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Showing content with the highest reputation since 01/13/2018 in all areas

  1. 19 points
    This plugin allows G'MIC-Qt to be used as a Paint.NET Effect. Compatibility: 4.1.6+ Menu location: Effects > Advanced > G'MIC-Qt Note that some filters may not render correctly in Paint.NET. For example, if the filter produces an image larger than the current canvas size the image will be cropped when it is displayed by Paint.NET. Filters that require top and bottom layers can be used by placing the bottom layer on the clipboard, the currently selected layer will be used as the top layer. Some icons are from or based on those in the Fugue icon set by Yusuke Kamiyamane. To install place Gmic.dll and the gmic folder in the Paint.NET Effects folder. G'MIC-Qt should automatically download the filters when the plugin is first launched. Download: If you have a 64-bit OS the win64 download will provide better performance, if you are unsure of your OS type use the win32 download it will work on both 32-bit and 64-bit systems. The gmic_paintdotnet_qt executable will only work with this Paint.NET plugin, it does not support other applications. Gmic_win32.zip Gmic_win64.zip Source Code: https://github.com/0xC0000054/pdn-gmic https://github.com/0xC0000054/gmic-qt/tree/pdn-v2
  2. 14 points
    This tutorial is available as a PDF. Click here to view or download it Hi, all. I came up with this technique to create a realistic knit texture. Level of difficulty - easy. Plugins needed: NomBot's Dot Matrix MJW's Trail Blur Pyrochild's Trail We will be making this basic knit pattern: -------->> Basic Knit Pattern: MK Stitch: MadJik's Plugin Pack Mock Cable Stitch: OAS Stitch: MJW's Offset Alternating Stripes plugin SW Stitch: My Favorite - The Squirkle Stitch: Red's Plugin Pack Waffle Weave Stitch: Stitches: Bonus Felt Fabric!! Please enjoy and do experiment with more of the 'Distort' plugins. The above are my top choices. ?
  3. 14 points
    This tutorial is available as a PDF. Click here to view or download it Plugins Needed: Outlined/ Gradient Text Outline Object Object Bevel Splinter Texture Shader Align Object Object Align There are other options to using Outlined/ Gradient Text, such as writing your text and then using Outline Object or Drop Shadow. I quite like the 1 less step method Playing with different Object Bevel settings eg. using Double Convex etc gives interesting results
  4. 14 points
    I'd totally forgotten about that old thread. Just looked through it and learned one thing........................ @pyrochild is a GIRL, and a pretty one at that! For some reason I thought Pyro was male I stand corrected it was his long hair that had me fooled - sorry for the faux pas Great idea to revive this thread @BoltBait. BTW - I think I like you better with the slightly grayer hair I decided on an all-dolled-up picture to remit - I'm not always dressed up like this, believe me (Taken on the Queen Mary)
  5. 13 points
    This tutorial is available as a PDF. Click here to view or download it Choosing the background image for a glass effect is an important part of making the effect look ummm effective. You want to make sure that the background adds to the glass effect, but at the same time it shouldn’t overwhelm it or make it less visible or clear. Playing with Texture Smoother/ and or Texture Shader settings, gives interesting results. As does omitting the Splinter stage. Play around, I lost 40 odd hours until I was happy Plugins Needed: Alpha Mask Splinter Texture Smoother Texture Shader The Tutorial Examples Using Splinter x 2 on that step
  6. 13 points
    So many broken photo links (thanks for nothing, photobucket!) in the old thread... time to start a new one. Let's get to know each other. This is the thread to post pictures of yourself. I'll start: Me: Me after getting my hair done: Me with Rick Brewster: Your turn! Show yourself! Link to the Old thread: https://forums.getpaint.net/topic/3940-show-yourself/
  7. 13 points
    Trail Blur is more or less a souped-up Motion Blur. I considered calling it Motion Blur+, but decided not to, since the default settings are quite different. The main extra feature is the ability to cause the blur to fade at the trailing end, giving a direction to the motion. That's something I've sometimes wanted that isn't available with Motion Blur. The other significant additional feature is the option of curved (circular) paths. The plugin: Trail Blur.dll Here is the UI: The description from the Help menu: Trail Blur creates a movement blur similar to the built-in Motion Blur effect, but with a number of additional options. The blur can fade away, and the blur's path can curve. The controls are: Angle: For straight blurs, the direction of motion. For curved blurs, the final direction of the motion. Distance: The length of the blur, in pixels. Curvature: The motion curvature. When 0, the motion is straight. When positive, the motion is clockwise. When negative, the motion is counterclockwise. Shift: The blur's position. When 0, the motion ends at the original position. When 1, the motion begins at the original position. Fade Amount: The maximum amount of fading. When 1, the path nearly disappears at the beginning of the motion. When 0, the blur does not fade. Fade Profile (Linear to Exponential): The profile of the blur fade. When 0, the blur fades linearly. When 1, the blur fades exponentially. Sample Spacing: The distance between blur samples. There are always an integer number of samples over the blur path. When 0, the number of samples equals the blur length, so the samples are one pixel apart. Positive values increase spacing, decreasing the number of samples. This can be used to produce multiple-exposure effects. Negative values decrease spacing, increasing the number of samples. This is sometimes useful for producing smoother blurs. Brightness Enhancement: The amount to increase brightness. In some instances, particularly when used with black backgrounds, increasing the brightness can be used to counteract the decrease in brightness that results from spreading out pixels over long blurs. Opacity Enhancement: The amount to increase opacity. In some instances, particularly when used with transparent backgrounds, increasing the opacity can be used to counteract the decrease in opacity that results from spreading out pixels over long blurs. Clamp to Canvas: The method for treating off-canvas pixels. When unchecked, pixels that are outside the canvas do not affect the blurred image. When checked, outside pixels are included, and are considered to have the color of the border pixels. This option is mostly intended for backgrounds of constant color. Some of the controls, such as the Brightness and Opacity Enhancements may be of delectable usefulness, Though I'd normally have an antialias feature for this type of plugin, it's already slow enough for long blurs on large images, and setting the Sample Spacing control below 1 can often achieve a similar result.
  8. 13 points
  9. 12 points
    Content aware filling replaces the contents of the selection with pixels that are the closest match in the areas outside the selection. This allows parts of an image to be removed and blended with the background. This plugin is based on the GIMP Resynthesizer plugin. Some icons are from or based on those in the Fugue icon set by Yusuke Kamiyamane. Compatibility: 3.5.11 and 4.0.x Menu location: Effects > Selection > Content Aware Fill Download: ContentAwareFill.zip Source Code: https://github.com/0xC0000054/pdn-content-aware-fill
  10. 12 points
    This tutorial is available as a PDF. Click here to view or download it Here's my version of Chrome Text with Reflections. We will be making this: I used a modified version of @dipstick 's emap. I got rid of the transparent edges. Download the emap and save it to your computer. I used Beach Wide font. Download it here. Be sure and install it first before you open PDN. Plugins Used: xod's Align MJW's Texture Object Rounder MJW's Texture Smoother MJW's Texture Shader That's it! Hope you like my Chrome Text with Reflections! EDIT: OBSERVATIONS & COMMENTS I've been playing around with this today. I noticed that my settings are specific to my example above. What I have given you are the plugins needed to create the Chrome Reflection. If you use a different canvas size, a different font or another shape entirely, you will have to make adjustments to the Texture Shader settings highlighted with red boxes to get something that looks 'right'. Here are two more examples: Here are the settings: Another example: And the settings: And @dipstick's environmental map is very good at capturing this. Hope this helps clear things up a bit.
  11. 12 points
    Calendar Creator v1.6 I needed this for work, so I coded it up. And, because I'm so nice I'm sharing it with you. I'm not so nice, however, to entertain requests for format changes to the calendar itself. The drop-down list boxes default to the current month and year. Download Download as part of my plugin pack: https://forums.getpaint.net/topic/113220-b Version 1.6 changes year entry into a slider instead of a drop-down list box. Source Code This is a little too complicated for CodeLab. Visual Studio is required to build this. I whipped this together quickly and never went back to clean it up--you have been warned. If someone wants to compile this for Paint.NET v3.5.11 (won't be easy), I wouldn't mind. Here's the icon: and here's a CodeLab script: Paint.NET v3.5.11 users can download a compiled version here! Enjoy.
  12. 12 points
    Me 2017 in my backyard.
  13. 11 points
    Hey @BoltBait, stick with the gray!? I couldn't find any good pictures so I picked an old one with my daughter.
  14. 10 points
    This tutorial is available as a PDF. Click here to view or download it This tutorial will show the benefits of using Texture Object Rounder and Texture Shader together. They're really not as scary as they seem Individually they're great plugins with pleasing results as stand alones... in conjunction with one another they take it to a whole new level Credit has to go to @MJW for the work and thought that must have gone into these plugins. I just played. PlugIns Needed: Texture Object Rounder Texture Shader Panelling The Tutorial Examples Bulbs made the same way Something totally different Shape 3D .xmls
  15. 10 points
    This tutorial is available as a PDF. Click here to view or download it Plugins Required: Shape3D Drop Shadow For this we’ll be using these two images: Start with a blank canvas 1200x1200 px. With the Wood image right in the center. Use Shape 3D on it with these settings to get the basic wooden shape. Next import the Metal Rings and put them in the center also. Duplicate the Metal Rings layer and put one layer on top of the Wood for the front side and one layer below the Wood for the back side. Next use Shape 3D on the top layer of Metal Rings to get the front side. TIP! The settings are the same as previously used except for the Horizontal Radius. After that use Shape 3D on the bottom layer of Metal Rings to get the back side. It’s not much but it looks odd without the back side. TIP! The settings are the same as previously used except for the Object Rotation on Axis 1 & 2. After that take the Rectangle Select tool and select the bottom half of the top layer Metal Rings. Use Drop Shadow on it with these settings. Next put the Rectangle Select tool around the top half of the same layer. Now use Drop Shadow again at these settings. Now deselect the image and flatten and you’re finished! Not many people will use this tut and there’s not much you can use it for but I thought it was kind of interesting. I discovered it by accident. Thanks to EER for some much needed advice! Wooden Barrel Shape3D settings.zip
  16. 10 points
    This tutorial is available as a PDF. Click here to view or download it This tutorial has been recreated on the basis of a Storm / Vortex Tutorial by @Mayor_McSteeze. Part 1 Let's create an image similar to the one shown below: Step 1. Create a New () canvas with the dimensions you need (I chose 600x600). Set Primary Сolor to White and Secondary to Black. Step 2. Draw a radial gradient ( & ) as shown below (the size can be larger or smaller): Step 3. Apply Curves () adjustment with Luminosity like show below: Step 4. Apply the Sharpen () effect (Effects -> Photo -> Sharpen) with the maximum Amount. Step 5. Run Clouds () effect (Effects -> Render -> Clouds) with a small scale and roughness about 0.55 - 0.7. Set the Blend Mode to Color Burn. We'll get an image like this: Step 6. Duplicate () the current layer. Apply a Zoom Blur () effect (Effects -> Blurs -> Zoom Blur) to the top layer in the center of the vortex with a Zoom Amount of about 80-100. Set the Blend Mode () to Negation for the top layer and merge () down this layer. Step 7. Duplicate () the current layer. On the top layer run Twist () effect (Effects -> Distort -> Twist) with the settings seen below: Set the Blend Mode () to Lighten for the top layer. Step 8. Apply the Twist () effect to the bottom layer by changing the Direction and, if necessary, the Amount. Merge () both layers. Now let's add colors to the image. Step 9. Apply Curves () with the settings as shown below: And we got what we wanted! Play around with the R,G, and B curves to get the color you like. Note: all settings given in this tutorial are very approximate and depend on your preferences. Part 2 Other ways to color the image. Besides using Curves () you can apply other ways of coloring, for example: Color Balance by @BoltBait, or Color Tint by @Ed Harvey, or Gradient Mapping by @pyrochild with, for example, MiguelPereira's Rainbow preset (see Presets for Gradient Mapping), or with your own settings. Similar coloring can be obtained by applying Trippy rainbow effect by @pavlik1307. Another way to color the image is applying Color Dimmer effect by @Xhin. You may be interested in applying another effect by @Xhin - Radial Prism effect. Note: this effect is additional for the already colored image. Once more example of applying gradients is using Multi Color Gradient by @romein. Add a New Layer () to the Black&White image and apply Multi Color Gradient to the top layer. Set the Blend Mode () to Color Burn for the top layer. A similar result can be made with the Gradient Mapping. Add a New Layer () to the Black&White image. Draw a Black&White Linear () Gradient () from the lower left to the upper right. Apply Gradient Mapping with the settings as shown below: You can download this settings from the zip file Gradient for Vortex tut.zip Set the Blend Mode () to Overlay for the top layer. Of course this is not all ways of coloring. Perhaps you will find your original way of coloring and share it with us. Part 3 Applying effects. Now that we've created the image and colored it, let's try to make it more diverse. For example, apply to an image built-in Posterize () effect (Adjustments -> Posterize), or Ink Sketch () effect (Effects -> Artistic -> Ink Sketch), or Bulge () effect (Effects -> Distort -> Bulge). You can also use other paint.net effects like my Reticulation effect (Effects -> Artistic -> Reticulation), or Droste effect by @toe_head2001 (Effects -> Distort -> Droste), and many other effects. Huge opportunities you can get from G'MIC effect by @null54 - it all depends on your world perception and your fantasy. Smudge by @pyrochild is another effect that will add a nice touch to your image. Apply it to the top layer in step 7 (see Part 1) before applying the first Twist effect inside the area shown in red. You will get this result: Try this effect with different brushes and settings. And finally, a little trick. You might want to change the size of the dark spot in the center of the image or the size of the bright white ring around that spot. In Step 3 of Part 1, apply the Curves () adjustment as shown below. Point 1 allows you to change the size of the dark spot (left - increase, right - decrease). Point 2 allows you to change the size of the bright ring around the dark spot. I hope you enjoyed this tutorial.
  17. 10 points
    This tutorial is available as a PDF. Click here to view or download it This is a translation to PDN of This Tutorial... all credit should go to the original author. PlugIns Needed: Alpha Mask Splinter Texture Shader I used Riot Squad font from HERE but any similar fonts will do. The Tutorial: Using a larger font will give the diamond more definition/ clarity. Any ideas to improve the diamond welcomed. Just worked out this is my 30 + tutorial. I think I'd better stop after the next one
  18. 10 points
    I guess I've been hiding long enough ... realised earlier I haven't had a photo taken since before my illness, so this one isn't recent ... just add a few wrinkles ...
  19. 10 points
    The only Plugins required to make this 'Crumpled Paper Texture are already part of Paint.net. The Gradient and the Emboss Tools (I made this after a request was made here for crumpled paper.) Two Examples
  20. 10 points
    Found in Effects > Text Formations The UI: Standard tab Options tab Download
  21. 10 points
  22. 10 points
    This is me - drinking latte
  23. 10 points
    This is my self portrait. I am Anthony Parnell Mauldin A.K.A. "The Original HyReZ" This image was composited with Paint.NET APMauldin.com
  24. 10 points
  25. 10 points
  26. 10 points
    My latest piece using a stained glass shape from my pack and a few of @MJW's plugins. Hope you enjoy it!
  27. 10 points
    These (3) pieces I did late last year. They are the pre-cursors for my 'Porcelain Text' tutorial. Without experimenting with @MJW & @Red ochre's Edgeshader plugin, these wouldn't be made and Porcelain Text wouldn't exist. These were made using some of my shapes from my pack. Many thanks and hope you enjoy!
  28. 9 points
    This tutorial is available as a PDF. Click here to view or download it PlugIns Needed: Halftone G'MIc Optional: GridWarp Font Used HERE Other Other 1 Stitch Pattern Brushes The Tutorial: Optional with GridWarp ... I kept all layers separate and ran it on each layer
  29. 9 points
    Some screenshots if you'd like a preview. Although if you want to see them all you'll have to install (click for full-resolution version if it looks blurry on your screen)
  30. 9 points
    Nice to see faces to posters on here, most not what I would imagine. Not the happiest of bunnies these days, but here is an updated (candid) taken by my eldest girl Svea.
  31. 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.
  32. 9 points
    Turns orthogonal images into isometric spritesheets. As of this release (v1.0) it is limited only to size 128x, 64y tiles. Download: IsometricTiled.zip Source: Pastebin (IsometricTiled.cs) Generic on-use UI ✔️ Render Background, ❌Arrange Tiles by Orthogonal Position Having 'Arrange tiles by orthogonal position' unchecked makes tiles arrange in columns, having it checked however, it tries to keep some semblance of its original position. This makes reassembling the image much easier. ✔️ Render Background, ✔️ Arrange Tiles by Orthogonal Position I made this because I'm working on a project that uses isometric tiles, and this way I can paint trees normally, then slice them into tiles and import them into Tiled for making game maps. Issues There is an issue I've not been able to resolve. If the canvas is not large enough to fit all the tiles they will not be added to the canvas. Furthermore, while this isn't an issue it should be noted that if the background is not transparent, the plugin will recognise the background as a tile and copy it as one. Lastly... This is my first plugin for paint.net, and the first thing I've ever published. It was made just for me, so it's missing a few features that I can live without, like the option to change tile dimensions and the background colour. I'll add the option to change tile dimensions sometime later but for now I really want to get back to working on my project.
  33. 9 points
    This update converts some effects to use the GPU for rendering, resulting in huge performance gains. Copy/Paste can now be performed on selections, Bicubic resampling is now available for the Move Selected Pixels tool, and there are lots of little quality-of-life improvements and general bug fixes. If you’re using the Windows Store release, you should get the update automatically within the next few days. 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. Thanks to @BoltBait and @toe_head2001 for their contributions in this release! Here’s a quick overview of some of the bigger changes: GPU-powered Effects! Some of the effects have been rewritten to use Direct2D's image processing system, and the results are phenomenal for performance. Gaussian Blur is actually fast now and no longer takes ages to complete for large images or radii, and the same goes for both Motion Blur and Radial Blur (although Radial Blur does currently need a pretty powerful GPU). A few other effects were converted for the sake of completeness and for my own learning, and there are two new ones (Morphology and Turbulence). This is where most of my time (the aforementioned "last 7 months") and sweat was spent: getting a GPU-based effect rendering system up and running end-to-end was no small feat! Expect to see more effects converted over to the GPU in subsequent updates as this tech matures. I am also planning to make the GPU available for plugins to use in a future update. Copy/Paste for Selections. You can now copy the active selection to the clipboard, as well as paste from the clipboard to the active selection (all selection combine modes are supported). This copies only the selection, not the pixels that are within the selection. You can then apply the selection to another layer or image, or just save it for later. Because the selection is copied to the clipboard as JSON text, you can use external utilities to maintain them or even do processing on them (you aren't limited to Paint.NET's built-in selection operations, in other words). For example: if you want to save and reuse 5 selections, just open up 5 copies of Notepad and use them as a storage buffer. You can also use Paste Selection when a regular image is on the clipboard: if the image is from Paint.NET, the embedded selection will be used, otherwise the image's size will be converted to a selection (a rectangle anchored to x=0,y=0 with the same width and height as the image). More formal documentation for the data format will be available soon. Bicubic resampling for the Move Selected Pixels tool. This can produce much higher quality results than Bilinear resampling. It is very CPU-intensive, so a fast CPU with 6+ cores is highly recommended if you plan to use it a lot. The default is still Bilinear, so if you'd prefer to always use Bicubic you can change it from Settings -> Tools. New +/- buttons for Tolerance and Hardness. This is a great quality-of-life improvement, especially for the Magic Wand when you're trying to find just the right value for Tolerance. Change log since 4.0.21: Improved: Gaussian Blur, Motion Blur, and Radial Blur now render using the GPU and are significantly faster Changed: The following effects are now rendered using the GPU: Edge Detect, Pixelate, and Relief Changed: The following adjustments are now rendered using the GPU: Black & White, Invert Colors New Effect: Distort -> Morphology (uses the GPU) New Effect: Render -> Turbulence (uses the GPU) New: Bicubic resampling is now supported for the Move Selected Pixels tool. A CPU with 6 or more cores is highly recommended if you want to make it the default mode from within Settings -> Tools. New: Edit -> Copy Selection. This will copy the current selection's geometry to the clipboard as JSON text. New: Edit -> Paste Selection. This will apply the selection from the clipboard to the current selection. All 5 selection combine modes are supported. Changed: The Text tool now uses Points for font size measurement. You can also elect to use the old font size metric, "Fixed (96 DPI)" via the dropdown to the right of the font size. Fixed: The Text tool's recentering algorithm when typing reaches the edge of the viewport should be better New: Added +/- buttons to the Tolerance and Hardness sliders. Changed: Increased max zoom level to 6400% New: The mouse wheel may now be used to scroll a long menu, such as when a lot of effects are installed (thanks @toe_head2001!) Changed: For Windows 7 SP1 users, the Platform Update from 2013 is now required (it contains Direct2D v1.1) Fixed: The "Finish" button wasn't working if it was in an overflow container (thanks @toe_head2001!) Fixed: Opening certain large images and then zooming with the mouse wheel would sometimes result in the scroll position being completely wrong Changed: Hiding a layer no longer auto-selects the nearest visible layer. You can re-enable this in Settings, although this setting may be removed in a future version. New: For the Windows Store release, the paintdotnet: protocol can now be used to launch the app so that you can specify command-line parameters. For example, you can go to Start -> Run and type in paintdotnet:"path to file1.png" path_to_file_2.png then both images will be opened (even if Paint.NET is already open) New: Added Heptagon (7-sided polygon) and Octagon (8-sided polygon) shapes Fixed the high-DPI inset-text scaling for the Shape selector (e.g. Pentagon with an inset "5") New: Palettes are now also loaded from Documents/paint.net App Files/Palettes. This folder name is not localized so that installation scripts may easily make use of it Fixed: View -> Pixel Grid will now correctly adjust to dynamic changes in the theme (light vs. dark) Fixed: The background color for the Tolerance slider has been corrected for non-dark themes Changed: Removed shortcut keys for all built-in Adjustments except for Invert Colors (Ctrl+Shift+I). This is being done to free up shortcut keys for other functionality. New: Added a shortcut key to trigger a full .NET garbage collection: Ctrl+Alt+Shift+` (tick/tilde). This should only ever be needed for troubleshooting purposes. New: Battery Saver Mode in Windows 10 is now respected, whether enabled manually or due to low battery. UI animations will be disabled. New: Long file paths (>MAX_PATH) are now supported on Windows 10, as long as the group policy setting is enabled ("Enable Win32 long paths") New for plugin developers: The IndirectUI Color Wheel control now supports an alpha slider. To use this, set the range (min/max values) of the Int32PropertyControl to [Int32.MinValue, Int32.MaxValue] (thanks @BoltBait!) New for plugin developers: there is a new FileChooser property control type for string properties (thanks @toe_head2001!) New for plugin developers: there is a new BinaryPixelOp.Apply(Surface, Surface, Surface, Rectangle) method overload (thanks @BoltBait!) Changed: The IndirectUI text control now has a vertical scroll bar when multiline mode is enabled (thanks @toe_head2001!) Changed: Visual C++ and OpenMP runtimes are now only loaded from the "app local" copy (never from the system directory). This fixes a number of headaches, and also works around a compatibility issue with the Surface Go Fixed: Crash when drag-and-dropping images onto Paint.NET when a tool was active but with uncommitted changes Fixed a very old and nasty crash, "InvalidOperationException: ScratchSurface already borrowed" Enjoy!
  34. 9 points
    There's a lot to cover here ... and replying to this will, at the very least, help me to organize my thoughts and is a good opportunity to broadcast what I've been thinking and planning for Paint.NET's future. What you've discussed is many years worth of work, by the way. Patience will be needed. And I don't necessarily agree with everything ? The website screams 2007 because I made it in ... 2005 or 2006. I'm not a web developer As @Ego Eram Reputo mentions, there's a new design that is awaiting my attention. It's very high up on the list, and will probably be what I tackle once 4.1.1 is out the door. The Windows Store is also a really great place to get Paint.NET now. There's a 30-day trial and then it's a few dollars, and it's always up-to-date and whatnot. If you want to recommend Paint.NET to a friend, I would like to recommend to you to recommend this approach It used to take an entire week for me to push out an update due to Microsoft's lengthy certification process, but 4.1 was approved in about an hour (which is a really big deal!), which means several weeks per year of wasted time is no longer an issue. Here are some more of my thoughts on Classic vs. Store: https://blog.getpaint.net/2018/01/14/paint-net-4-0-21-is-now-available/#comment-9811 I personally think the UI icons still look quite good and pleasant, and I'm okay with them compared to the amount of effort it takes to update them. Well, maybe the better way to put it is that I'm less worried about the styling and much more worried about the resolution. Thankfully, there is already some preliminary progress being made here thanks to @Zagna: https://forums.getpaint.net/topic/111729-high-res-icons/ . And, since the whole icon set needs to be redone to support higher resolution, the styling may get a ride too, probably to mimic the latest Office style. However, don't load up on the expectation that Paint.NET's icon set is always going to be following the latest fashions. It's just an obscene amount of work, it can only be done so often. There are more updates planned for improving Paint.NET's support for high-DPI. WinForms was finally updated to support multi-monitor mixed-DPI, so I'm hoping to get Paint.NET hooked into that as well. High-DPI is something that I've been chipping away at steadily for the last few years. Just look at the roadmap and search for "DPI". I would not expect a radical departure from the current set of UI components, like you called out on the Colors form. Standard Win32 controls work, and the only reason I'd depart from them is if I were to rewrite everything in a new UI framework. I would not place any bets on that happening. It would be an insane amount of work for a very small subjective gain. Lack of tools, as you put it, will be chipped away at as time goes on. Flip Horizontal/Vertical should be straightforward. Some of the others are available as plugins. You don't define what you mean by "Align" and "Mask" so I can't really comment on them. The plugin system itself needs a lot of upgrades; in 4.1 I unfortunately had to block the Content-Aware Resize and Bulk Updater plugins because of how they forcefully integrate themselves via reflection. I can't really take offense at what they had to do to accomplish their goals; I'd really prefer to make a plugin system that provides them what they need. And, of course, BRUSHES. This should be a rich staple of an app like Paint.NET, and it's not, and it continues to eat at me. The brush system was completely redone for 4.0 but there wasn't much in the way of new functionality for the user (largely because at that point 4.0 was a 5 year project and I was exhausted and needed to ship it). This has been at the top of my list since 4.0's release but I've never had the time to tackle it. More on the time aspect in the next few paragraphs. Suffice to say, things will be coming: more built-in brush types, official custom brush support, pen/stylus and pressure sensitivity support, etc. This is all towards the top of the list. Smoother drawing, of the type you specifically call out, was attempted in 4.0 but only got as far as using the GetMouseMovePointsEx API in order to get a higher sampling rate on the input (which, as it turns out, is buggy since Windows 8, hence the "Fluid mouse input" option for troubleshooting purposes). All of these things have to be prioritized and interleaved along with other work. Crashes and bugs are always a high priority. New functionality has to be weighed with what it adds now, versus what it might complicate further down the road, or if it would be a lot easier once other foundations are in place. Larger work items, like GPU-enabled effects or major upgrades to brushes, can take a few months worth of work. As such, there's only room for a few of those per year. Paint.NET has long suffered from insufficient development resources. As the app has aged, the amount of incomplete modernization work has also piled up. You mention a lot of things that need attention, but you forgot to point out where progress has been made! The Windows Store release was a huge effort, as was the dark theme and other high-DPI work that shipped at the very beginning of this year. There will be continued progress on this front, but don't expect v4.2 to come out and magically fix every last thing. It will tackle some modernization, it will tackle as many bugs and crashes as are needed, it will include some small features, and hopefully 1 or 2 big features. Just like 4.1 did. Also, I think Paint.NET has held up better than most other 14 year old Windows apps that are maintained by small dev shops. I do take this stuff seriously! Lastly, things have improved dramatically on the "time" front this year. I've opened up the private GitHub repo to a few trusted individuals and they have started chipping away at some things (see the change log for 4.1), which is already saving me time and benefitting the user base. I've also been able to allocate much more time to Paint.NET since I left my job* at Facebook in March. This is why 4.1 was able to include the upgrade to Direct2D v1.1 and the GPU effects: there's actually A LOT that changed under the hood, much more than you might think as "just" a user. Not all of that work was specific to enabling GPU effects, but it will pay dividends in other ways in the near term. * yes, this is the first I've publicly mentioned this ... I decided become a "free agent" for now. I'm not working "full time" on Paint.NET, but that's just splitting hairs with the calendar. It is currently the only thing I'm working on, and so it's getting something like 3-5x as much attention as it was before.
  35. 9 points
    I just landed this for the next update:
  36. 9 points
    Hi All, This plugin is an improvement on Jotaf's Grim Color Reaper. I use this plugin a lot but wanted some improvements, suddenly I realized that the since I can code a little and I can use the skill (?) . As, Jotaf has mentioned in his post that it is opensource, so I made one mine on Codelab version 3.3. The enhancement it has that It lets you now to choose color through UI instead of going through selecting primary color. It also has an option for keeping color i.e. while Grim Color Reaper 'kills' a specific color, Kill Color Keeper has an option to preserve specific color while killing every other one. User Interface: UI is similar to Grim reaper. It has options for tolerance and cut off value. But as a significant improvement, that it has Color Wheel inside UI so you can pick up color as desired. Default is still Primary Color. There are two option for Keep color and Kill color. There are two sliders which are dedicated to these two functions. I could have made it work with same slider, but default value for kill Color always turned out to make whole image transparent for Keep Color Option. Also, there was a need of different slider description . So, I made two dedicated sliders for them with their own default value and own description. In version 1.1, there are two sliders: Function Kill Color has only one slider for it while Keep Color has two sliders dedicated to it. 1. Original Image: 2. Kill color white i.e. background. 3. Keep Color Blue i.e. for dresses here. (Please ignore mistakes in UI name & values, this screen print was taken before final DLL was built.) Versions 1.1 In Keep Color Option if the original image pixel were transparent like this Then Keep Color Options would turn transparent pixels in white color (i.e there were given some opacity while running effect). So new version checks that if Alpha is less than given threshold values. I used first sliders to ignore less opaque pixels. UI is changed, now both sliders will active for Keep Color and only first slider is active for Kill Color. Versions 1.2 Updated UI to select Color. Source Code: Kill Color Keeper.cs I personally call it 'Color keeper' but didn't wanted to leave word 'Kill', I choose one between these two candidates: "Keep Color Killer" and "Kill Color Keeper". I hope you all will find it useful. Download here: Download
  37. 9 points
  38. 9 points
    I hope a Sand Castle counts? (With my nephew in the Seychelles)
  39. 9 points
    Some time ago I used Paint.net to make a paper pyramid. The angles gave me a headache.
  40. 9 points
    I've been doing some modelling. No, no. making models, not catwalks (although I think I'm good looking enough to make millions ?) Here's the first one I've finished. It stands about 200mm tall (28mm scale for all you RPG geeks out there). It is entirely constructed out of little plaster bricks I make from molds purchased from Hirst Arts. The painting is my own. Yes I've improved since then. A few more photos can be found here: https://postimg.cc/gallery/hlhn5gx0/
  41. 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
  42. 9 points
    Fractal fern leaf What's this? This effect uses a fractal formula to draw a leaf of fern. Download it! Plugin FractalFern.dll Here is the DLL http://jcljay.free.fr/pdn/FractalFern.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 Render. Cycles (high values take time) Number of cycles to draw a fern. A random factor is used in the formula. Each calculation gives a different fern. Curvature Curvature factor of the fern. Zero for a straight stem. Population The bigger the population, the thicker the fern and vice versa. Left/Right Leaflet Adjust the left or right part of the foliage. Left/Right Leaflet Adjust the left or right part of the foliage. Length of the stem You could sometime need to change this value to make the stem continuous depending on the other parameters. Adjust Height Increase/Decrease the height of the fern. Dispersion Adjust the distance between dots. Size of the dot The dot is make with a surface, an outlining border (line) and a black shadow. You could change the size with this slider. Transparency Line/Surface/Shadow Adapt the transparencies of the elements of the dots to obtain relief, blending of the colors, etc. Set the value to zero to disactivate an element. Use palette of colors By default, the fern is drawn with green colors and brown for the sten. When checked, each dot use a color from the active palette. Square dot By default, a dot is a circle. You could choose to draw squares instead. AntiAlias Check this to use better quality. Switch left-right leaves If you need the first leaf to be on the left side then check this box. Examples Voilà! Enjoy!
  43. 9 points
    I just don't want people getting fed up and thinking, "oh no, not another one" I love your rendition of this one. You've really made the texture glow and sing Thanks for the rep, and @MJW @xod and @ReMake. A small bit of appreciation make the 10 hours of so, experimenting and writing it worth while This could be the next one if enough people are interested ? 40 odd hours to get to thinking I've maybe, possibly cracked glass ? Impossible without @MJW's plugins and pointers along the way
  44. 9 points
    Something a little different for a change. It's all made in Paint.net and was 145 layers. I was glad finally to flatten it .
  45. 9 points
  46. 9 points
    I've released version 2.2.0, which has a new mapping mode called Reflection Map (Equirectangular). It should be useful for producing such things as chrome text. (Reflection mapping is also referred to as "environment mapping.") It's a feature I've intended to add for a long time, and finally gotten around to. Though it doesn't replace the other reflection mapping modes, it's probably the most generally useful. Equirectangular images are 360° spherical images that represent the image in equally-spaced latitude-longitude format. There are many available on the Internet, including those on the Equirectangular Flickr group. Some things to note (which I'll add to as I think of them): - Though image scaling is supported, values other than the default value of 1 may not produce useful results. - Likewise, though the normal Image mode is Clipboard, the other modes are supported, and may sometimes be useful when the image scale factor is less than 1. - Although equirectangular projections are normally twice as wide as they are tall, all aspect ratios are treated as full sphere maps. - The offset controls are used to rotate the image sphere about the X and Y axes, while the Rotation control rotates it about the Z axis. The Z rotation is applied last, so it will rotate the sphere that has been rotated about Y and tilted about X. - Standard reflection mapping considers the sphere to be at infinity, so that for a directional eye vector, only the surface normal matters, not the position of the point. The Reflection Map (Equirectangular) mapping mode allows the sphere radius to be changed, so the reflection varies, even for a flat surface. A Mapping Displacement of 0 specifies an infinite sphere. Increasing the displacement decreases the sphere size. If the sphere is so small that the height-map points are outside the sphere, they will be transparent. The value at which this occurs depends on the canvas size (for obvious reasons). - Standard equirectangular projections have the following characteristics: They're twice as wide as they are high, since the width represents 360° and the height represents 180°; the top row of pixels and the bottom row of pixels are constant, since the top row represents the sphere's topmost point, and the bottom row represents the sphere's bottommost point; the left edge (nearly) matches the right edge, since the image wraps around. - For many situations, images that are not actual equirectangular projections will produce useful results. However, using, for instance, an image that doesn't match at the left and right edge may limit the positions that the sphere can be rotated to without the seam becoming visible. - Often, it's more effective to use mostly ambient lighting, by using a high value of ambient light, and by ether reducing the directional light intensity, or increasing the specularity so that that the directional light mostly contributes highlights. - I chose to use equirectangular projections because they're widely available, quite intuitive, and make reasonably efficient use of the image space.
  47. 8 points
    @null54! Thank you so much. I have changed the settings for all images. I hope you like it too. *Testing>Artistic>Samj Impressions>Rice *Testing>Photo Comix>Graphic Novel>Old *Testing>Corvo>Corvo's Painting 5 *Testing>Artistic>Dreamy Watercolour
  48. 8 points
  49. 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!
  50. 8 points
    Signature stamp What's this? This is a fast way to add a signature stamp to your art. To make it even faster I provide you the source for CodeLab so you could personalize your signature and compile your own plugin with it. Doing this, adding your favorite signature to your art will be as short as Menu Effect/Signature/Ok. Done! This plugin was made using CodeLab v3.3. Download it! No dll, you’ll have to use CodeLab to create your own. Here is the Signature kit zip file http://jcljay.free.fr/pdn/Signature.zip It contains: - Signature.cs: source code for CodeLab (need personalization the first time). - Signature.png: image/icon. - Frame.png: frame sample you could use as a base (add your text inside). - Signature.dll: yes you could have a built version… - Install_Signature.bat: Run this program to install Signature.dll (paint.net must be closed). The MadJik's All plugins package is available! http://forums.getpaint.net/index.php?showtopic=7186 How to install Unzip the Signature kit file Install Signature.dll using Install_Signature.bat To personalize your signature Open Paint.net and play with the plugin to find the Signature you want When it’s good, make a note of the settings you used (or screenshot). Open CodeLab Open Signature.cs -line 10: Amount1, replace false by true -line 24: if your Signature is a picture, Amount15, replace false by true -line 41 to 52: Put here ONLY the settings (from your note or screenshot) you want to be fix. Be sure these settings are locked by Amount1 in the lines 11-24 To use a picture, save it using an easy path (e:\pdnsig\sig18-02.png) NB: In the source you must type double slashes \\ in the text path Amount2. (like line 54) or use @ like: Amount2 = @"e:\pdn\sig02-2018.png"; (Amount6 and Amount7 in the source are unlocked, Amount2 is locked, once built and “Personal signature” checked you could change the position and the margin, but you can’t change the text). Build the dll, close paint.net Run Install_Signature.bat from your desktop (must be success!) For Microsoft Store version of Paint.net You can’t use the Install_Signature.bat. (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, no submenu to save a click. NB: depending how deep you changed the source the interface could be different. Personal signature When checked, the settings hardcoded will override the interface. Uncheck to be able to fully use the interface. NB: By default, the signature text is empty and the font is set to the first of the list. Signature text Your text here… It could also be a valid path to an image. Check last checkbox in this case. NB: only one slash when you use the interface. Size (10=100% for image) Size of the font to use. Effect Zoom/Reduce on the image sig, 10=100%, 5=1/2 size, 20=2x size. Font Select the font name you want. You could use the cursor arrows up/down to see other fonts. NB: By default, the font is the first name of the list. It depends the fonts installed on your system. Margin Set the distance of the signature (text or image) to the border of the canvas. NB: Negative value could be used for some fonts that have their own margin you want to reduce. Position Choose the position of the signature (text or image). AntiAlias As it says… No effect on the image sig. Draw with secondary color Choose to use the secondary color for -outline, -trail, -empty rectangle -filled rectangle. No effect on the image sig. Fore color / Back color / transparency Initialized with the primary and secondary colors. You could change the colors and transparency using the interface. It could be necessary depending your picture (too bright or too dark). No effect on the image sig. Swap colors Swap the two colors when checked. No effect on the image sig. Text is a valid path to an image.png Check this box to say the text is a path to the image you want to use as signature. The Examples: Voilà! Enjoy! Let me see what you could do with it! Need help with the source? If you want some help with your version of the source code, please ask your question in this thread and include your code in your post. Edit: Save your work as pdn file with a specific layer for the signature if you want to change it later... Edit2 (new version 2018-02-12): New version: - Some more comments inside the code for better understanding (IMO). - Slider Size works with images (10=100% no resize, 20=resize 2x, 5=reduce 50%) (thanks @BoltBait for the idea and the routine) - Drop down lists with numbers (easier to write the code) - Secondary color choice could draw a rectangle (text only) - Catch error to avoid crash if the image can't be found. Known (Codelab?) issues: -Text in the RegionUI is destroied when you use the UI editor and when you build the DLL. -Trailing spaces are trunked (if you want to enlarge the rectangle, it is possible to use Alt+0160 instead space) -Font name is useless as a preliminary choice, the first name of the list of font is always shawn when you run the effect. -Some font families make the calculation of the text size wrong (position of the rectangle or margin could look unexpected).