plugin Pack.
Flip Horizontal - MISIIM. Superseded by BoltBait's version: Flip. Forum topic no longer exists.
Floyd-Steinberg dithering - asura. Apply Floyd-Steinberg dithering. Links are broken therefore plugin is unavailable for download.
FlySwatter - ploogle. Applies filter to make image look shiny & metallic, or perhaps psychedelic.
Focal Point - jchunn. Blurs from a given focal point in an image. Jesse Chunn Plugin Pack.
Fractal Mandelbrot - moc426. Create, configure and color the Mandelbrot fractal. This effect is now Included in Paint.NET minus the colorization options (Effects > Render > Mandelbrot Fractal). This effect can be installed alongside the native version and found under Effects > Render > Fractal: Mandelbrot.
Fragment - Ed Harvey. Creates copies of the base image, each shifted from the original position by a given amount. The copies are then averaged together. Ed Harvey's Effects.
Frames - MadJik. Wrap your image in a customized frame. Magical Plugins Megapack.
Frosted Glass+ v1.5 - pyrochild. This effect is now included in Paint.NET from version 3.07+. Forum thread no longer exists.
Gabor filter v1.0 - zarathoustra. Applies an edge detector filter to the image, letting you choose the wavelength and the angle of edge detection.
Gaussian Blur+ - BoltBait. Enhanced Gaussian Blur which can be used to selectively blur an image by color or alpha channel. Previously known as Channel Blur.
GenTree - MadJik. Generates lifelike trees and branches. See also the TreeGen effect. Magical Plugins Megapack.
Glass Blocks - Ed Harvey. Distort an image as if were viewed from behind a wall of rounded glass blocks. Part of Ed Harvey Effectsv3.5. DLL contains numerous effects.
Glass Orb Generator - wizard. No longer functions with the latest release of Paint.net. The effect used to render glass spheres/orbs.
Glow - Ed Harvey. Similar to the built in Glow effect only up to 20 times faster. Found in Ed Harvey's FastFx plugin pack.
Glow effect - Rick Brewster. Apply a glow effect to a given selection. Included Paint.NET 2.70+
Google Image Search - Illnab1024. Allows you to use Google Image Search directly in Paint.NET. Appears to be broken in that no search results are returned.
GPU Channel Blur - Bruce Bowyer-Smyth. Hardware accelerated blur which perfoems a separate and unique gaussian blur for each color channel with each channel having it's own blur radius. Part of Hardware Accelerated Blur Pack
GPU Gaussian Blur - Bruce Bowyer-Smyth. Hardware accelerated Gaussian Blur. Part of Hardware Accelerated Blur Pack
GPU Motion Blur - Bruce Bowyer-Smyth. Hardware accelerated Motion Blur. Part of Hardware Accelerated Blur Pack
GPU Radial Blur - Bruce Bowyer-Smyth. Hardware accelerated Radial Blur. Part of Hardware Accelerated Blur Pack
GPU Zoom Blur - Bruce Bowyer-Smyth. Hardware accelerated Zoom Blur. Part of Hardware Accelerated Blur Pack
Gradient - KrisVDM. A four-color, non-linear 'Gradient' effect with high quality color dithering. Part of Kris VDM's Plugin Pack.
Gradient Bars v3.0 - pyrochild. Creates bars of varying width, angle and thickness. Pyrochild's Plugins
Gradient Blocks - pyrochild. Transform an image into a pixellated version with gradient filled blocks. Pyrochild's Plugins
Gradient Blur - MadJik. A combination of the Gaussian blur & gradient effects. Magical Plugins Megapack.
Gradient Effect - pleska. Gradient fill between current primary and secondary colors in 5 basic types: Vertical, Horizontal, Radial (from center of rect out), Diagonal and Reverse-Diagonal.
Gradient Mapping v2.2 - pyrochild. Create a custom gradient and map it to your image based on any supported input channel. One of the primary uses is to create a multi-colored gradient. Pyrochild's Plugins
Gradient Plugin v2.0 - Illnab1024. Apply a variety of configurable gradients. Co-Authored by BoltBait.
Gradients Galore - Red ochre. Create a wide variety of gradient effects. Many options including choice of shapes, transition methods, variable dithering, angle slider (rotation around canvas centre), HSV rainbows. Part of Red Ochre's Plugin Pack
Grain Noise (Film Grain) - Tanel. This effect generates film grain (or luminance grain). Use it to add some character to otherwise boring-smooth digital image. Part of Tanel's Plugin Pack.
Gralpha - Vermiculus. Converts grayscale to Alpha.
Graph Maker - dsplaisted. Uses (and builds on) the Grid Maker plugin to render graphs.
Gravity - MadJik. Treats pixels as if they were sand, dragging them down until they have supporting pixels under them. Magical Plugins Megapack.
Grayscale on Colored Paper - KrisVDM. Recolors the image greyscale and the specified color. Part of Kris VDM's Plugin Pack.
Grayscale+ - StormWare. Instead of averaging RGB like normal Grayscale, Grayscale+ retains the greatest of the RGB values.
GREYCstoration Wrapper *BETA* - Crazy Man Dan. Replaced by the built-in Effects > Noise > Reduce Noise effect. Forum thread no longer exists.
Greyscale channel mixer - andersbursjoo. Converts images to greyscale with luminescence control. Download link is broken so plugin cannot be downloaded.
Grid Maker - MadJik. Draws grids, also checkerboard and dots. Magical Plugins Megapack.
Grid Maker v2.0 - Illnab1024. Superseded. Use MadJik's Gridmaker.
Grid Warp - pyrochild. Distort an image by overlaying a warping grid which has dragable intersection nodes. Pyrochild's Plugins
Gridlines - KrisVDM. Draws a grid with horizontal and vertical lines. Part of Kris VDM's Plugin Pack.
Grim Color Reaper - Jotaf. Remove a color (i.e. background) from an image while maintaining the alpha information.
Halftone - Ed Harvey. Simulates continuous tones in the image through the use of dots of varying size, shape, spacing and density. Part of Ed Harvey Effectsv3.5. DLL contains numerous effects.
Hardware Accelerated Blur Pack - Bruce Bowyer-Smyth. Use your video card to process images with a potentially huge performance leap. The blurs in this pack are: Channel Blur, Gaussian Blur, Motion Blur, Radial Blur & Zoom Blur.
HD Photo plugin - BETA - Rick Brewster. Support for HD imaging. No longer supported. See JPEG XR filetype plugin
Heightmap - Radobot. Transforms an image to a heightmap. Imagine shining a light on an uneven surface. Lightness of each pixel represents it's height.
Hexagonal Grid - MadJik. Creates a hexagonal grid. Includes brushwidth & Antialias controls. Magical Plugins Megapack.
Hide / Reveal Steganography - Radobot. Hide (and reveal) images within another image. Similar in concept to BoltBait's Steganography plugin with more options.
High Pass - Cookies. High pass filter - used to correct (sharpen) images in much the same way as Unsharp Mask
Highlight - Red ochre. Creates the twinkly highlights you find in a photo that is taken towards the sun, highlights on water or metallic text. Part of Red Ochre's Plugin Pack
Homeworld2 ROT file import - susgeorgesu. Import Homeworld 2 ROT image files as used in the game 'Home World 2' by Sierra Entertainment, Inc.
Hue / Saturation - Ed Harvey. Similar to the built in Hue / Saturation effect and up to 50 times faster. Found in Ed Harvey's FastFx plugin pack.
Hue / Saturation+ - Tanel. Removed by the author following enhancements to the built-in Hue/Saturation adjustment (Paint.NET v 3.5.2)
Icon, Cursor, and Animated Cursor Format - evanolds. Support for Icon & cursor filetypes, including animated cursors.
IFF filetype - rmtew. Uses the SDLimage library to extend support to the IFF filetype.
*NEW* IFF ILBM (Amiga) Loader - Zombieman. Loader for IFF ILBM images (native file format of the old Commodore Amiga computers). Supports loading HAM6 and HAM8 modes (and in theory HAM5 and HAM7 modes). Does not handle IFF24 images (max 8-bit images).
Illnab1024's Plugins. (v1.1) - Illnab1024. Alpha Mask, Cutout Effect, Advanced Greyscale, Point Warp, Polar to Rect.
Im(age)PDF filetype - Martin Osieka. Allows Paint.NET to save images as PDF documents.
Image To Code (AKA Image To C) - ShayEr. Convert image to C/C++ data structure.
Increase Local Contrast - MichaelVinther. Improve badly lit photos or dramatize dull photos.
Ink Sketch - BoltBait. Converts image to inked sketch version. Included Paint.NET 3.10+
InkSketch+ - AhmedElyamani. Turns images into a black and white inked facsimile. Part of Ahmed's Plugin Pack
Input to Output - Mike Ryan. Adjust the value of one color channel (Input) by the value of another channel (Output). Useful for making alpha masks, removing color, etc.. Part of Mike Ryan's Plugins
InputToOutput+ - Xarx. Sets one image channel (RGBA) from another channel or from other basic pixel characteristic (CMYK component, HSV component, luminance, etc,)
Inside Out - Ed Harvey. Appears to be a cartesian to polar transformation (i.e. rectangular image is distorted to circular). Part of Ed Harvey Effectsv3.5. DLL contains numerous effects.
IntenColor - P13Darksight. Takes the intensity of the current pixel & performs mathematical operations on it to adjust the color.
Interlace - tunedude. Adds horizontal/vertical stripes of color/transparency to the image.
Invert Alpha - Mike Ryan. Inverts the Alpha Channel based off of your set tolerance. Part of Mike Ryan's Plugins
Invert Alpha - person_321. Deleted by Author as another plugin of this nature exists: use Invert Alpha.
Invert around primary color - Enormator. Invert colors around other colors.
Invert Channels - person_321. Invert the intensity of any of the RGB channels. Person_321's Texture & Color Plugins
Invert Intensity - Ed Harvey. Invert the intensity of the color range in an image. Part of Ed Harvey Effects v3.5
iPhone Tab Bar Icon Maker - sradforth. Helper for assisting with the creation of iphone icons. Also known as RGB Intensity to Alpha. Included in Stu's Effects.
Isolate Black / White - Mike Ryan. Generates a B&W copy of the layer then applies it as an alpha mask.
Isolate Lineart - silverhammer. Converts a B/W image (like a pencil drawing) to a 'black and transparent' image.
#167213 ~ WelshBlue ~ Don't Play With Fire ...
Posted by
welshblue
on 03 June 2008 - 12:57 PM
http://fc05.deviantart.net/fs70/f/2013/123/7/3/don_t_play_with_fire_by_pdnwelsh-d63yw2c.png
http://fc05.deviantart.net/fs71/f/2013/113/8/c/factory_new_5_year_small_by_pdnwelsh-d62tcqq.png
A work in progress
-------------------------------------------------------------------------
Abstracts
Cars
Factory Series
Jewellery
Rainbow Girls
Realistic (ish)
Scenes
Space
Tools & Parts
Wood
#391216 Rants *enter at own risk*
Posted by
Ego Eram Reputo
on 15 May 2013 - 03:53 AM
In that case it would be considered rude to use your Ouija board while at the dinner table...
#388457 Replacement host needed.
Posted by
nitenurse79
on 06 March 2013 - 09:51 PM
Thank you everyone, I am touched by the support from you all on here,
a big thank you goes out to blackpenny for the forgiveness, all I can do is give you a rep point (and a vote in the sotw comp) ![]()
#386142 Clipwarp - for glass & metal (new plugin 6th Jan 2013)
Posted by
yellowman
on 28 January 2013 - 09:42 AM
Red ochre, this is great, if you run it on a default Clouds with plugin default settings, you will get a good aluminum foil effect. Thanks for the plugin, Haven't had time to play with it, but I am sure it is great, I saw some great use of it here.
#385759 Clipwarp Shiny Text
Posted by
barbieq25
on 21 January 2013 - 01:16 PM
Plugins required:
Object Align - http://forums.getpai...?showtopic=4193
Clipwarp - http://forums.getpai...jan-2013/page-1
Smooth - http://forums.getpai...?showtopic=6776
Trail - http://forums.getpai...showtopic=18653
Fast FX – Glow & Soften Portrait - http://forums.getpai...showtopic=18819
Bevel Selection - http://forums.getpai...12-2011/page-1
At the outset I would like to thank all of the plugin writers without whom we could not attain to the artistic levels seen here.
Thanks also go to the people who have helped me get this far & there are many ![]()
Disclaimer - I do not name my layers. This tute is aimed at more experienced users & it is assumed that you understand how to use layers, layer blend modes etc.
Red ochre also kindly pointed this out which may help you:
Slightly concerned by the size of the image (I think you said you have 12GB - I've only got 2GB and there are probably still XP users with less than that. However, large size is the easiest way to avoid pixellated edges caused by selections.
(For those adapting this to a smaller size it may be worth copying the selected area at stage 8 to a new layer, running Bevel selection then the AA object plugin before flattening back down before stage 10? - just a thought)
Also
...have you tried using the 'square root' option for the curvature type ? It is slightly smoother than the 'linear' option if lower levels of overall displacement are required.
This is something like what you want to achieve:

1. Open a new image. Big is better. I have used 3200 x 2400. If it is too small the settings I have used here will not work for you.
2. For this tute I have used this image http://2.bp.blogspot...PinkRoses11.png but you can use one of your own.
3. You may have to adjust the image to fit the canvas. Don’t be too concerned about the aspect ratio. If it is a bit stretched one way or the other, it will be ok. Since the image is a png, it has a transparent background. Get rid of any white that you may have.
4. Add a new layer. It should look like this:

5. Select yellow from the colour wheel and the text tool.
6. Select a font that is reasonably uniform in thickness. I’ve used Edwardian here.
7. Use align object to align the text to “both”. I like to work from the centre but it is optional. At this stage it is hard to pick the text from the background. You can turn off the flower layer if you like.

8. Using the Magic Wand at default tolerance , but set Flood Mode to global, select the outside of the text. Then press CTRL + I to invert the selection.
9. Next use Bevel Selection at these settings:
Highlight:
225
227
107
Shadow:
147
126
7
Depth: 5 Strength: 1.0

You may have to play with the Depth setting a bit but the text should look very curvy with the edges a brownish colour and yellow in the middle. I made my text a bit bigger using the rectangle select and Move tool.
10. Now go to Adjustments à Curves and use the following settings:

11. Deselect (CTRL + D) then Gaussian Blur at default or use AA Assistant at default. If your image is too small at this stage your text will blur. You don’t want this but you want to get rid of the jaggies. Go back to just the background and increase the size of the image, redo the text bigger and redo the bevel which you may also need to adjust.
12. Duplicate the layer and set the blend mode to Overlay. Merge the two layers of text.
13. Duplicate the layer twice and turn the lowest text layer off. This is so that you will have a backup in case you need it. Save your work as a .PDN file.
14. Go to the flower layer or background and CTRL + A, CTRL + C to copy the image to the clipboard. Then deselect or CTRL + D.
15. Go to the top layer. Run Clipwarp (from Tools Menu under Effects) at something like this:


You are aiming for a goodly amount of colour. Play with the settings until you are happy with it.
16. Run Smooth (under Effects - Blurs) once or twice. Use CTRL + F to repeat. You want it smooth but not blurred. I did mine twice.
17. Go to the text layer below and run Trail at something like below:


18. Run Smooth if you like. I ran it twice on this image. Set the blend mode to Overlay.
19. Go to the last (third) layer of text and use Fast Effect Glow and Soften Portrait at these settings:


20. Set the top coloured layer of text blend mode to whatever takes you fancy. I’ve used Multiply.
21. Run a Drop Shadow to your taste on the last layer of text. At this stage you could also Smooth Blur again if you think it needs it.
22. Turn the background back on. You want to use a different one or keep it. The blend modes in the above text layers will determine what if reflected in the gold of the lettering.
23. You can also tint the top layer if you like. Experiment and have fun!
As always, if you find an error or need some further explanations, please just ask. I would love to see what you all come up with. There are many embellishments to take this a bit further & I would encourage you to try out other text tutes for the sake of learning new ways of working that can be used in conjunction.
#384745 Clipwarp - for glass & metal (new plugin 6th Jan 2013)
Posted by
DrewDale
on 07 January 2013 - 08:32 PM
One more. It could not be resisted ![]()

#379907 Remove Dust from Scanned Photos
Posted by
BoltBait
on 15 October 2012 - 03:45 AM
I automated it into a plugin.
Enjoy.
// Name: Remove Dust
// Submenu: Photo
// Author: BoltBait
// URL: http://BoltBait.com/pdn
private UserBlendOps.DarkenBlendOp darkenOp = new UserBlendOps.DarkenBlendOp();
void Render(Surface dst, Surface src, Rectangle rect)
{
for (int y = rect.Top; y < rect.Bottom; y++)
{
for (int x = rect.Left; x < rect.Right; x++)
{
ColorBgra CurrentPixel = src[x,y];
if (x>0) CurrentPixel = src[x-1,y];
CurrentPixel = darkenOp.Apply(src[x,y], CurrentPixel);
dst[x,y] = CurrentPixel;
}
}
}There is no UI. Just run it and the white dust specks are gone.
It's not perfect. It only works on very small specks. Basically what it does is Clone Stamp them out.
Here is a simulation image with before and after:

I call this a simulation because normally I apply this on a much higher resolution image and the imperfections introduced can't really be detected after the high resolution image is scaled down for final display. On my sample image, I applied it at the resolution you see there.
Install the dll in the normal way. Then, restart Paint.NET and look in Effects > Photo > Remove Dust for the effect.
RemoveDust.zip 2.9K
1194 downloadsI'm thinking "Plugin of the Year". Yes?
#370308 Complex ink drawing effect - beta
Posted by
null54
on 11 March 2012 - 03:50 AM
The result is copied to the ROI after the dstSurface has been rendered.
/* =================================================== */
/* */
/* Newedge.cs */
/* © 2011 Red Ochre (John Robbins) */
/* */
/* Description: produces various ink outlines */
/* */
/* ========================================== ======== */
using System;
using System.Text;
using System.Reflection;
using PaintDotNet;
using PaintDotNet.Effects;
using PaintDotNet.IndirectUI;
using PaintDotNet.PropertySystem;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Text;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
[assembly: AssemblyTitle("Newedge")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("Red Ochre (John Robbins)")]
[assembly: AssemblyProduct("Newedge")]
[assembly: AssemblyCopyright("Copyright © Red Ochre (John Robbins)")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
[assembly: ComVisible(false)]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]
namespace TestEffect
{
public class PluginSupportInfo : IPluginSupportInfo
{
public string Author
{
get
{
return "Red ochre (John Robbins)";
}
}
public string Copyright
{
get
{
return ((AssemblyCopyrightAttribute)base.GetType().Assembly.GetCustomAttributes(typeof(AssemblyCopyrightAttribute), false)[0]).Copyright;
}
}
public string DisplayName
{
get
{
return ((AssemblyProductAttribute)base.GetType().Assembly.GetCustomAttributes(typeof(AssemblyProductAttribute), false)[0]).Product;
}
}
public Version Version
{
get
{
return base.GetType().Assembly.GetName().Version;
}
}
public Uri WebsiteUri
{
get
{
return new Uri("http://www.getpaint.net/redirect/plugins.html");
}
}
}
[PluginSupportInfo(typeof(PluginSupportInfo), DisplayName = "Newedge")]
public class NewEdgeEffect : PropertyBasedEffect
{
byte Amount1 = 0; // detection type|0.darker than blur|1.lighter than blur|2.both (blur)
int Amount2 = 1; // [1,100] blur radius - smoothness OR edge angle OR brush size
int Amount3 = -150; // [-256,256] dark / bright threshold
byte Amount4 = 0; // outline properties|primary colour|transparent|as original(src)|as detection type(dst)|src greys|dst greys|secondary colour
byte Amount5 = 0; // background properties|secondary colour|transparent|as original(src)|as detection type(dst)|src greys|dst greys|primary colour
int Amount6 = 765; // [0,765] background if tone above this
int Amount7 = 0; // [0,765] background if tone below this
int Amount8 = 4; // [0,4] remove isolated pixels
int Amount9 = 1; // [0,1] thicken lines
bool Amount10 = true; // [0,1] test: blue = removed, red = added
public static string StaticName
{
get
{
return "Newedge";
}
}
public static Image StaticIcon
{
get
{
return null;
}
}
public NewEdgeEffect()
: base(StaticName, StaticIcon, "Advanced", EffectFlags.Configurable)
{
}
public enum PropertyNames
{
Amount1,
Amount2,
Amount3,
Amount4,
Amount5,
Amount6,
Amount7,
Amount8,
Amount9,
Amount10
}
public enum Amount1Options
{
Amount1Option1,
Amount1Option2,
Amount1Option3
}
public enum Amount4Options
{
Amount4Option1,
Amount4Option2,
Amount4Option3,
Amount4Option4,
Amount4Option5,
Amount4Option6,
Amount4Option7
}
public enum Amount5Options
{
Amount5Option1,
Amount5Option2,
Amount5Option3,
Amount5Option4,
Amount5Option5,
Amount5Option6,
Amount5Option7
}
protected override PropertyCollection OnCreatePropertyCollection()
{
List<Property> props = new List<Property>();
props.Add(StaticListChoiceProperty.CreateForEnum<Amount1Options>(PropertyNames.Amount1, 0, false));
props.Add(new Int32Property(PropertyNames.Amount2, 1, 1, 100));
props.Add(new Int32Property(PropertyNames.Amount3, -150, -256, 256));
props.Add(StaticListChoiceProperty.CreateForEnum<Amount4Options>(PropertyNames.Amount4, 0, false));
props.Add(StaticListChoiceProperty.CreateForEnum<Amount5Options>(PropertyNames.Amount5, 0, false));
props.Add(new Int32Property(PropertyNames.Amount6, 765, 0, 765));
props.Add(new Int32Property(PropertyNames.Amount7, 0, 0, 765));
props.Add(new Int32Property(PropertyNames.Amount8, 4, 0, 4));
props.Add(new Int32Property(PropertyNames.Amount9, 1, 0, 1));
props.Add(new BooleanProperty(PropertyNames.Amount10, true));
return new PropertyCollection(props);
}
protected override ControlInfo OnCreateConfigUI(PropertyCollection props)
{
ControlInfo configUI = CreateDefaultConfigUI(props);
configUI.SetPropertyControlValue(PropertyNames.Amount1, ControlInfoPropertyNames.DisplayName, "detection type");
PropertyControlInfo Amount1Control = configUI.FindControlForPropertyName(PropertyNames.Amount1);
Amount1Control.SetValueDisplayName(Amount1Options.Amount1Option1, "0.darker than blur");
Amount1Control.SetValueDisplayName(Amount1Options.Amount1Option2, "1.lighter than blur");
Amount1Control.SetValueDisplayName(Amount1Options.Amount1Option3, "2.both (blur)");
configUI.SetPropertyControlValue(PropertyNames.Amount2, ControlInfoPropertyNames.DisplayName, "blur radius - smoothness OR edge angle OR brush size");
configUI.SetPropertyControlValue(PropertyNames.Amount3, ControlInfoPropertyNames.DisplayName, "dark / bright threshold");
configUI.SetPropertyControlValue(PropertyNames.Amount4, ControlInfoPropertyNames.DisplayName, "outline properties");
PropertyControlInfo Amount4Control = configUI.FindControlForPropertyName(PropertyNames.Amount4);
Amount4Control.SetValueDisplayName(Amount4Options.Amount4Option1, "primary colour");
Amount4Control.SetValueDisplayName(Amount4Options.Amount4Option2, "transparent");
Amount4Control.SetValueDisplayName(Amount4Options.Amount4Option3, "as original(src)");
Amount4Control.SetValueDisplayName(Amount4Options.Amount4Option4, "as detection type(dst)");
Amount4Control.SetValueDisplayName(Amount4Options.Amount4Option5, "src greys");
Amount4Control.SetValueDisplayName(Amount4Options.Amount4Option6, "dst greys");
Amount4Control.SetValueDisplayName(Amount4Options.Amount4Option7, "secondary colour");
configUI.SetPropertyControlValue(PropertyNames.Amount5, ControlInfoPropertyNames.DisplayName, "background properties");
PropertyControlInfo Amount5Control = configUI.FindControlForPropertyName(PropertyNames.Amount5);
Amount5Control.SetValueDisplayName(Amount5Options.Amount5Option1, "secondary colour");
Amount5Control.SetValueDisplayName(Amount5Options.Amount5Option2, "transparent");
Amount5Control.SetValueDisplayName(Amount5Options.Amount5Option3, "as original(src)");
Amount5Control.SetValueDisplayName(Amount5Options.Amount5Option4, "as detection type(dst)");
Amount5Control.SetValueDisplayName(Amount5Options.Amount5Option5, "src greys");
Amount5Control.SetValueDisplayName(Amount5Options.Amount5Option6, "dst greys");
Amount5Control.SetValueDisplayName(Amount5Options.Amount5Option7, "primary colour");
configUI.SetPropertyControlValue(PropertyNames.Amount6, ControlInfoPropertyNames.DisplayName, "background if tone above this");
configUI.SetPropertyControlValue(PropertyNames.Amount7, ControlInfoPropertyNames.DisplayName, "background if tone below this");
configUI.SetPropertyControlValue(PropertyNames.Amount8, ControlInfoPropertyNames.DisplayName, "remove isolated pixels");
configUI.SetPropertyControlValue(PropertyNames.Amount9, ControlInfoPropertyNames.DisplayName, "thicken lines");
configUI.SetPropertyControlValue(PropertyNames.Amount10, ControlInfoPropertyNames.DisplayName, string.Empty);
configUI.SetPropertyControlValue(PropertyNames.Amount10, ControlInfoPropertyNames.Description, "test: blue = removed, red = added");
return configUI;
}
private Surface dstSurface;
GaussianBlurEffect blurEffect = null;
PropertyCollection bProps = null;
PropertyBasedEffectConfigToken bParameters = null;
protected override void OnSetRenderInfo(PropertyBasedEffectConfigToken newToken, RenderArgs dstArgs, RenderArgs srcArgs)
{
this.Amount1 = (byte)((int)newToken.GetProperty<StaticListChoiceProperty>(PropertyNames.Amount1).Value);
this.Amount2 = newToken.GetProperty<Int32Property>(PropertyNames.Amount2).Value;
this.Amount3 = newToken.GetProperty<Int32Property>(PropertyNames.Amount3).Value;
this.Amount4 = (byte)((int)newToken.GetProperty<StaticListChoiceProperty>(PropertyNames.Amount4).Value);
this.Amount5 = (byte)((int)newToken.GetProperty<StaticListChoiceProperty>(PropertyNames.Amount5).Value);
this.Amount6 = newToken.GetProperty<Int32Property>(PropertyNames.Amount6).Value;
this.Amount7 = newToken.GetProperty<Int32Property>(PropertyNames.Amount7).Value;
this.Amount8 = newToken.GetProperty<Int32Property>(PropertyNames.Amount8).Value;
this.Amount9 = newToken.GetProperty<Int32Property>(PropertyNames.Amount9).Value;
this.Amount10 = newToken.GetProperty<BooleanProperty>(PropertyNames.Amount10).Value;
if (dstSurface == null) // create the new surface
{
dstSurface = new Surface(srcArgs.Surface.Size);
}
if (blurEffect == null)
{
blurEffect = new GaussianBlurEffect();
bProps = blurEffect.CreatePropertyCollection();
bParameters = new PropertyBasedEffectConfigToken(bProps);
}
// render to the the temporary surface.
this.RenderImage(dstSurface, srcArgs.Surface, dstSurface.Bounds);
base.OnSetRenderInfo(newToken, dstArgs, srcArgs);
}
protected override void OnCustomizeConfigUIWindowProperties(PropertyCollection props)
{
// Change the effect's window title
props[ControlInfoPropertyNames.WindowTitle].Value = "New edge Feb 2012 Red Ochre";
base.OnCustomizeConfigUIWindowProperties(props);
}
protected override unsafe void OnRender(Rectangle[] rois, int startIndex, int length)
{
if (length == 0) return;
// copy the result to the destination surface.
DstArgs.Surface.CopySurface(dstSurface, rois, startIndex, length);
}
// load array method here
private unsafe bool[, ,] loadarray(Surface src, Surface dst, Rectangle rect, bool[, ,] v, bool l, bool b, int th)
{
for (int y = rect.Top; y < rect.Bottom; y++) // LOOP 1 analyze src and put result in array sval
{
ColorBgra* cp = src.GetRowAddressUnchecked(y);
ColorBgra* dp = dst.GetRowAddressUnchecked(y);
for (int x = rect.Left; x < rect.Right; x++)
{
int B = (int)cp->B;
int G = (int)cp->G;
int R = (int)cp->R;
int A = (int)cp->A;
int dB = (int)dp->B;
int dG = (int)dp->G;
int dR = (int)dp->R;
int dA = (int)dp->A;
int td = dB + dG + dA;// destination - blurred,
int ts = B + G + R;// source - unblurred pixel
if (Amount1 == 0 || Amount1 == 2)
{
if (ts < td + th && ts > Amount7 && ts <= Amount6) { v[x, y, 0] = l; } // if darker (line) then true
else v[x, y, 0] = b;
}
if (Amount1 == 1)
{
if (ts > td - th && ts > Amount7 && ts <= Amount6) { v[x, y, 0] = l; } // if lighter than blur by amount2 then also true
else if (Amount1 == 1) { v[x, y, 0] = b; }
}
if (Amount1 == 2)
{
if ((ts < td + th || ts >= td - th) && ts > Amount7 && ts <= Amount6) { v[x, y, 0] = l; }// both, if darker (line) or lighter (background)then true
else if (Amount1 == 2) { v[x, y, 0] = b; }
}
v[x, y, 1] = v[x, y, 0];// simply copy initial values to the 2nd part of array
cp++;
dp++;
}
}// end of loop1
return v;
}
// alter array method here
private bool[, ,] altarray(Rectangle rect, bool[, ,] v, bool l, bool b, int H, int W, int A8)
{
for (int y = rect.Top; y < rect.Bottom; y++) // LOOP 2 - changes sval entries remove single pixels
{
for (int x = rect.Left; x < rect.Right; x++)
{
int h = y - rect.Top;
int w = x - rect.Left;
if ((h >= 1 && h < H - 1)
&& (w >= 1 && w < W - 1))
{
if (A8 >= 1)// case 1 - by 4
{
if (v[w, h, 0] == l
&& v[w - 1, h, 0] == b
&& v[w, h - 1, 0] == b
&& v[w, h + 1, 0] == b
&& v[w + 1, h, 0] == B)
{ v[w, h, 1] = b; }// if line surrounded by 4 background make background
if (v[w, h, 0] == b
&& v[w - 1, h, 0] == l
&& v[w, h - 1, 0] == l
&& v[w, h + 1, 0] == l
&& v[w + 1, h, 0] == l)
{ v[w, h, 1] = l; }// if background surrounded by 4 line make line
}
if (A8 >= 2)// case 2 - by 8
{
if (v[w, h, 0] == l
&& v[w - 1, h - 1, 0] == b
&& v[w - 1, h + 1, 0] == b
&& v[w + 1, h - 1, 0] == b
&& v[w + 1, h + 1, 0] == B)
{ v[w, h, 1] = b; }// if line surrounded by 4 background make background
if (v[w, h, 0] == b
&& v[w - 1, h - 1, 0] == l
&& v[w - 1, h + 1, 0] == l
&& v[w + 1, h - 1, 0] == l
&& v[w + 1, h + 1, 0] == l)
{ v[w, h, 1] = l; }// if background surrounded by 4 line make line
}
}
if ((A8 >= 3)
&& (h >= 2 && h < H - 2)
&& (w >= 2 && w < W - 2))
{
if (v[w, h, 0] == l // case 3 - 20. previous 8 checks & 12 pix perimeter check
&& v[w - 2, h, 0] == b
&& v[w - 2, h - 1, 0] == b
&& v[w - 1, h - 2, 0] == b
&& v[w, h - 2, 0] == b
&& v[w + 1, h - 2, 0] == b
&& v[w + 2, h - 1, 0] == b
&& v[w + 2, h, 0] == b
&& v[w + 2, h + 1, 0] == b
&& v[w + 1, h + 2, 0] == b
&& v[w, h + 2, 0] == b
&& v[w - 1, h + 2, 0] == b
&& v[w - 2, h + 1, 0] == B)
{ v[w, h, 1] = b; } // make background if isolated line pix
if (v[w, h, 0] == b // case 3 - same for sad lonely background pixies
&& v[w - 2, h, 0] == l
&& v[w - 2, h - 1, 0] == l
&& v[w - 1, h - 2, 0] == l
&& v[w, h - 2, 0] == l
&& v[w + 1, h - 2, 0] == l
&& v[w + 2, h - 1, 0] == l
&& v[w + 2, h, 0] == l
&& v[w + 2, h + 1, 0] == l
&& v[w + 1, h + 2, 0] == l
&& v[w, h + 2, 0] == l
&& v[w - 1, h + 2, 0] == l
&& v[w - 2, h + 1, 0] == l)
{ v[w, h, 1] = l; } // make line if isolated background pix
}
if ((A8 == 4) // case 4 - 36. previous 20 checks & 16 pix perimeter check
&& (h >= 3 && h < H - 3)
&& (w >= 3 && w < W - 3))
{
if (v[w, h, 0] == l
&& v[w - 3, h, 0] == b
&& v[w - 3, h - 1, 0] == b
&& v[w - 2, h - 2, 0] == b
&& v[w - 1, h - 3, 0] == b
&& v[w, h - 3, 0] == b
&& v[w + 1, h - 3, 0] == b
&& v[w + 2, h - 2, 0] == b
&& v[w + 3, h - 1, 0] == b
&& v[w + 3, h, 0] == b
&& v[w + 3, h + 1, 0] == b
&& v[w + 2, h + 2, 0] == b
&& v[w + 1, h + 3, 0] == b
&& v[w, h + 3, 0] == b
&& v[w - 1, h + 3, 0] == b
&& v[w - 2, h + 2, 0] == b
&& v[w - 3, h + 1, 0] == B)
{ v[w, h, 1] = b; } // make background if isolated line pix
if (v[w, h, 0] == b // case 4 - same for background
&& v[w - 3, h, 0] == l
&& v[w - 3, h - 1, 0] == l
&& v[w - 2, h - 2, 0] == l
&& v[w - 1, h - 3, 0] == l
&& v[w, h - 3, 0] == l
&& v[w + 1, h - 3, 0] == l
&& v[w + 2, h - 2, 0] == l
&& v[w + 3, h - 1, 0] == l
&& v[w + 3, h, 0] == l
&& v[w + 3, h + 1, 0] == l
&& v[w + 2, h + 2, 0] == l
&& v[w + 1, h + 3, 0] == l
&& v[w, h + 3, 0] == l
&& v[w - 1, h + 3, 0] == l
&& v[w - 2, h + 2, 0] == l
&& v[w - 3, h + 1, 0] == l)
{ v[w, h, 1] = l; } // make line if isolated background pix
}
}
}
return v;
}
// thicken lines method here
private bool[, ,] thickenlines(Rectangle rect, bool[, ,] v, bool l, bool b, int H, int W)
{
for (int y = rect.Top; y < rect.Bottom; y++) // LOOP 3 - changes array values thickenlines
{
for (int x = rect.Left; x < rect.Right; x++)
{
int h = y - rect.Top;
int w = x - rect.Left;
if ((h >= 1 && h < H - 1)
&& (w >= 1 && w < W - 1))
{
if (v[w, h, 0] == l
&& v[w, h, 1] == l)
{
v[w - 1, h - 1, 1] = l;
v[w, h - 1, 1] = l;
v[w + 1, h - 1, 1] = l;
v[w - 1, h, 1] = l;
v[w + 1, h, 1] = l;
v[w - 1, h + 1, 1] = l;
v[w, h + 1, 1] = l;
v[w + 1, h + 1, 1] = l;
}
}
}
}
return v;
}
unsafe void RenderImage(Surface dst, Surface src, Rectangle rect)
{
// Call the Gaussian Blur effect
bParameters.SetPropertyValue(GaussianBlurEffect.PropertyNames.Radius, Amount2);
blurEffect.SetRenderInfo(bParameters, new RenderArgs(dstSurface), new RenderArgs(src));
blurEffect.Render(new Rectangle[1] { rect }, 0, 1);
ColorBgra PrimaryColor = (ColorBgra)EnvironmentParameters.PrimaryColor;
ColorBgra SecondaryColor = (ColorBgra)EnvironmentParameters.SecondaryColor;
int B, G, R, A, td, ts, lb, lg, lr, la, bb, bg, br, ba, h, w;
w = 0; h = 0;// needs to be assigned
int th = Amount3;
int H = rect.Bottom - rect.Top;
int W = rect.Right - rect.Left;
int A8 = Amount8;
int A9 = Amount9;
//int A10 = Amount10;
bool[, ,] v = new bool[W, H, 2]; // hope this is ok. array W by H and true or false * 2
bool l = true; bool b = false; // l = outline = true; b = background = false
// call load array method
v = loadarray(src, dst, rect, v, l, b, th);
// call method to reduce isolated pixels
if (A8 > 0 || A9 > 0) { v = altarray(rect, v, l, b, H, W, A8); }
// call thicken lines method
if (A9 == 1) { v = thickenlines(rect, v, l, b, H, W); }
for (int y = rect.Top; y < rect.Bottom; y++) // LOOP 4 - sets BGRA values, re-assembles and sends to dst canvas
{
ColorBgra* sp = src.GetRowAddressUnchecked(y);// the pointer to the start of the row
ColorBgra* dp = dst.GetRowAddressUnchecked(y);
for (int x = rect.Left; x < rect.Right; x++)
{
h = y - rect.Top;
w = x - rect.Left;
B = (int)sp->B;
G = (int)sp->G;
R = (int)sp->R;
A = (int)sp->A;
td = (int)dp->B + (int)dp->G + (int)dp->R;// destination - blurred pixel
ts = B + G + R;// source - unblurred pixel
lb = 0; lg = 0; lr = 0; la = 255; // set initial line variables to black
bb = 255; bg = 255; br = 255; ba = 255; // set initial background variables to white
switch (Amount4)// line properties
{
case 0: lb = PrimaryColor.B; lg = PrimaryColor.G; lr = PrimaryColor.R; la = PrimaryColor.A; break; //line colour = primary colour default black
case 1: lb = B; lg = G; lr = R; la = 0; break; //transparent
case 2: lb = B; lg = G; lr = R; la = A; break; // as original
case 3: lb = dp->B; lg = dp->G; lr = dp->R; la = dp->A; break; // as blur
case 4: lb = (int)(ts / 3); lg = (int)(ts / 3); lr = (int)(ts / 3); la = A; break; // src greys
case 5: lb = (int)(td / 3); lg = (int)(td / 3); lr = (int)(td / 3); la = A; break; // dst greys
case 6: lb = SecondaryColor.B; lg = SecondaryColor.G; lr = SecondaryColor.R; la = SecondaryColor.A; break;
}// secondary colour
switch (Amount5)//background properties
{
case 0: bb = SecondaryColor.B; bg = SecondaryColor.G; br = SecondaryColor.R; ba = SecondaryColor.A; break; //background colour = secondary colour default white
case 1: bb = B; bg = G; br = R; ba = 0; break; //transparent
case 2: bb = B; bg = G; br = R; ba = A; break; // as original
case 3: bb = dp->B; bg = dp->G; br = dp->R; ba = dp->A; break;//as blur
case 4: bb = (int)(ts / 3); bg = (int)(ts / 3); br = (int)(ts / 3); ba = A; break; // src greys
case 5: bb = (int)(td / 3); bg = (int)(td / 3); br = (int)(td / 3); ba = A; break; // dst greys
case 6: bb = PrimaryColor.B; bg = PrimaryColor.G; br = PrimaryColor.R; ba = PrimaryColor.A; break;
}// primary
if (v[w, h, 1] == B) { B = bb; G = bg; R = br; A = ba; }//background values
if (v[w, h, 1] == l) { B = lb; G = lg; R = lr; A = la; }//outline values
if (Amount10 == true && v[w, h, 0] == l && v[w, h, 1] == B) { B = 255; G = 0; R = 0; A = 255; } // if changed line single pixel make blue
if (Amount10 == true && v[w, h, 0] == b && v[w, h, 1] == l) { B = 0; G = 0; R = 255; A = 255; } // if changed background single pixel make red
// re assemble
dp->B = Int32Util.ClampToByte( B);
dp->G = Int32Util.ClampToByte(G);
dp->R = Int32Util.ClampToByte®;
dp->A = Int32Util.ClampToByte(A);
sp++; // move to the next pixel
dp++;
}
}
}
}
}
As Visual C# 2010 Express is needed to build it, the compiled dll is attached.
Attached Files
-
NewEdge.zip 6.09K
146 downloads
#370062 Alpha Blur v2 (2012-03-05)
Posted by
Tanel
on 05 March 2012 - 12:34 PM
Updated version of my original plug-in.
Performance (speed) is greatly improved - now using my own blur algorithm instead of built-in one.
Added „Shift“ control allows to move around the blur area, giving more flexibility over result.

Comments, questions, suggestions welcome here.
#369178 Rockandroll's little gallery New Waterorb april 4th 2012
Posted by
Rockandroll
on 20 February 2012 - 10:59 AM

The hand i created for my avatar. Rock on!

This is my first abstract. . Its called brainstorm.

The image of the rose was the hardest i have ever done with Paint net. It has more then 100 layers. Enjoy

I hope you like fruit. Anyways, its good for ya

Cat, purr....
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