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#366148 New Years Resolutions

Posted by Rick Brewster on 03 January 2012 - 07:00 PM

Finish Paint.NET 4.0


#252078 Plugin Index

Posted by Ego Eram Reputo on 28 June 2009 - 04:20 AM

:Plugins: Alphabetical List of Plugins 0-9 & A-C
revision date: 1 May 2013

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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

The RULES

Also read the:Recent Changes:
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:

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!

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.

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.

9) Be courteous to others. Constructive criticism is generally welcome and encouraged. Starting fights and being rude is not. However, if your tutorial is really lame, don't be offended when we say as much :) (By the way, the moderators will generally and almost always follow this rule, but are not required to if circumstance warrants it -- which is at their own discretion.)

10) Do not private message the moderators with Paint.NET questions. That's what the forum is for! If you PM a moderator with a question like, "How do I crop or something?" then your message will probably just be ignored. Also, do not put something like this in your thread title: RICK READ THIS THREAD!!! That is extremely rude and annoying.

11) Don't reply to very old threads. Also known as "reviving" or "resusitating" old/dead threads. Also called "necroposting" (eww). If there has been no discussion in a thread for, say, 3 months ... then it is dead. Do not reply to it -- pretend like it is locked. If you reply to it, then the thread will be immediately locked and your post may be deleted. Please just create a new thread if you have something to say about that subject. However, this rule does not apply to The Overflow, Tutorials, Pictorium, or Plugins sections of the forum.

12) Posting inappropriate images or using inappropriate words is a quick way to get yourself banned. For example, the word "gay" is not an insult. Neither is the word "retarded". Photographs of people, whether modified or unedited, should not be of a "seductive" or lecherous nature. "Erotic art" is not permitted. Remember, this is a family-friendly board. Let's keep it that way. If you want to show off that kind of art, then please get an account at Deviant Art.

13) Putting images in your signature is fine, however, annoying, blinking, or especially inappropriate images will be removed (also refer to #14, 15)

14) Avatar size requirements: They must not be wider than 120 pixels, nor taller than 160 pixels.

15) Signature size requirements: The combined size of all images in your signature must not be wider than 500px, nor taller than 150px. There is no specific limit as to the number of lines of text permitted in signatures, as we understand that text can render differently in different browsers, but if you have text in addition to an image of the maximum 150px height, please keep it down to two lines. Ideally, text and images in your signature should be around a 200px combined maximum height.

16) Don't try creating new "official" threads for things. For example, "post all plugin requests here!" If the moderators want to reorganize or officiate things, then we will -- that's our job, not yours.

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.

19) Don't ask to be a moderator.

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.

21) Don't create useless polls. Also, don't create polls in any forum except the Overflow forum--and even then we may delete them if they are useless.

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.

23) ADVERTISING and SOLICITING are strictly prohibited. This is NOT a place to find artists or developers, either for hire or for volunteer/free. This is NOT the place to advertise your product, company, or community. If you want, you may include a few links in your signature as long as they are small and unobtrusive. See Ash's signature for an example of what is tasteful and acceptable: http://www.getpaint....isc/ash_sig.png

24) Do not swear. This includes "ASCII Swearing" where letters are replaced by symbols/numbers in an attempt to get around the autocensor.

25) Do not 'bump' your own thread unless it has received 0 replies and it has been 24 hours since you posted it. You may not bump a thread more than once. ('Bumping' refers to posting simply to get your post moved to the top of the list--"Is anyone listening?", "I really need some help here!", "Can't anyone help me?", "Help!", "bump", "up", etc.)

When bumping your thread, it may be wise to edit the original post to give more details as the usual reason no one responds to a post is because it is too confusing.

25a) Do not "sneaky-bump." Sneaky-bumping is deleting your post and reposting the same message. This is harder for the moderators to notice (hence "sneaky"). Breaking rules out of ignorance is forgivable -- not even the moderators have all the rules memorized! But sneak-bumping is actively attempting to circumvent the rules. It's morally equivalent to spitting in the moderators' faces, and we don't like that.

26) Never 'bump' someone else's thread.

27) Do not "bite" newcomers / newbies. See here for more info: http://en.wikipedia.org/wiki/WP:BITE

This also applies to established members. If you want to be rude, do it on another message board. We have no use for it here. "Constructive Criticism" is fine when a user posts in a thread made for that purpose ("rate" threads and the pictorium), but be helpful. Being rude just to be rude will earn you a warning.

28) No "warez" discussion. Encouraging or aiding in illegal download of software, music, videos, etc. is against forum rules. Hundreds of people work for thousands of hours to program that software, and they deserve to be paid. That's why even discussing warez is against forum rules. You may not encourage others to do it, or tell them how to do so, either by private message or open forum post. Your post will be edited or locked, and you may be banned. If you are running a pirated copy of Windows or whatever, then just keep that fact to yourself.

29) Don't post huge images. Not everyone has an internet connection as fast as yours or a monitor as large, so don't make their pages take 10 minutes to load and don't make them scroll sideways. Keep images no larger than 800 pixels tall or wide. You're welcome to post clickable thumbnails and links to a larger version.

*) Spam. Any spam posts will be deleted as soon as they are discovered by a moderator. The user will be banned, as will their e-mail and IP address. Depending on the e-mail and IP, their subnet and e-mail domain may also be banned. If you are banned by accident, then please contact a moderator for assistance.




(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.  <3

 

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:

Posted Image



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:

Posted Image


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:

Posted Image



Lighten the colors again. I'm using #80AA82 and #9DA87E


Again go to Effects/Render/Random Lines and set it up like this:

Posted Image



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:

Posted Image



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.

Posted Image



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:

Posted Image



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

Posted Image



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.

Posted Image



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:

Posted Image



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. :lol:




#379175 Mastering Paint.NET - ebook

Posted by Ego Eram Reputo on 29 September 2012 - 04:05 AM

Some of you will be aware that I've been writing a book on Paint.NET.  Well, it's finally here....

Posted Image


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

HOW TO MAKE A REALISTIC BANANA


Plugin used: Alphamask Import by Illnab 1024


This will be the endresult

Posted Image

Example of how i used it

Posted Image


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.

Posted Image

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

Posted Image

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).

Posted Image

Add a new layer fill it with white

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

Posted Image

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

Posted Image

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

Posted Image

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.

Posted Image

Now select your dark yellow layer and push delete

Posted Image

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

Posted Image

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

Posted Image

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.

Posted Image

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

Posted Image

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.

Posted Image

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

Posted Image

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

Posted Image

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.

Posted Image

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

Posted Image

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

Posted Image

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

Posted Image

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

Posted Image

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

Posted Image

Apply a gausian blur (radius 55)

Posted Image

Alphamask it

Posted Image

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.

Posted 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.

Posted Image

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

Posted Image

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

Posted Image

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.

Posted Image

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!

Posted Image

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

So, I was looking back at my old Advancedish Planet tutorial, and I realized with a start that it is two years old. Wow. It seems like only a couple months ago. Where did all that time go?

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.
Posted Image
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.







Posted Image
Part 1.1: Land
Posted Image


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
Posted Image


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
Posted Image


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.
Posted Image


(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.)
Posted Image


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!
Posted Image



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)
Posted Image

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.
Posted Image



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
Posted Image


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.
Posted Image


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
Posted Image


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
Posted Image


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.
Posted Image


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.
Posted Image


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.
Posted Image



Posted Image
Part 1.2: The Oceans
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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.
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New layer underneath the now-white-or-black-depending-on-your-choice land layer. Fill it with a nice, dark blue.
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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
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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.
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Now blur it. Radius: ~100.
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Time for Dents again! I love Dents.

Scale: 200
Refraction: 50
Roughness: 60
Tension: 8
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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.
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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
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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.
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Now, duplicate the white land layer once more. Color it, again. Blur it, again, but with a very lowish radius. I'll use 23.
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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.
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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.
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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.
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~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.
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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.
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Next, select the outside of the land layer again, and delete that from your sand layer.
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Then, blur it. I used 14 radius.
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Dents, once more. I'll be making it look similar to our fluffy clouds.

Scale: 200
Refraction: 15
Roughness: 55
Tension: 10
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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?
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Save your progress!




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Part 2: The Planet
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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.
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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.
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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.
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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.
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Now, select the upper layer. This is going to be our inner atmosphere. Gaussian blur to a middleish number. I'll use 40.
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Select the outside of the planet once more and delete it from the upper atmosphere layer.
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Now go to your lower layer, and blur again. This time, use a much smaller number for the radius. I'll use 20.
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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.
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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?
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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.
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Now blur it with a semi-high number. I'll use 105.
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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.
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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.
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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.
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Now, that's all there is to the planet! For now, anyways. Time for the background.




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Part 3: Space: That Colorful Backdrop
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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--
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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
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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
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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
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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.
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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.
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You'll want to blur it, next. Radius: ~70
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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.
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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.
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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.
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Blur that layer to 70.
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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.
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Now, set that layer to Lighten, and lower the Opacity to 100.
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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.
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Set that layer to Overlay. Now your clouds have some nice glowyness to them.
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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
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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.
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Now, blur that layer. I think I just left the same radius in there, 70.
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Lower the opacity of that layer to a very low number, like 40.
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New layer above it, and go crazy with white blobs again.
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Then blur it to, let's say, 55. Set the layer to Overlay.
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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.
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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?




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Part 4: Extras
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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:
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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!
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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.
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I duplicated the duplicate/merged thing a couple more times, making it even more vivid. Here's what you should have.
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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.
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A view of what it should look like zoomed out:
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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.
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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.
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Hit Ctrl+I to invert the selection and hit delete. Now your ring goes behind the planet!
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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.
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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.
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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.
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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.
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Now, select whichever one is on the shadowed side, and hit adjustments>Black and white.
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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?
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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.
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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.
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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.
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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.
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Now, set the layer to Additive. There, some cities!
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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.
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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.
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Now, set it to additive.
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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.
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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.
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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.
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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.
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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.
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Duplicate that layer, and hide the top one. Blur the bottom one to about, let's say, 15 to 30.
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Unhide the top one and use the Brightness & Contrast to make it all white.
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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.
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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.
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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.
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Now, simply set it to overlay. Now the clouds and the atmosphere look like they're somehow connected.
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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




#369462 Rotate/Zoom+

Posted by dpy on 24 February 2012 - 06:35 AM

Hi
"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

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#252079 Plugin Index

Posted by Ego Eram Reputo on 28 June 2009 - 04:21 AM

:Plugins: Alphabetical List of Plugins D-I
revision date: 1 May 2013
 
Hidden Content:



#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

 

th_despair1.png

 

th_unrequited.jpg

 

A work in progress

 

th_buffalosoldier2update.png

 

th_buffalosoldier1.png

 

th_eddie1.jpg

 

th_forhelenandbarbieq.png

 

th_Brighterart.png

 

 

th_zenith.png

 

-------------------------------------------------------------------------

Abstracts

 

 

th_aircooled.png th_toripurple.png th_tormenttoruses.png th_notmanyshadesofgrey.png th_sodinfinity.png th_spiderlight.png

 

th_modernart3.png th_trojanmisconception1.png th_alice.png th_noprejudices.png th_oDDONEOUTpng2.png th_UpsandDowns-1.png

 

Hidden Content:

th_InformationHighway.png th_Fizz.png th_Rage.png th_Indecision.jpg th_swarf.png th_cranberrycrush.jpg

 

th_AntiGlossy.jpg th_sleepingcity.jpg th_betablokas.png th_Embryo.png th_2edit.png th_1edit.png

 

th_PaperPlanes2.png th_BetweenARock.png th_BurntOut.png th_candystripe.jpg th_STRAASABAW.jpg th_geneticengineering2.jpg

 

th_hope3.jpg th_SideEffects.png th_fossil-1.png th_valentinecomp.png th_bbqtut-1.jpg th_innerselfaotw-1.png

 

th_innerMind.jpg th_bluedreams-1.png th_lovewilltearusapart2.png th_HeadShot.png th_corridor.jpg  th_Thickskinned.jpg

 

th_nab3.png th_oma2.png th_celticknot.png th_Itsover2.jpg th_Itsover.jpg th_MetalMayhem.jpg

 

th_tearsarenotenough.jpg th_NervousEnergy.jpg th_genepool.jpg th_LostWorlds.png th_Bronchitis.jpg th_paintingbynumbers.png

 

 

 

 

 

Cars

 

th_WB1doingmyheadin.jpg th_WB1Finished.png th_PDN1.png th_Tangerinedream-1.png th_carrear.png

 

Hidden Content:

 

th_backontrack2.png th_goingnowhere2.png

 

 

 

 

Factory Series

 

th_MetalFatgue-1.jpg th_factorywip14.jpg th_TheFactory.jpg th_workshop.png

 

Jewellery

th_Cameo2smaller.png th_ScrapMetal.png th_FromtheRough.png th_mirrormirror-1.png th_talisman-1.jpg th_fireandbrimstone.png

 

Hidden Content:

th_scarab.png th_4EverBrite.png th_Strangestone.png th_WelshRed.jpg th_Nomatterwhat.jpg th_jaded.png

 

 

 

 

Rainbow Girls

 

th_PassionatePurple.png th_RedHot.png th_greengoddess.png th_electricblue.png th_prettyinpink-1.png

 

 

Realistic (ish)

 

th_goonschallenge1.png th_barometer.png th_lastcowboysong2.png  th_stoneddeaf.png th_Abridgetoofar.png

 

Hidden Content:

 

th_psychokiller.png th_Elementary2.jpg th_largerr2dt.jpg th_BadLoser-1.png th_keyholesurgeryredjohn.jpg th_alwaysatear.jpg

 

 

th_Indie.pngth_ministryofSound.png th_Precious.jpg

 

th_Valhalla.png th_newsword.jpg th_1stcut.jpg th_burntmatch.jpg th_lighter3.jpg th_smile.jpg

 

th_medievaledit3.png th_clock3.png th_energy.png

 

 

 

Scenes

 

th_Wonders.png th_sunset.jpg th_submarine.png th_pebbles.png th_Insomnia.png th_isurrender.jpg

 

Hidden Content:

 

th_thelull.png th_waterfeature4.jpg th_Maintainance.jpg th_CSTWFTT2.jpg th_RememberanceCollab.png th_ShipwreckAlley.jpg

 

 

 

 

Space

 

th_Which%20way%20the%20wind%20blows_zpsc th_GoonInspired-1.png th_cargo.png th_gooninspired2.png th_theinvasion-1.jpg th_spaceship1pdncontest.jpg

 

Tools & Parts

 

th_broken.jpg th_Shrapnel2.png th_stan.jpg th_Thepastundone.png th_stilsontrail.jpg th_woodcuttersson.jpg

 

Hidden Content:

 

th_RingSpanners.png th_shaft2.jpg th_bearingup.jpg th_onthelevel.jpg th_Hammer.jpg th_sparkplug.jpg th_Untitled.jpg

th_Setsquare.jpg

 

 

 

 

 

Wood

 

th_Tones_zpsdbb86a83.jpg th_twisted_zpscd0b5862.png th_pyrography.png th_mahogany.jpg  th_grainedwood.jpg th_boxoftricks.jpg

 

Hidden Content:

 

th_newwood6.jpg th_newwood3.jpg th_splinteredwood.jpg th_sherlock.jpg th_screwu.png

 

th_originalebay2.jpg th_beafraid.jpg th_hardpressed.jpg th_woodtexture.jpg

 

 

 




#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 :D

 

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:

ClipwarpShinyText.png

 

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:

ClipwarpShinyTextBackground.png

 

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.

 

ClipwarpShinyTextTextLayer.png

 

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

 

ClipwarpShinyTextBevel.png

 

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:

 

ClipwarpShinyTextCurveSettings.png

 

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:

ClipwarpShinyTextClipwarpAfterSettings.p

 

ClipwarpShinyTextClipwarpSettings.png

 

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:

ClipwarpShinyTextTrailSettings.png

 

ClipwarpShinyTextAfterTrailSettings.png

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:

ClipwarpShinyTextGlowSettings.png

ClipwarpShinyTextSoftenPortraitSettings.

 

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 B)

warpularbells.png




#379907 Remove Dust from Scanned Photos

Posted by BoltBait on 15 October 2012 - 03:45 AM

So, I was scanning a ton of photographs today and kept having to do the same steps to remove dust from the images.

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:

Posted Image

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.

Attached File  RemoveDust.zip   2.9K   1194 downloads

I'm thinking "Plugin of the Year". Yes?


#370308 Complex ink drawing effect - beta

Posted by null54 on 11 March 2012 - 03:50 AM

You could use a separate surface and render in OnSetRenderInfo as the code below does.
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. :D

Attached Files




#370062 Alpha Blur v2 (2012-03-05)

Posted by Tanel on 05 March 2012 - 12:34 PM

Download as part of my plugin pack.

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.

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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

My latest image. Waterorb. I used Welshblue's tutorial to create the inside of the orb.

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The hand i created for my avatar. Rock on!

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This is my first abstract. . Its called brainstorm.

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

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

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Cat, purr....

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