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Showing content with the highest reputation on 07/15/2017 in all areas

  1. A variation of a birthday card I did last year for a friend: Moment of peace
    2 points
  2. @LionsDragonI do like koi images. There is something intrinsically elegant (to steal your words) about koi fish. 2 new ones that I completed after them sitting for about a year in my "to finish" box. The outline for the ducks was made with Curly Lines. An experiment really & from that came My Lobster's in Love - Polar Inversion Plus. Mandarin Ducks My Lobster's in Love
    2 points
  3. Applying Red's "ObjectEdge" filter to text, then running Tone-Gradient-Angle results in a nice Chiseled Text effect...
    2 points
  4. 2 points
  5. Trump visits the tower and look what happens ! @Red ochre Looks like your plugin is making around the world! Well done to another great plugin
    2 points
  6. Thank you SO much! Love your new plugin; it let me create exactly the frame I wanted: It makes the picture in the center look like it's on a raised mat, which is a very cool side effect!
    2 points
  7. Radial Colors Effect Plugin What's this? This effect is an (r)evolution of the Radial.cs provided with the CodeLab. I took this example to test more the new possibilities offered by the version 3.20 of Paint.net, regarding 'user interface'. I've also made the Rainbow Twist in the same way http://forums.getpaint.net/index.php?showtopic=7182 How does it works? The effect uses the predefined formulas based on sinusoid curves to define and mix the three basic color Red, Green, Blue. Download the DLL Plugin Radialcolors.dll Here is the DLL The MadJik's All plugins package is available ! http://forums.getpaint.net/index.php?showtopic=7186 How to install Close Paint.net Classic version of Paint.net Unzip and (re)place the DLL in your Effect folder usually: C:/Program Files/Paint.NET/Effects Microsoft Store version of Paint.net Unzip and (re)place the DLL in your Effect folder usually: /My Documents/paint.net App Files/Effects/ You have to adapt for your language My Documents The User interface This plugin is added to the menu Effects, submenu Texture. A scrollbar appears if the UI is too long for your screen ...X/Y Factor: quantity of periods on X/Y axis. ...Quantity of rays: quantity of rays you want around the circle. ...Angle: Start angle of the first ray. ...X/Y offset of the center: as it says... ...Formulas R/G/B: It is possible to choose between five different formulas per color: Rays/Circles/Checkers/TwistL(left)/TwistR(right) ...Amount of R/G/B: adjust the weight per color. ...Ratio: This ratio affects the overall period: 100=1 period. ...Limit level for the lines: When the formulas give a result below the limit, the value used for the color is the amount from the slider. This makes a cut in the colored gradients. ...Lines background: Off, change the alpha value instead the color if the formulas give a result below the limit level. Some examples Frequency illusion: VoilĂ ! New (yma:170715): -Always centered by default -Increase the range of main sliders -Small increment for the offset vector
    1 point
  8. I made this plugin to get rid of random ink blots on scanned pages. There are two modes, one builds clusters of pixels outside tolerance of the secondary color, the other builds clusters of pixels within tolerance of the primary color. If the cluster is within the size thresholds, it is painted over with the secondary color. It's found under Effects/Noise Download: ClusterClearEffect.zip Example pics: The source code is available here: https://github.com/edwardx999/PaintDotNetClusterClear This is my first plugin (my first C# project, in fact) so it's not very advanced yet. If you have any suggestions please tell. Also, I couldn't find the formula Paint.Net uses to calculate tolerance, so if you know it, please tell me. 7/16/17 Added Clustering Modes and Linked Sliders 7/15/17 Initial Release
    1 point
  9. These little characters are a personal interpretation of a local ad I saw the other day: A welcome committee
    1 point
  10. Welcome back @BlastWave Paint defenses up and scouting for your tanks.
    1 point
  11. Andrew David - cool Eiffel tower image for Bastille day yesterday. Good work, thanks for posting. Eli - 'Oscar' Macron? - clever use of the effect, thanks for posting. D.S. - Object edge is one way to get a gradient over an object. I tend to use it twice, first with a large radius then with a smaller one to darken the sharp corners. The techniques I described here should work.Clipwarped text tutorial The unpublished 'EdgeShaderMJW' effect (on this thread edge shader) is also very useful. Direct download below. EdgeShaderMJW (MJW's version is at least 10 times faster than mine!)
    1 point
  12. Hi @Aim2Shame Welcome to the forum You have 2 choices This one is included in the pack and will create its own sub menu This one will show up at the bottom of the effects menu Should be what you're looking for. I know - a little difficult to find
    1 point
  13. LionsDragon - thank you! (I'm out of reps at the moment). D.S. - thanks for the info. Interesting how the O is distorted - computers never do what I expect them to!
    1 point
  14. This is a short comment on the advantages of 24-bit height maps. A height-map is an image in which the color of each pixel corresponds to a height. Generally black represents the farthest distance, and white the nearest. Commonly, height maps are 8-bit-precision gray-scale images. (Color images are converted to gray-scale, by, for instance, using the intensity.) The problem with such a representation is that 8 bits is not sufficient to represent many smooth surfaces. This results in artifacts, such as waterlines where the levels change. It's somewhat like building a smooth surface, such as a sphere, out of Lego blocks. The solution is to combine the R, G, and B color channels into a single 24-bit number. This can be efficiently done in PDN, because the 32-bit ColorBgra colors are stored in what in the C language would call a "union." That is, the 4 BGRA bytes can also be accessed as a 32-bit integer. The integer values of ColorBgra colors can be obtained and saved using the Bgra field (e.g, src[x, y].Bgra). For 24-bit height maps, every color corresponds to a height. It may seem like there would need to be special handling for gray-scale height maps, but that isn't the case. Gray-scale height maps represent a subset of 24-bit maps; specifically, they represent the heights n * 0x010101, where n is between 0 and 255. Therefore, any plugin that can handle 24-bit height maps can also handle 8-bit gray-scale height maps. (Which is the main point I wanted to make with this comment: most height-map-type plugins can have the advantages of 24-bit height maps without alternating the way they work with gray-scale maps. That is, of course referring to the user's point of view; obviously the code would need to be modified.) Producing gray-scale height maps is quite simple, while producing full-precision 24-bit height maps is more difficult, since the height doesn't have an intuitive correspondence to the color. Full-precision height maps for simple objects, such as spheres, can be produced with plugins such as Render Sphere Height Map. The height maps can then be modified and combined using the Texture Merger. Gray-scale images can be smoothed into 24-bit maps using the the Texture Smoother. Plugins that want to treat images as 24-bit height maps can't use the normal interpolating Surface routines, such as GetBilinearSample, since those routines interpolate the color components individually, so I wrote some extension routines (called ZSurface.cs) to access the 24-bit height maps in a similar fashion:
    1 point
  15. Red, I just used standard text with Gaussian blur at 13. I set the Light Angle to 170 degrees. Here is the before image: Here's how the effect looks with less blur:
    1 point
  16. I'm still looking for the egg .
    1 point
  17. Here's the plugin compiled for the old PdN: Spoked Wheel 1.1 for PdN 3.5.11.zip This may be a far-fetched application, but I think this is good for creating chopped trees, or maybe circular woody mazes. Of course the spoked wheel was just the starting point after which I had to do a couple additional things, but anyway, the spoked wheel took part and that's what counts Here are two quickies whose main objects I believe resemble chopped trees (maybe the first one looks more like a circular maze ). Perhaps the textures can be improved. Scene 1: Scene 2:
    1 point
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