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Showing content with the highest reputation since 03/09/2018 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
    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)
  4. 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/
  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
    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.
  7. 13 points
  8. 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.
  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
    Me 2017 in my backyard.
  11. 11 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 ...
  12. 11 points
    Hey @BoltBait, stick with the gray!? I couldn't find any good pictures so I picked an old one with my daughter.
  13. 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
  14. 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
  15. 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.
  16. 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
  17. 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
  18. 10 points
    Found in Effects > Text Formations The UI: Standard tab Options tab Download
  19. 10 points
  20. 10 points
    This is me - drinking latte
  21. 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
  22. 10 points
  23. 10 points
  24. 9 points
    This tutorial is available as a PDF. Click here to view or download it In perusing the text effects I realized we didn't have any plastic-looking text, so I made one. We will be making this: Plugins required: Align Object Inner Shadow Selection Edge Expander AA's Assistant EdgeShaderMJW Contour BlurBlend Here's another example: This is Alba 288 Bold. I had to adjust the settings, but it's perfectly doable. I duplicated the text layer again and ran Pyro's Trail on the bottom layer, set the top layer to Multiply 130 and ran BoltBait's Feather on each layer. Here are some additional steps to achieve what I call 'The Fluffy Sticker' effect. Use this on text where you have applied Pyro's Trail plugin on the bottom layer. Start with your layered PDN file or do the tutorial from the beginning. Here are some examples: There are probably lots of ways to apply a colored plastic coating to the letters. This one turns out the best, I think. Experiment! Added note: On the above screenshots showing Gradient Galore plugin I made a notation in red. The reason is I was avoiding the dark green and black color you get if your size is set at default or higher. Just didn't look right. I hope you enjoy this tutorial! 😃
  25. 9 points
    This tutorial is available as a PDF. Click here to view or download it This is an adaptation of the PS tutorial Create a Plasticine Text Effect in Adobe Photoshop. The result of this tutorial is shown below. Plugins required: TG Angle Align Object by @moc426 or Align Object by @xod AA's Asistant Cell Texture Emboss+ Neon Edges Bevel Object Font required: Insaniburger Create a New Image () 600x450 px. Set the Primary Color to 333F44 and fill () the image. Add a New layer () and run the Clouds () effect (Effects -> Render -> Clouds) with Scale 40 and Roughness 0,25: Apply the TG Angle effect (Effects -> Stylize -> TGAngle) with the settings as shown below: Set () the Layer Blending Mode to Overlay and set the Opacity to 15. Merge () both layers. We got a Board for modeling clay plasticine. Turn off the visibility of the layer. Add a New Layer (). Set Primary color to 65A033 and type () your text in Insaniburger font with size 108 and Bold () style. Place the text in the center using the Align Object effect (Effects -> Align Object or Effects -> Object -> Align Object). Run the Ripple effect (Effects -> Distort -> Ripple) with the settings as shown below: and we get this image: Duplicate () Layer 2 and select the text with the Magic Wand () tool and Global () Flood Mode. Apply the Cell Texture effect (Effects -> Render -> Cell Texture) to the top layer with the settings below: then apply the Emboss+ effect (Effects -> Stylize -> Emboss+) with Angle 0 and Height 2: and use Auto-Level () adjustment (Adjustments -> Auto-Level). Set () the Layer Blending Mode to Glow and set the Opacity to 128. Deselect () and apply AA's Assistant effect (Effects -> Object -> AA's Assistant) with default settings, repeat if necessary (Ctrl+F). Merge () both Layer 2. Duplicate () Layer 2 and make it Black and White (Ctrl+Shift+G). Apply AA's Assistant effect with default settings, repeat if necessary (Ctrl+F). Select the text with the Magic Wand () tool and run Neon Edges effect (Effects -> Ctylize -> Neon Edges) with Thickness 14 and Glow Intencity 50: Select the dark text with a Magic Wand () tool (Tolerance: 25-35%). Edit the selection if the contours of the letters are touching. Set the Primary color to A54F38 and fill () the text in the top Layer 2. Invert selection (Ctrl+I) and cut (Ctrl+X) the selected part of the image. Duplicate () top Layer 2 and select the text with the Magic Wand (). Apply the Cell Texture effect with Sell size 30 and Foreground color R=105, G=40, B= 25. Apply the Emboss+ effect with Angle 0 and Height 1. Set () the Layer Blend mode to Glow. Merge () the top two Layers 2. Apply the Bevel Object effect (Effects -> Object -> Bevel Object) with Depth 2: Deselect () and apply AA's Assistant effect. Repeat (Ctrl+F) AA's Assistant effect if necessary. Go to the bottom Layer 2 and apply the Bevel Object effect with Depth 3. (Apply AA's Assistant effect if necessary.) Turn on the Background layer and merge () all layers. And we are done. Of course our result is different from the result of PS tutorial, but I did not set myself the task to achieve full compliance. In my opinion, the last image looks more realistic.
  26. 9 points
    What We Need...What The World Needs This came about when I was trying to apply my 'Plasticized Text' technique to a shape. I used one of my generic flower shapes and after much 'tweaking' it kind of morphed into this: The background is my own creation through many PDN plugins. I hope you enjoy 'what we need...'
  27. 9 points
    Here are some new offerings. Gmic and PDN magic. Hope you enjoy! Three Tigers Witchcraft Kitty
  28. 9 points
    Happy Easter to Everyone! Playing with GMIC: A little @ReMake's new PS Emboss+ and TGA:
  29. 9 points
    'Text Distortion' plugin can be found in Effects > Text Formations. https://www.mediafire.com/file/ve421lfuaqol1mx/TextDistortion.zip/file
  30. 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
  31. 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)
  32. 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.
  33. 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.
  34. 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.
  35. 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!
  36. 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.
  37. 9 points
    I just landed this for the next update:
  38. 9 points
  39. 9 points
    I hope a Sand Castle counts? (With my nephew in the Seychelles)
  40. 9 points
    Some time ago I used Paint.net to make a paper pyramid. The angles gave me a headache.
  41. 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/
  42. 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
  43. 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!
  44. 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
  45. 8 points
    This effect is based on the PS Emboss effect by @Cookies and is an improved version of it. You can find it in Effects -> Stylize -> Emboss+ Emboss+.zip For comparison, I used a smaller copy of the image from the original post by @Cookies: PS Emboss result with default settings: Photoshop's Emboss result with the same settings as the PS Emboss: Emboss+ result with the same settings as the PS Emboss: A few more images to compare with the following settings: Angle - 135, Height - 10, Amount - 110. Original image: PS Emboss: Photoshop's Emboss: Emboss+: In my opinion, the result of Emboss+ is closer to the Photoshop Emboss result.
  46. 8 points
    How wonderful to get home after 5 days in hospital and see this thread with all of your kind messages - thank you all so much. You really warmed up my heart - my lovely PDN friends I have been having treatments to boost the immune system of my bladder, post cancer removal, called BCG and the last 2 just went straight into my blood stream and I got Sepsis 🤢 This 2nd one was a real doozie, with 3 days and nights of rigors, vomiting, temperature spikes and killer headaches. I also got fluid on the lung, which fortunately didn't end up in pneumonia and luckily none of my organs stopped working, which is a risk with Sepsis. Now to recoup and get stronger. I am still a bit brain dead, but think I can manage the task of doing the Lava Lamp Poll on Saturday I know who to call if I need help 😉 Again, thank you everyone for your thoughts and thank you to @Woodsy for posing this.
  47. 8 points
  48. 8 points
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  50. 8 points
    Fractal Curly Tree What's this? This effect uses a fractal algorithm to draw a curly tree. based on source code available at http://csharphelper.com/blog/2016/02/draw-a-curly-tree-fractal-using-less-memory-in-c/ Download it! Plugin FractalTree.dll Here is the DLL http://jcljay.free.fr/pdn/FractalTree.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 How does it work? The effect first calculates the size of the tree and then defines a ratio to make it fit in the selection. This is why the result is always inside. The User interface This plugin is added to the menu Effects, submenu Render. Level (higher = slower) Number of levels to draw a tree. High level give more details but could take more time and CPU. Start angle Rotation adjustment of the tree. Default is vertical for the first segment.. Link angles (B = -A) Check it for a symmetric tree, angle of left branches is negative angle of the right branches. Angle A/B Two angles adjustments for two branches at each new level. Link length (B = A) Check it for equal lengths between left and right branches. Length A/B (higher = slower) Two lengths adjustments for two branches at each new level. Start Thickness Adjust the thickness of the first segment. The thickness is reducing at each new level and it is adjusted by the ratio of the tree vs the canvas. Margin Add a margin around the tree from point to point. It doesn’t use the thickness in care to calculate the margin. Transparency Adapt the transparencies of the elements of the segments, Invert horizontal/vertical Check boxes to mirror the tree horizontally or vertically. End caps style Select the ends cap style of the lines. Use full area (no aspect ratio) The tree is placed depending on its dimensions compared with the size of canvas but keep a ratio for the aspect. Check to fill the maximum area without the aspect ratio. Use palette of colors By default, the tree use the color wheel (primary color). When checked, each segment use a color from the active palette. Color If “Use palette of colors” is unchecked, you could choose another color to draw the tree. Add shadow Check this to draw a dark segment before the color segment making a small relief shadow on the tree. Examples and with more work: Voilà! Enjoy!