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Showing content with the highest reputation on 03/17/2017 in all areas

  1. 7 points
    EDIT: Slightly modified the colors. EDIT 2: Modified (improved, I hope) colors again.
  2. 4 points
    Think of all the time I'll save by never having to buy toilet paper again!
  3. 4 points
    All done in PDN adapted from a tutorial.
  4. 3 points
    Hello Everyone, I think I will extend the SOTW #164 for another week. So, it is now open for entries until: SOTW #164 - Cubism - 25th March 2017 7 pm (UK) - 3 PM EST Also I'd like to mention here that @Woodsy would like to apologize to everyone for not being able to comment on all your latest images/polls, etc; as he is laid up at the moment and is unable to work at his computer. Get well soon @Woodsy
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  10. 2 points
    My first tut :wink: Be nice? --- Fur over the eyes? --- Plugins needed: - Smudge Want to make a cute monster like this? or or Then this is the tutorial: 1. Choose a color. 2. Pick the PaintbrushTool ( ) and increas the width to something around 85 px. Remember that it has to be AntiAliasing Disabled ( :AntiAliasingOff: ) 3. Draw a form on the paper. I will call this shape for a bean. 4. Select the beanshaped thing with the MagicWand ( ) 5. Then go to Effects > Noise > Add noise ( :AddNoise: ) Intensity: 86 Color Saturation: 0 Coverage: 100 6. Now, go to Layers > Rotate / Zoom :RotateZoom:' Do as the picture says; Zoom: 2.61x - Pan: Drag it so it shows the whole picture... 7. Deselect the bean and go to Effects > Distort > Smudge. Brush: Paintbrush Brush width: 45 Strenght: Something around 7% 8. (Fun part..) Now start dragging some fur to your monster. 9. When you are done it should look something like this: 8. Now you have to draw eyes. Make a new layer ( :AddNewLayer: ). 9. Choose the color white. Then choose the paintbrushtool ( ), Set the width to 50px and :AntiAliasingOn: 10. Then draw two circles beside eachother. 11. Make smaller circles inside the white balls and you are finished! --- Some other results: (Used bevel selection on the eyes on these three to make a more 3D-look) PLEASE POST YOUR OWN RESULTS!
  11. 1 point
    3 words men love to hear - You were right! Changed my plugin to the new one ImAGIF.DLL (Still in Beta?)
  12. 1 point
    Edited your second link Pixey. It had an extra HTTP in it.
  13. 1 point
    Super cute apples, and many congrats on the Galleria promotion!
  14. 1 point
    Dear @Pixey! Congratulations on Galleria promotion.
  15. 1 point
    I've thought about writing a plugin to do that, but haven't gotten around to it. I suggest such a plugin would have ranges for the hue, saturation, and value, and per-component control over how much the values should be concentrated around the center: from being spread equally through the range to being mostly near the original value. The hue range would, of course, have to handle the circular wrap-around. Perhaps there could be a choice of whether the changes are centered at the original value, or only change upward or downward (that might be overkill). The transparency should be preserved, or maybe it could also be randomly alterable. That, too, might be overkill, and would require care not to make an object pixel completely transparent. Each pixel in an object should, I think, have the same modifications, but the modifications should be relative to the pixel's initial color. That would preserve variations within the object. In essence, it would randomly apply the Hue/Saturation Adjustment to each object. There would probably need to be a buffer of flags for whether a particular pixel had been processed, since there's no easy for the fill routine to tell by the state of a pixel whether it had been modified, Maybe I'll try to write such a plugin. If anyone else is interested, they might benefit from my comments about and code from the Average Object Color plugin. Though the code I show is for CodeLab, Visual Studio would be a much better choice. The simplest, and perhaps best, choice is to do most everything in OnSetRenderInfo. The modified version could be created in auxiliary surface. The surface could be initialized to a transparent color (or colors), which would serve as flags for processed pixels (since no pixel within an object is transparent). The Render threads would simply copy the pixels to the dst buffer. A fancier choice is to have an integer buffer the same size as the canvas or selection. As a one-time operation, create numbered images for each object, along with a record for each object which would contain the amount of HSV modifications to apply. Then in OnSetRenderInfo, initialize the modification amounts, and in Render, apply them, using the object-number buffer to identify which object the pixel is in. This allows the fills to be done only once instead of each time a control changes. (In pathological situations, such as a checkerboard of transparent and nontransparent pixels, this could result in quite a large number of object records.) (Humility, plugins can't modify the behavior of the Paint Bucket or any other tool.)
  16. 1 point