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Showing content with the highest reputation since 05/03/2014 in all areas

  1. 15 points
    Hi all! I'm an author who is super-duper slow with writing due to two young children and a full-time job on top of that, but I'm making my way toward "The End". One of the things they say for self-publishers is don't design your own covers, but I'm cheap and I enjoy creating art and I decided to anyways. My covers have seen many stages, from playing around with the twist tool in paint.net to get my base symbols, to the final product they are now. Everything I know about graphic design has been self-taught through tutorials and getting input from other people as to what works and what doesn't. Only Thanmir War and This World Bites are published, so I'm willing to take suggestions on any of the other covers. Sovereign has given me the most issues with finding something that I like, but I finally settled on what I have because it fits the tone of the story best. The four Ninier book covers were created solely in paint.net, using the various tutorials found around such as making a stone texture, making 3-D stone text, cracked floor effect, and realistic rough cast metal. This World Bites was put together in paint.net, with the world pictured made using paint.net's advanced planet tutorial. I also fell in love with this water tutorial, and found inverting the colors made for a pretty fire background. My attempts at digitally painting my characters: My Book Covers: A just-because experiment to test the realistic rough cast tutorial: Other cover options I tried but rejected: Back from 2012:
  2. 14 points
    BoltBait's Meme Maker Plugin v1.3 If you are using Paint.NET v3.5.11, Download here: MemeMaker13.zip (v1.3) Unzip this to your desktop and run the Install_MemeMaker.BAT file to install. If you are using paint.net v4.0.6+, Download here: BoltBait's Plugin Pack for paint.net v4.0.6+ (v1.3 with Shadow option) Once installed, you'll find this under the Effects > Photo > Meme Maker menu. Requirements: - Paint.NET 3.5.11 or higher - The font "IMPACT" must be installed on your system. It probably is as it comes standard with Windows. Versions: -1.3 Added shadow option -1.2 Fixed a bug when centering in a selection -1.1 Added separate size for each text, Added ability to use Primary/Secondary colors -1.0 Initial Release CodeLab source for v1.2
  3. 14 points
    Welcome to my little museum where you will find some of my masterpieces. Thanks to Rick and to all plugin developers that have provided me with wonderful tools to play with. Party dreams. I got inspired by Madjik's Disco Ball. This is a weird one. It is like an optical illusion. I have not seen a similar one on the net. Abstract Tesselation
  4. 12 points
    Download installer here: pyrochild.plugins.installer.2017-12-04.exe.zip or download a zip file to install manually: pyrochild.2017-12-04.zip If you enjoy these plugins or find them useful, please . Thanks! ===================================================================================== Before reporting issues, first make sure you're using the latest versions of both Paint.NET and my plugin set. Do not redistribute these plugins without prior permission from pyrochild. ===================================================================================== Adjustments > Curves+ Like Paint.NET's own Curves adjustment, but better. Effects > Render > Borders N' Shapes Draw rectangles, ellipses, arcs, and pies, all with configurable styles like solid, dashed and dotted. Effects > Render > Gradient Bars Bars. Bars of gradients. Gradient bars. Effects > Photo > Film Make your photo look more like film, with adjustable settings like grain and Hollywood-style zoom factor. Effects > Distort > Jitter Shake up your image. Effects > Object > Outline Object Outline text, add a glow to a lightsaber, or put a border around a picture or drawing. Effects > Distort > Stitch Makes your photo look stitched. Effects > Advanced > ScriptLab Automate repetitive tasks in Paint.NET. Adjustments > Gradient Mapping Make multicolored gradients, or recolor an image. Effects > Artistic > Splatter Make a Jackson Pollock style splatter-paintings. Effects > Blurs > Pixelate+ Like Paint.NET's Pixelate effect, but with better results and adjustable width and height. Also known as Mosaic. Adjustments > Color Match Improve your photography with classical art. Or make it worse. Makes your photo follow another's color scheme. Effects > Random Effect Lacking inspiration? Use this to fire up a random effect with random settings. Effects > Render > Random Shape Fill Draws tons of shapes - from circles to hearts to stars - with various color settings, transparency, etc. Effects > Tools > Smudge Does this need any more explanation than the name? SMUDGE! Effects > Object > Trail Gives an object a trail, like the cursor trails on old laptops. Effects > Blurs > Gradient Blocks Blurs an image into 4-point gradients. Effects > Tools > Twist Twisting tool. Effects > Tools > Liquify Interactive distortion tool, like Photoshop's Liquify or GIMP's IWarp. Effects > Tools > Grid Warp Interactive distortion tool, like Paint Shop Pro's Mesh Warp. Effects > Render > Gradient Grid Renders a bunch of gradients in a grid pattern. If you enjoy these plugins or find them useful, please . Thanks! For developers: I'm on GitHub! https://github.com/bsneeze
  5. 12 points
    This effect is a result of a writing by me CodeLab - First Steps (Neon Edges) tutorial. You can find it: Effects -> Stylize -> Neon Edges NeonEdges.zip (Previously downloads: 3196) This effect is simulate the neon glow of edges into the image. It allows you to set the line thickness and the intensity of its glow. It is also possible the changing colors of the lines using the hue and saturation. With check box Eliminate the dark areas, you can convert the dark areas of the image to the transparency. This can be useful if you wish to keep this image on any background. For example, like this: Before: After, with a dark blue background:
  6. 12 points
    ShapeMaker Tutorial Part I ShapeMaker Tutorial Part II
  7. 12 points
    Hi! Welcome to StickMan. A plugin which helps position & animate a stick figures like the ones above. The interface uses a simple click-n-drag system. You click and drag the stick figure's 'joints' around to move the figure. The segments' lengths remain fixed as a joint is moved so the entire figure can be moved by dragging a single joint (if you drag it far enough). Note: Stick figures are rendered to the active paint.net layer in the currently selected Primary color. Loading and Saving of your figures and poses is supported. Files are saved as *.stk files. These are not image files. They are XML data files which store the figure and pose. You can create your own stick figures! There is a guide in the PDF manual (Help > User Manual - once you access the manual a copy will be placed in your Effects folder). Edit: I've added the manual as a separate download as some systems have tight security settings which don't allow the automatic creation of the PDF from within the plugin. Stick figures can be anything you wish (within certain limits). How about a spider? Or a snake? StickMan Info Summary A plugin which helps position & animate a stick figures Author Ego Eram Reputo Installation Download my Plugin Pack and unzip it. Run the *.exe installer (written by BoltBait). Restart paint.net. Menu Look for the StickMan plugin in the Effects > Render menu. Compatibility StickMan works only with paint.net 4+ - or so I thought! @dipstick has confirmed that it (unexpectedly) works with 3.5.11. Manual StickMan comes with built-in guides and a manual in PDF format. See Help > User Manual. Once you access the built-in manual a copy will be placed in your Effects folder for future reference. EDIT: I've uploaded the manual as a stand-alone PDF. Get it here StickManManual.pdf Russian Translation @ReMake has translated StickMan (including the Manual) into Russian: Stickman_ru.zip Thanks ReMake! StickMan was made with the assistance of TechnoRobbo, Red Ochre and BoltBait Thanks guys!
  8. 12 points
    This tutorial is available as a PDF. Click here to view or download it Shepard Fairey to create a poster "Hope" used the original manner of creating image in the style of Pop Art Let us try to create a portrait in same, or close to this manner. Open the suitable image. I used a fragment of a photo of Nicolas Cage. With any method accessible to you (with tools of selection the Magic Wand, Lasso Select) select a background and delete it (keys Ctrl+X). Apply to the image AA's_Assistant effect (Effects -> Object -> AA's_Assistant) with default settings. Convert your color image to black-and-white (keys Ctrl+Shift+G). If your image was black-and-white this step can be passed through. Apply to the image Advanced Greyscale (Effects -> Advanced Greyscale) or Advanced Greyscale effect (Effects -> Photo -> Advanced Greyscale) with the settings like in pictures below. As a result we have such image: With the Magic Wand select the sections of the image shown in a picture below. Copy the selection (keys Ctrl+C). Add a new layer (keys Ctrl+Shift+N) and paste selection into it. Set the color to #AAAAAA in the Colors window. Apply Lines/Grid effect to a copy of a layer with the settings shown in a picture. Switch to the Background layer. Run Gradient Mapping effect (Adjustments -> Gradient Mapping). Right-click on the left marker of a gradient bar and choose Change Color in the drop-down list. In the new dialog box enter #00202F in the field under a color wheel, click OK. Right-click on a gradient bar and choose Add Color in the drop down list. In the dialog box enter #E01825 in the field under a color wheel, click OK. Right-click again on a gradient bar more to the right of the left marker and choose Add Color. Add color #7498A4. Change color of the most right marker to #FDE5A9. Right-click on a gradient bar and choose Spread in the drop down list - all markers will be arranged with equal intervals. Check the box Prerserve Alpha. Click on the list under a gradient bar and choose Save current as preset. In the appeared dialog box enter a name of preset (I named it Pop_Art_Hope) and click OK. Note: you can download this preset (see below). Place it in a folder paint.net User Files\Effect Presets\Gradient Mapping. If this folder is not present, run a Gradient Mapping effect - the folder will be created automatically. Note: changing the colors of gradients, their amount and position of markers you will influence directly result necessary for you. Download: Pop_Art_Hope.zip Remove selection, switch to the Layer 2 and merge both layers. Add a New Layer (keys Ctrl+Shift+N) and move it below the Background layer. With Rectangle Select tool select a rectangle. Set the color to #7498A4 in the Colors window. Fill the selected area with Paint Bucket tool. Invert selection (keys Ctrl+I) and fill the left part of a layer by color #FF6868. Remove selection and merge both layers. Our portrait is ready! One more method. For this method, I used a photo of Bruce Willis. Delete the background and use the AA's Assistant effect as described above. Apply to the image Majority Color Effect by MadJik. Set the color mode in Reduce to primal colors. With the controls Radius of analyse and Color tolerance level achieve the desired image. Apply Gradient Mapping effect with one of the presets from Pop_Art package and finish work as it is described above. Note: All settings described in this tutorial are approximate and depend on image size and the desirable end result. Вариант на русском языке: Портрет в манере HOPE.
  9. 12 points
    Technorobbo's Brush Strokes This plugin literally redraws your image in simulated brush strokes Menu: Effects->Artistic v.1.0.6 centers brush strokes around original pixels v1.0.5 adds a texture option Hidden Content: v1.0.1 adds Stroke Width Variance v1.0.2+ adds full 360° stroke direction v1.0.3+ fixes Plugin browser compatibility version 1.0.4+ Bristles and accelerated render Music by TechnoRobbo Source code for VS Programmers The Plugin TRsBrushStrokes.zip
  10. 11 points
    Hey @BoltBait, stick with the gray!? I couldn't find any good pictures so I picked an old one with my daughter.
  11. 10 points
    This tutorial is available as a PDF. Click here to view or download it As requested, here's a tutorial for my metal wire cage. This is my first tutorial so if there are any mess-ups, tell me and I'll try to fix it. When you are done you should end up with something looking like this: Plugins required Shape 3D KrisVDM's Object Align Boltbait's Bevel Object Red Ochre's Table Plugin Red Ochre's Clipwarp New Red Ochre's Earths and greys Ed Harvey's Color tint Pyrochild's Trail Start with a 1600x1200 canvas. Erase the background. Run Red Ochre's Table Plugin with the settings below. Run Object Align – Center Both to place the grid in the middle of the canvas. Run Boltbait's Bevel Object with Depth: 12, and both Higlight Color and Shadow Color to black. Strength: 0,5 Select a picture with an even distribution of light and dark tones. Copy it to place it in the clipboard. An example Hidden Content: Run Red Ochre's Clipwarp New with the settings below. Run Black and White. On an new layer, draw a horizontal line with the line tool set to thickness 1. Run Object Align – Center Both. Select the area below the line with the magic wand tool and go back to the layer with the grid. Cut out the selection. Paste the lower part of the grid onto a new layer. Delete the layer with the line. (I named the two layers to Grid Above and Grid Below to keep track of them) Duplicate both of the layers and run Brightness/Contrast with Brightness: 0 Contrast: -100 on both layers. (These were respectively named Grid Above – Grey, and Grid Below – Grey) Select the layer with the top part of the grid and run Shape3D with lighting unchecked and these settings. Repeat on the bottom part. Select the grey top layer and run Shape3D with the same settings for Object Rotation, but with the lighting checked (settings shown below). Repeat on the bottom part. Set both the grey layers to blend mode Reflect. For silver/chrome skip step 17-19 Go to the grid layers and run Red Ochre's Earths and greys plugin with the settings below. Run Ed Harvey's Color tint. Hue: 35, Tint Amount: 255 Run Hue/Saturation with Hue: 0, Saturation: 70, Lightness: 5 Merge the grey layers onto each layer, make sure top and bottom is not merged together just yet! Duplicate the merged layers and run Pyrochild's Trail plugin with the settings below on both layers. To get a gem, a kitten or any other object you may want inside the cage, paste the object on a layer between the top and bottom layers. For the image up top, I chose a gem shape from Lynxster4's Faceted Gemstone Pack, and colored it using the method from Red Ochre's tutorial on how to color gem shapes. Flatten the image and you are done! (Save a .PDN copy if you want to make changes or re-use parts!) I'm looking forward to see your results, just make sure to resize your image within the 800x600 limit before posting EDIT: Thank you Eli for suggesting Red's table plugin easier
  12. 10 points
    Found in Effects > Text Formations The UI: Standard tab Options tab Download
  13. 10 points
    Tis the Season! Here are two wallpapers I made for the community. everyone! And in composing these, I've found another 'glass' technique! Enjoy everyone! Click on them for full-size versions.
  14. 10 points
    OK, well this is my first plugin. Hope it's useful for more than just me. This plugin will allow you to make your image gradually transparent going from the center to the edges (or vice-versa). The transparency gain over distance to the center is modulable, as well as the circle size. If you have any feedback or suggestions, please share your opinion This is what the UI looks like : Before: After : The main difference between this and the gradient tool is the 'Fade Rate' slider, i.e. the modulability of the transparency gain over distance. Made with the CodeLab plugin for Paint.NET. Installation guide : Download the dll here: RadialFade.zip To install, either disregard the .bat and put the .dll in C:\Program Files\paint.net\Effects or put both files on your desktop and double-click the .bat. The second method is preferred if you are updating the plug-in. It will be installed under Effects\Render. PdN 3.5.11 users : Maximilian has come to your rescue! Download link in his post on page 2, make sure to upvote! Changelog : Hidden Content: 1.1 : + Added panning (thanks to MikeRobe for the idea!) - Changed Fade Rate slider from integer values to real values 1.2 : + Fade-in (rather than out) checkbox - Commented source code for readability 1.3 : + Made circle size adjustable Source Code : Hidden Content: // Submenu: Render // Name: Radial Fade // Title: Rei's Radial Fade // Author: Rei #region UICode double Amount1 = 3; // [0,10] Fade Rate double Amount2 = 0; // [-100,100] X Pan % double Amount3 = 0; // [-100,100] Y Pan % double Amount4 = 100; // [0,1000] Circle Size % bool Amount5 = false; // [0,1] Invert Alpha #endregion double distanceTo(int xPos, int yPos, int xTarget, int yTarget){ //Pythagorean theorem return Math.Sqrt((double)((xTarget-xPos)*(xTarget-xPos)+(yTarget-yPos)*(yTarget-yPos))); } double getRadius(Rectangle bounds){ //the Diameter is by default the biggest dimension (x or y) of the selection. //thus the Radius is half of that. return (Math.Max((bounds.Right-bounds.Left),(bounds.Bottom-bounds.Top))/2); } void Render(Surface dst, Surface src, Rectangle rect) { Rectangle selection = EnvironmentParameters.GetSelection(src.Bounds).GetBoundsInt(); int centerX = ((selection.Right - selection.Left) / 2)+selection.Left; int centerY = ((selection.Bottom - selection.Top) / 2)+selection.Top; //centerX and centerY represent the coordinates of the center of the fade circle, //which is by default the center of the selection centerX += (int) ((Amount2 *(selection.Left-centerX))/100.0); centerY += (int) ((Amount3 *(selection.Bottom-centerY))/100.0); double radius=getRadius(selection)*(Amount4/100.0); ColorBgra CurrentPixel; for (int y = rect.Top; y < rect.Bottom; y++) { if (IsCancelRequested) return; for (int x = rect.Left; x < rect.Right; x++) { //here, we find out how far we are from the center of the fade circle to calculate alpha double distanceToCenter = distanceTo(x,y,centerX,centerY); CurrentPixel = src[x,y]; if(!Amount5){ if(distanceToCenter > radius) CurrentPixel.A = (byte) 0; else //distanceToCenter / radius gives us a raw representation of where the pixel is in the circle => how transparent it should be //this value is taken to the 'Amount1'th power so our alpha distribution is customizable and non-linear //we multiply this by 255 to scale from a [0.0,1.0] value to a byte //255.0-<expression> will invert this value (without this it fades in) CurrentPixel.A = (byte) Math.Min((CurrentPixel.A),((255.0)-(Math.Pow((distanceToCenter / radius),Amount1) * 255.0))); } else CurrentPixel.A = (byte) Math.Min((CurrentPixel.A),((Math.Pow((distanceToCenter / radius),Amount1) * 255.0))); dst[x,y] = CurrentPixel; } } } You are free to edit, use and publish this source in any way, whether you make or don't make profit off of it ; as long as I am mentioned as the original author and a link to this thread is provided. EDIT : New license : Do what you want.
  15. 10 points
    *Thank you so much for all tutorial, it helped me a lot!
  16. 9 points
  17. 9 points
    People come from around the world to hike there, but it's one of those things I certainly take for granted. Really should appreciate it a lot more. Thanks for the rep' -------------------------------------------------------------------------------------------- Someone has asked for a t-shirt design with antique brass font ... still unsure which one I prefer ? Any thoughts folks ? Easy when it's for yourself, but not so for others
  18. 9 points
    @JulioCoolio ... many thanks. I'm glad you enjoy a look at my work ... it's not to everyone's taste so I'm happy to please 😁 ------------------------------------------------------------------------------------------ Something a bit different. PDN meets Incendia in more bouts of 'thinking and living'. Stem Cell
  19. 9 points
    Hello there, I'm David Tschumperlé, the main developer of G'MIC. First, I'd like to thanks @null54 for taking the time to port our G'MIC-Qt plug-in for Paint.Net. Second, I've read all your messages and indeed noticed that the 'Stylize' filter was painfully slow on Windows. We have investigated this issue these last days with people at pixls.us, and hopefully we should have found what was going on. We were using too much mutex locks/unlocks in the multi-threaded algorithm, which was slowing down everything. I'm working hard right now to fix this issue. I hope I will be able to post a pre-release tomorrow (Friday) with the fixes included. If you have any questions related to G'MIC, I'd be happy to answer (depending on the amount of free time I have ). Cheers. EDIT: The G'MIC-Qt plug-in is a product of the GREYC Laboratory, mainly done by Sébastien Fourey and myself, with the help of many contributors.
  20. 9 points
    'Parallel Lines and Patterns' Render Effect Plugin Summary This Paint.NET effect plugin allows you to fill the selection of the current layer with parallel lines or patterns. Ok there are two plugins already allowing to fill with parallel lines (Scan Lines, Diagonal lines) but maybe you like this basic one too. Keywords Render, Fill, Parallel Lines, Diagonal Lines, Waves, Hatches, Patterns, Moire effect Author Martin Osieka Download >> ParallelLines v1.6 (8.3.2015) Installation Follow the instructions carefully Unzip "ParallelLines.Effect vX.X.zip" Copy the two files OptionBasedLibrary vX.X.dll/.dlc to the Paint.NET\ folder (NOT to Paint.NET\Effects\ !!!) A typical location is "C:\Program Files\Paint.NET". Copy the two files 'ParallelLines.Effect.dll/dlc' to the Paint.NET\Effects\ folder. A typical location is "C:\Program Files\Paint.NET\Effects". Do not remove older versions of the OptionBasedLibrary if they are required from other plugins. After a restart of Paint.NET you will find the plugin at Menu->Effects->Render->Parallel Lines and Patterns... (oder für deutsche Anwender unter Menu->Effekte->Rendern->Parallele Linien und Muster... ;-) Compatibility Paint.NET 3.5.11 and 4.0.5 Supported languages The language used in the plugin depends on the language setting of Paint.NET and the support of this language by the plugin. The fallback is the first supported language of the plugin. Languages are defined in the .dlc files. This plugin supports the following languages in the moment: English Deutsch You may add your own translation to the .dlc file. Dialog options The options of the effect are subdivided in three sections: Proportions, Orientation, and Colors. You can select a section via the tabulators on top of the dialog. Proportions Section The options in this section define the proportions of the final fill pattern. A line is composited from line segments. A line segment has several options which define shape and size of the segment and because the segment is repetitive also of the whole line. Parallels Count: You may select 'Infinite' to fill the area above and below of the reference vector 'One line' which means there are no parallel lines just one single line. 'Custom' which enables the value control below. There you can enter the number of lines you like to get. Distance: The distance between the parallel lines depends on the setting 'Center of lines' and 'Border of lines'. 'Border of lines' means somehow the maximum bounding box of a single line. This value is an estimate because it depends on a lot of options and the way the rendering engine works. if 'Center of lines' is selected then the lines may overlap. Drift: This value defines how much a line is shifted horizontally compared to its neighbour line. Whole Line Length: Choose between 'Infinite' which means there is no limitation of the length in the visible area 'One period' the length is defined by the 'Period' option of the 'Repetitive line segment' 'Custom' s user defined length. But repect that the real length is in most cases a multiple of a 'Period'. Thickness: The width of the pen used to draw a line. Joining: Defines how vertices of a line segment are drawn. Only used for lines with vertices. Caps: The caps at the start and the end of a continous line. Repetitive Line Segment Shape: Defines the basic look of the segment. There are basic lines, waves and closed shapes. Amplitude: The distance between top and bottom of lines with vertical elements. Period: The length of a line segment before it repeats Split at: Some shapes are divided in a first and a second half. Changing the split value changes the ratio of the two parts. Here a Square Wave using different split values: Tilt: Some shapes show a tilted line element in the shape. Respect changing the tilt value does not change the amplitude instead the length of the tilted element will change. Orientation Section In this section you are defining the reference vector of the lines, and optional scale factor, and the dpi value of the layer (if you like to use cm or inch input values). Reference vector 'Origin at center of pixel If set then - the position (0,0) is at the center of the top/left pixel of the bounding rectangle of the selection - reference point values will be rounded to integer values without fractional parts If not set then - the position (0,0) is at top/left of the top/left pixel of the bounding rectangle of the selection - reference point values will not be rounded So if the switch is off you get more precise results but maybe not what a user expects at first glance. Check the difference by drawing a one pixel line. Starting Point and angle: These values define the origin and orientation of the basic line segment. All other line segments are drawn relative to the basic line segment. Length: Not used in the moment Show while dialog is open: If checkmarked then the layer will show a red rectangle and a small circle. The circle is the origin and the rectangle is calculated from amplitude, period and reference angle. In the final rendering of the layer these indicators will never be visible. Reference Scale Scaling happens in the final drawing. Means if you enter a value of 1cm somewhere and the scale factor is set to two then 2cm will be used in the drawing! Pressing the 'Apply' button will scale the depending options and reset the scale factor to one. Image Resolution: The resolution option is only of interest if you like to enter cm or inch values in the dialog. You should set the value used in the image here. Makes most sense if you like to print the image later in the specified resolution. Best is to use the 'Print It' plugin ;-) Colors Section You may set the color of the lines and the background here. The default values are: Use Paint.NETs Primary Color for the lines and the original layer content for the background. Lines are always rendered against the selected background. So changing the opacity of the line color will show you the selected background color below. Hints You may use units like cm and inch to specify values in the controls (see the tooltip of the control). Converting from the current value in the control to a different unit is done by just typing the new unit into the edit field without a value. Clearing the editfield will return to the current value with the base unit (the first unit in the tooltip. Some controls provide additional features if you are pressing shift while the mouse is used. I.e. the slider values will be catched to fixed values. Instead of shift you may press the right mouse button together with the left one. Known issues Paint.NET does not provide the dpi value of the current image to effect plugins. The plugin uses the dpi value to allow the user to enter values in cm or inch. To get correct values you have to enter the dpi value of the image in the reference tab of the dialog. The default value is 96 dpi. Examples History 1.6 (8.3.2015) - The Circle, square, dieamond, and hexagon shape use the center parameter. - The dialog can be resized. - The interference layer angle got the option to 'spread' the reference vector or to ' add' to the vector 1.5 (18.1.2015) - Added 'Interference layer' option: Allows to overlay a duplicate of the line pattern with a different angle. This may be used to create a moire effect. 1.4 (4.1.2015) - Reorganized the shape line types to make it easier to use regular shape types and their stretched parts. The size of Circles, Squares, Diamonds and Hexagons is defined only by the amplitude option now. The streched variants like ellipse, rectangle, streched diamonds and stretched hexagons work as before. - Added Hexagon Shapes - Length of whole line allows to select 'One Period' now. This makes it easier to render just one single line segment like a single hexagon. - Added reference scaling. Scaling happens in the final drawing. Means if you enter a value of 1cm somewhere and the scale factor is set to two then 2cm will be used in the drawing! Pressing the 'Apply' button will scale the depending options and reset the scale factor to one. - The reference point option control allows to enter pixel or other unit values now (instead of percent). - Added switch 'Origin at center of pixel (else in-between pixels)' If set then - the position (0,0) is at the center of the top/left pixel of the bounding rectangle of the selection - reference point values will be rounded to integer values without fractional parts If not set then - the position (0,0) is at top/left of the top/left pixel of the bounding rectangle of the selection - reference point values will not be rounded So if the switch is off you get more precise results but maybe not what a user expects at first glance. - Tooltip of NumericUpDown controls shows the value of the control in different units now (before just the possible unit names). - Added a work-around to avoid that sometimes the first tab page of the dialog shows a slider. The basic issue is still not fixed in OptionBasedLibrary but it should be OK for this dialog. 1.3 (19.12.2014) - Diamond, Ellipse and Rectangle Shape cover now the whole period if 'Center at' is set to 50% (the default value) This makes it easier to create overlapping shapes without loosing any of the old functionality. - Changed the start point of the Spiral Wave so that it looks more symmetric in limited length mode. - Added 'Fill Color of Lines'. Because waves do not have closed shapes they will look half-filled. 'Stroke color of Lines' allows to set the value 'None'. - Added 'Fir Tree' shape 1.2 (17.12.2014) - Added option to limit the length of the parallel lines to reference section. - Added start end end caps for limited continous lines (without gaps). - Added 'Spiral' line type - Added keywords to the code used by plugin browser 1.1 (11.12.2014) - Fixed the wrong symbol image of the 'Divided Line' shape (an error in the OptionBasedLibrary) - Added the option to specify an amount of parallel lines - Added dash-dotted line shape 1.0 (10.12.2014) - First public release
  21. 9 points
    Effect->Stylize->Edge Detect+ Download: https://forums.getpaint.net/topic/32337-argusmagnus-plugin-pack-20181019/ (Copy the file ArgusPDN.EdgeDetect.dll to the paint.net/Effects folder) This effect uses an edge detection algorithm. It draws edges with given colors and sets the other pixels to transparent. I haven't had any good idea for the name, so I called it Edge Detection for now, the (Argus) is simply to make it better distinguishable from the built in Edge Detect effect. If anyone has an idea for a better name, feel free to share it ? UI Explanation (See example below): Lower Threshold: All pixels with values (Structur Tensor Eigenvalues) below this threshold are fully transparent: Higher Threshold --> Less Edges detected Upper Threshold: All pixels with values above this threshold are fully opaque. The range of "good" values really depends on the image. For hard edges (extreme case: black line on white), "good" values may go up to 1, for softer edges (as typically found in photographes), "good" values will usually be below 0.2 Color/Color2/Angle/Hue Direction: Edges with a normal angle the same as the chosen Angle are drawn in the color set in Color, edges with a normal angle perpendicular to Angle are drawn in the color set in Color2, in between the color is interpolated between Color and Color2. Hue Direction determines how the Hue value is interpolated. Difference Filter: The Kernel used to get the image derivates in x and y direction. I have yet to encounter a situation where I needed to change this value. If you change this value, a lot of calculations have to be redone. Some time may pass before you see something happening. Smoothing Radius: As expected, smoothes the output. Performance: Calculating initial values (Structur Tensors) may take some time, therefore, depending on the selection size, it may take some time after the effect dialog pops up before you can see something happening. If you change the value "Difference Filter" these calculations have to be redone. Smoothing is also somewhat expensive, which you can see if you change the smoothing radius. Intermediate values (Structur Tensors, eigenvalues of smoothed Tensors) are held in memory so re-rendering the output for different Threshold/Color/Angle values is fast. The cost for that is memory usage: Roughly 24 bytes per Pixel are used (excluding the memory used for the source and destination surface).
  22. 9 points
    Thanks everyone! --- Here's a little scene inspired by the Kowloon walled-city. It's a bit like the one I made a few months ago entitled Favelas. https://blastwaves.deviantart.com/art/Kenosa-Street-745646302
  23. 9 points
    Based on a quick photo I took while we were coming back from the grocery store.
  24. 9 points
    This tutorial is available as a PDF. Click here to view or download it We're making this. I know technically Viking Helmets don't have horns, so a bit of artistic licence and an exercise in making textures and putting it all together. xml 1 xml 2 This is a complete rewrite of an old tutorial ... after and before image below Plug-Ins Needed: AA &lt; no swearing &gt;istant Alpha Mask Bevel Selection Drop Shadow FurBlur Object Align Panelling Shape 3D Making The Textures ------------------------------------------------------------------ If you've stuck with it thus far, now to put it all together ... -------------------------------------------------------------------- Now to get to the point of it all ... ----------------------------------------------------------------- If you've gotten this far, take your helmet off to yourself. Add a background and hopefully someone learnt something on this voyage ... if only not to follow one of my tutorials ! ---------------------------------------------------------------- A couple of examples from playing with Blend Modes, adding a 'leather' texture, shading etc The PDN File for the examples is HERE A chance to see where different bits of shading are etc
  25. 9 points
  26. 9 points
    Exhibition i call Abstract Painting. I used as basics affects the grid & splash unique curve and also little bulge. But the most important for me is the Smoother & ShaderTexture of MJW who gives the all texture view of special. Images Moved to the first page
  27. 9 points
    Another Perfume Bottle for my collection. A Rose Bottle made in Paint.NET. Edit: Added Thumb to link to a larger image.
  28. 9 points
    Great tutorial Pixey, and a lovely bottle too! Thank you for sharing it EDIT: And thank you for digging up Sarkut's Gradient Mapping file. I have been looking for it for ages, but haven't been able to find it since I didn't know what it was called
  29. 8 points
    The plugin it does exactly what the name says. Found in Effects > Text Formations. UI: I thanks to BoltBait who improved very much this plugin. Download You can get a very smooth text:
  30. 8 points
  31. 8 points
    Black and White+ is a simple plugin to convert an image to black and white. The primary additional option (that may or may not merit the "+") is the ability to specify the weights for each color channel. It's in the Adjustment menu. The plugin: The Help Menu description: Black and White+ converts a color image to a grayscale (or two-color) image. The controls are: Red Weight: The weight for the red channel when converting from color to brightness. Green Weight: The weight for the green channel when converting from color to brightness. Blue Weight: The weight for the blue channel when converting from color to brightness. Minimum-Channel Weight: The weight for the minimum channel when converting from color to brightness. Maximum-Channel Weight: The weight for the maximum channel when converting from color to brightness. Normalize Weights: When enabled, the weights will be divided by their sum so that the total weight is one. (Note: If only a single channel is non-zero, normalizing the weights will cause it to always have a weight of one.) Brightness: Increases or decreases the brightness. MIdpoint Adjustment: Increases or decreases the brightness of the center values while not affecting the lowest and highest values. Use Primary Color and Secondary Color: When enabled, the brightness will be used to interpolate between the Primary Color and the Secondary Color instead of black and white. Show Original Image: When enabled, the unmodified image will be displayed. The CodeLab code: The icon: Maximilian has a 3.5.11 version. EDIT (6/17/2018): Version 1.1. Added controls for min and max color channels. EDIT (6/18/2018): Version 1.1.6744.2631. Corrected website URL. BlackAndWhite+.zip
  32. 8 points
    Hilbert filling curve texture What's this? This is a mathematical recursive formula. Peano and Hilbert worked on these filling curves to the point to prove the graphical equation could fill an area at 100%. Read more about this on wiki: https://en.wikipedia.org/wiki/Space-filling_curve Only Hilbert version of the curve is available. I gave a try to Peano version but I need more time to find the good way to master it. Download it! Plugin HilbertCurve.dll Here is the DLL http://jcljay.free.fr/pdn/HilbertCurve.zip 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 (please reverse / for correct path) Microsoft Store version of Paint.net Unzip and (re)place the DLL in your Effect folder usually: My Documents/paint.net App Files/Effects (please reverse / for correct path) You have to adapt for your language My Documents The User interface This plugin is added to the menu Effects, submenu Texture. Depth Set the recursive level of the curve. Higher = darker = slower. Size in % It works like a zoom. Single cell size (0=auto) Instead of the zoom you could set the size of the single smallest part of the curve. Brush width Choose the size of the brush wide of the curve. Large sizes work better with colorful background. Transparency Value 255 means opaque (no transparency). When you redure the transparency to something about 60, combined with a large brush width then you could see some kind of magic happening. Line style Choose the style of the line to be full or a mix of dot and dash. End caps style Set the end of the lines by choosing between round, triangle or flat square. Antialiasing Check the box for quality rendering. Use colors from palette When checked each segment of the curve uses a color from the active palette modulo 96. The Examples: Voilà! Enjoy! Let me see what you could do with it!
  33. 8 points
    This is a new piece. I tried hard not to get weird but I I just couldnt help myself. I was working on a perfectly normal perspective study and it went all fuchsiaristic on me. Shades of "Silent running" and all that sort of thing. I dunno if anyone here is old enough to remember that.
  34. 8 points
    Some Birdies for a change . Please click for larger image
  35. 8 points
  36. 8 points
  37. 8 points
    Adapted from a PS Tutorial here. I made the lace dress in PDN for this latest piece I called "Lady Cantik". Cantic - pronounced Chantick - means pretty in Indonesian.
  38. 8 points
    This is a rather minor plugin, but it might be useful. It's in the Effects>Color menu. (It was developed for creating my SOTW fire image.) Quoting the Help menu: Hot Metal Glow converts each pixel's color value into a color intended to mimic incandescent heated metal. The colors go from black, to red, to orange, to yellow, and finally to white. The color transition is only approximate. No attempt is made to imitate actual physics. An input pixel's color value is simply the largest of its RGB components. Brighter pixels are considered to be hotter, unless the Invert Color Range option is selected. The controls are: Celsius Temperature at Zero Value is the temperature assigned to 0 value pixels. Celsius Temperature at Maximum Value is the temperature assigned to 255 value pixels. Incandescence Threshold Temperature is the temperature at which the pixel will begin to turn red. Red Temperature is the temperature at which the pixel will be full-intensity red. (The behavior is modified by Red to Orange Shift.) Yellow Temperature is the temperature at which the hue of the pixel will be yellow. White Temperature is the temperature at which the pixel will be white. Red to Orange Shift specifies the point at which red shifts towards orange as the intensity increases. When 0, the hue remains red until the red is full intensity. When 1, the hue immediately begins to shift towards orange. (This control is useful for producing fire colors.) Orange Desaturation specifies the point at which orange will be desaturated. When 0, orange and yellow are fully saturated. When 1, orange begins to be desaturated at the Red Temperature. Invert Color Range specifies that the range of color values should be inverted, so black pixels are hottest. The Threshold, Red, Yellow, and White Temperature values must be in increasing order. If not, the values are clamped to force the order to increase, but the resulting colors are not likely to be useful. The user interface looks like this: Here is the DLL: HotMetalGlow.zip There's also 3.5.11 version, courtesy of Maximilian. Here is the CodeLab code: Hidden Content: // Name: Hot Metal Glow // Submenu: Color // Author: MJW // Title: Hot Metal Glow // Version: 1.2.* // Desc: Convert pixel color values into incandescence colors // Keywords: incandescence colors // URL: http://forums.getpaint.net/index?/topic/108875-hot-metal-glow/ // Help: #region UICode IntSliderControl Amount1 = 500; // [0,1400] Celsius Temperature at Zero Value IntSliderControl Amount2 = 1315; // [0,1400] Celsius Temperature at Maximum Value IntSliderControl Amount3 = 425; // [0,1400] Incandescence Threshold Temperature IntSliderControl Amount4 = 825; // [0,1400] Red Temperature IntSliderControl Amount5 = 1175; // [0,1400] Yellow Temperature IntSliderControl Amount6 = 1315; // [0,1400] White Temperature DoubleSliderControl Amount7 = 0.0; // [0,1] Red to Orange Shift DoubleSliderControl Amount8 = 0; // [0,1] Yellow Desaturation CheckboxControl Amount9 = false; // [0,1] Invert Color Range #endregion // This could be done with a 255 entry color table, but it doesn't work especially // well for CodeLab. int cMask; void Render(Surface dst, Surface src, Rectangle rect) { int minTemp = Amount1; int maxTemp = Amount2; if (minTemp >= maxTemp) maxTemp = minTemp + 1; int minRedTemp = Amount3; int redTemp = Math.Max(Amount4, minRedTemp+ 1); int yellowTemp = Math.Max(Amount5, redTemp + 1); int whiteTemp = Math.Max(Amount6, yellowTemp + 1); double redOrangeShift = Amount7; double yellowDesat = Amount8; double colorScale = 255.0 / (double)(maxTemp - minTemp); // (The "min" values are where the value is zero, but will change to non-zero.) int minRed = (int)(colorScale * (double)(minRedTemp - minTemp) + 0.5); int fullRed = (int)(colorScale * (double)(redTemp - minTemp) + 0.5); int minGreen = (int)(fullRed + redOrangeShift * (minRed - fullRed) + 0.5); double fullGreen = Math.Round(colorScale * (double)(yellowTemp - minTemp)); int minBlue = (int)(fullGreen + yellowDesat * (fullRed - fullGreen) + 0.5); int fullBlue = (int)(colorScale * (double)(whiteTemp - minTemp) + 0.5); double scaleRed = 255.0 / (double)(fullRed - minRed); double scaleGreen = 255.0 / (double)(fullGreen - minGreen); double scaleBlue = 255.0 / (double)(fullBlue- minBlue); cMask = Amount9 ? 255 : 0; // Optionally invert tohe color range for (int y = rect.Top; y < rect.Bottom; y++) { if (IsCancelRequested) return; for (int x = rect.Left; x < rect.Right; x++) { // Get the value, which is just the maximum RGB value. int value = ColorValue(src[x, y]); byte r = 0, g = 0, b = 0; if (value > minRed) { r = (byte)Math.Min(scaleRed * (double)(value - minRed) + 0.5, 255); } if (value > minGreen) { g = (byte)Math.Min(scaleGreen * (double)(value - minGreen) + 0.5, 255); } if (value > minBlue) { b = (byte)Math.Min(scaleBlue * (double)(value - minBlue) + 0.5, 255); } dst[x, y] = ColorBgra.FromBgra(b, g, r, src[x, y].A); } } } int ColorValue(ColorBgra color) { return Math.Max(Math.Max(cMask ^ color.R, cMask ^ color.G), cMask ^ color.; } EDIT: Added Desaturate Yellow feature. I noticed in many examples of hot metal, the yellow was never fully saturated. EDIT 2: Fixed Help Menu to match UI. Control is called "Yellow Desaturation" not "Desaturate Yellow." EDIT 3: Added Red to Orange Shift feature. EDIT 4: In plugin, renamed Yellow Desaturation to Orange Desaturation. (Man, do I get tired of all the updates I have to make each time I change the interface!)
  39. 8 points
    Hi everyone! Still fooling around with stained glass. I modeled this pic after a panel I saw on the web. I made my own texture for this and used it in a few different ways. Please let me know what you think!
  40. 8 points
    Another update! (and I still haven't updated the plugin pack). 1. I have added the ability to take both colours from the layer image, which makes 'transparent' gradients possible by altering the opacity sliders. 2. To keep the U.I. small I have added these choices to a drop-down menu. I have also removed the title 'Centre of Gradient' to save space. 3. Also added a 'Vignette' choice which only uses colour 1. (Please use the opacity sliders!). 4. NOTE: This still works for both Pdn 3.5.11 and Pdn 4+ BUT Pdn 3.5.11 doesn't have the ability to grey-out the color-wheel controls when inoperative (as Pdn4 does). 5. (The fun bit) I've added some new polygon and 'flower' shapes (examples below). Update on page one of this thread. ... and please feel free to post images made with the new version in this thread!
  41. 8 points
    Edge Expander can be used to remove thin scratches from photos: 1. Erase the scratches with the Eraser Tool. 2. Duplicate the layer. 3. Use the Edge Expander on the lower layer.
  42. 7 points
    As requested here: https://forums.getpaint.net/topic/112938--/ Dimensions Effects > Render > Dimensions Description Render dimension arrows on your canvas. This will NOT measure anything and will NOT convert pixel length to another unit of length. Until I add this to my plugin pack, download here: Download Save to your desktop, unzip files to your desktop and run the installer batch file. Source Code: (This was a quick hack, mostly cobbled together from other plugins, and the code is ugly. You have been warned.) Versions: 1.2 7/1/2018 Fixed a bug where it would clear the canvas when OK was clicked. 1.1 7/1/2018 Text surrounded by transparency instead of white. 1.0 6/30/2018 Initial Release.
  43. 7 points
    This update adds a new Dark Theme, significantly improves High DPI support, adds Explorer thumbnails for TGA and DDS image types, and also includes a whole lot of small improvements and bug fixes. If you’re using the Windows Store release, you should get the update automatically within the next day or so. For the Classic release, you can use the built-in updater by going to ⚙ Settings → Updates → Check Now. You can also download it directly from the website. Changes: New: Dark Theme support New: .NET Framework 4.7 is now required, and will be automatically installed if needed New: Explorer thumbnails are now supported for TGA and DDS file types Fixed and Improved: High-DPI support throughout the application Fixed: Color Picker tool was not always honoring the "Switch to previous tool" setting Fixed the arrow keys not working properly until the second shape (or line/curve) was drawn. Reported here: https://forums.getpaint.net/topic/112145-moving-points-in-lines-not-working-how-its-supposed-to/ Fixed the zoom slider being "wiggly" while being dragged around Fixed a glitch with the mouse cursor (resize handle) at the lower-left corner of the main window Fixed a crash in the Shape tool renderer (BadNumberException via ID2D1Geometry::GetWidenedBounds) Fixed a hang in the Frosted Glass effect that was reported here: https://forums.getpaint.net/topic/112005-frosted-glass-hangs-indefinitely-on-a-1×1-pixel-image/ Fixed a hang in the Levels adjustment that was reported here: https://forums.getpaint.net/topic/111629-hang-bug-in-a-levels-tool/ Fixed a rendering issue in the Move Selected Pixels tool that was reported here: https://forums.getpaint.net/topic/112187-selections-out-of-bounds-use-the-out-of-bounds-pixels-when-resizing/ Fixed: Canvas now processes WM_MOUSEHWHEEL, which was preventing some horizontal mouse wheels and trackpad swipe gestures from working properly Fixed: Plugins will no longer completely crash the app on Windows 10 S (note, however, that plugins other than custom Shapes do not work on Windows 10 S) Fixed: a data loss bug when saving very large images (greater than 4GB). Reported here: https://forums.getpaint.net/topic/111823-large-image-save-bug/ Enjoy!
  44. 7 points
  45. 7 points
    Happy Easter to All @toe_head2001.....your rubber stamp makes a great coloring tool!
  46. 7 points
    Congratulations on the Galleria award and well done Pixey for nominating. It's high time you started a gallery too! Really good suite of height map effects. Thanks. (Just realised I'm using the original version of texture shader.) Some of my experiments:
  47. 7 points
    This is my version of fiery text. The basic idea is to use Clouds, Dents, Red ochre's Furblur, and my Hot Metal Glow. It also uses BoltBait's Paste Alpha. The exact order and settings can be changed to get various effects. For this example: Create a new image. Use Adjustments>Invert Color to make the background black. Add a new (transparent) layer. Make sure it's the top layer. Change the Primary Color to White by switching the Primary and Secondary Colors. Type the text into the new layer. Run Blurs>Furblur with the following settings changed from default: Repetitions: 30 Main Length: 30 Angle Variation: Main Angle Only, Curl Clockwise. Angle variation: Double S-Shape Run Blurs>Motion Blur with the following settings: Angle: 60 Distance: 5 Run Distort>Dents with the following settings: Scale: 12 Refraction: 30 Roughness: 14 Tension: 5 Quality: 3 Add a new Layer. On the new layer, run Render>Clouds with the following setting: Scale: 46 Copy the text layer to the clipboard and make the layer invisible. Make the Cloud layer the active layer. Run Object>Paste Alpha with the following setting: Alpha source: Clipboard alpha Run Color>Hot Metal Glow with the following settings: Incandescence Threshold Temperature: 150 Red temperature: 880 Yellow temperature: 1260 White Temperature: 1400 Red to Orange Shift: 0.544 EDIT: In place of Hot Metal Glow, you can use pyrochild's very flexible Adjustments>Gradient Mapping plugin with the Hot gradient.
  48. 7 points
    I've been playing with @MJW's Texture Merger. I actually started on something quite different and ended up with another Glass Perfume Bottle.
  49. 7 points
    Latest piece - A Globe with some birds:
  50. 7 points
    One way to add texture is to use my Texture Shader plugin. I generated a cloth-like texture by the following steps. A grid, using BoltBait's Grid/Checkerboard plugin, with spacing 5 and line width 1. A Gaussian blur of 1. Pyrochild's Stitch plugin, with everything default, except a distance of 1. The result was: I copied a tartan image to the clipboard, and used Texture Shader to produce: EDIT: Another idea that seems to work well to produce the cloth texture is to start with a checkerboard in place of a grid. Also, following the Stitch step, adding a bit of noise (with Color Saturation set to 0) and/or applying the Frosted Glass effect seems to give good results. EDIT 2: Thanks for the positive response to my comment! I originally neglected to write down the Texture Shader settings, so I thought I'd add them. Better late than never. Mapping Method: Surface Offset 1 (default) Texture Height Scale: 5.00 Texture Displacement Scale: 1.00 (default) Intensity Increases with Height: Checked (default) Use Alpha from Texture: Unchecked (default) Ambient Light Color: 0, 0, 0 Directional Light Color: 255, 255, 255 Directional Light Direction: 0, -135, 45 (from upper-left) Directional Light Intensity: 2.00 Apply Surface Color to Highlight: Unchecked (default) Specularity: 0.35 Specular Concentration: 8 (default) Antialias: Unchecked (default) These are not necessarily the best values, and may not be exactly what I originally used.