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Showing content with the highest reputation since 08/07/2018 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. 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
  4. 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
  5. 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.
  6. 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 ...
  7. 10 points
    Found in Effects > Text Formations The UI: Standard tab Options tab Download
  8. 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
  9. 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)
  10. 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.
  11. 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.
  12. 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.
  13. 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!
  14. 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.
  15. 9 points
    I just landed this for the next update:
  16. 8 points
    'Text Distortion' plugin can be found in Effects > Text Formations. https://www.mediafire.com/file/ve421lfuaqol1mx/TextDistortion.zip/file
  17. 8 points
    This plugin is the result of discussion. You can find it: Effects -> Tools -> Center Lines CenterLines.zip This plugin allows you to draw centerlines on the added layer in the center of the canvas or in the center of the selected area. You can also change the center of centerlines relative to the canvas or relative to the selected area. The Color's drop-down list allows you to select a line color: Primary, or Secondary, or Custom.
  18. 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
  19. 8 points
    This tutorial is available as a PDF. Click here to view or download it Plugins Needed: Diagonal Lines The Tutorial Tutorial to put a seam in denim Opacity settings can be played with for lighter/ darker textures PlugIns Needed: AA's Assistant Wobble
  20. 8 points
    @Pixey ... many thanks ... nope not me. As you've seen I'm not that blessed 😉 The only part that's me is the backgounds, the faces are an amalgamation of 2 faces I found on the 'net. I view life as a journey now, twists and turns, ups and downs, but what matters is enjoying it @lynxster4 ... many thanks. I'll have to give Black Mirror a watch, might not be one for my wife ... she doesn't like creepy (dunno what she's doing with me 🤣) My consultants had a discussion about my long term care plan. Give up alcohol ✔️ Give up smoking ✔️Give up red meat ✔️ ... now it's caffeine, cheese and butter on the veto list. Live longer and be bored as hell 😀 @Seerose ... @Drydareelin ... @Maximilian ... @Rickhum ... many thanks guys. I'm happy the sense/ feeling I was trying to convey came across. Always appreciated. (rep points when I've more) ---------------------------------------------------------------------------- Princess is my attempt at This Tutorial ... it was actually harder than I thought it would be. Not happy with the mouth or eyes ... but by messing i was making it worse not better. It's an image of My daughter super imposed. Sort of worked . I'm going to try another attempt with my son
  21. 8 points
    ... I think it's because you've got to think a bit more ? Thanks a lot mate - they were a bit of trial and tribulation @Rickhum ... thanks a lot blue ... particularly happy with the 2nd one. Hopefully you'll find the tuts easy ... @ScrapbookWithPDN ... 25% a graphic artist ... or at least 25% of my annual income is made up of works I sell ... Thanks. glad you enjoyed my works @Seerose @Pixey @lynxster4... many thanks ladies. For the comments and your unwavering supports for my work over all this time @Maximilian ... many thanks mate. They were enjoyable to make and a test because beauty is always in the eye of the beholder also thanks to @MJW for the rep point I was asked to make a tut' but honestly it would be far too long winded, and it's best to follow the original and just play with blend modes and alpha masking ------------------------------------------------------------------------------------------------------------- It's been nearly 3 months since creating anything meaningful ... Now the body isn't behaving as it should and not being as mobile/dexterous as I was; the thought of being able to fuse with computers is becoming more appealing ... Transhumanism
  22. 8 points
    *The pictures are photographed by myself. *100% Pdn
  23. 8 points
    Thank you very much @ScrapbookWithPDN 🎅 I was in the mood for jewelry, as it's that time of the year for presents
  24. 8 points
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  26. 8 points
    If you have lots of plugins, this is your update Startup performance will be significantly better -- you may not even notice that plugins are loading anymore.
  27. 8 points
    If someone says you can't do professional work in PDN, this here is my permission for you to point at them and laugh. The wallpaper is PDN with a couple of stickers I found online. The photo frame is PDN. The mockup is constructed in PDN from stock images. I just started a Spoonflower shop (made entirely in PDN!), so I am putting together some ads.
  28. 8 points
    Thank you so much: @pyrochild! @ReMake! @Ed Harvey! @Red ochre! @TechnoRobbo! @MadJik! @AhmedElyamani! @sradforth! @DataDink! @Xhin and "Relief" plugin writer.
  29. 8 points
  30. 8 points
    Another piece. I call it 'Dancing Planets'. I hope you enjoy it.
  31. 7 points
    This tutorial is available as a PDF. Click here to view or download the PDF Here is an alternate way to create a realistic leather texture. Adapted from one of the many PS tutorials out there. We will be making the 'base' texture and adding color to it. Plugins needed: NomBot's Tesserae Built-in Clouds plugin Red's Gradients Galore Null54's G'mic-Qt An example I quickly made to demonstrate the texture: Enjoy this alternate way of making leather textures!
  32. 7 points
    @JulioCoolio ... many thanks. I'm glad you enjoy a look at my work ... it's not to everyone's taste so I'm happy to please 😁 ------------------------------------------------------------------------------------------ Something a bit different. PDN meets Incendia in more bouts of 'thinking and living'. Stem Cell
  33. 7 points
    @Maximilian ... yep. Too silvery maybe. I should have stuck with the more tarnished look I had going on. Oh well @Woodsy ... there's a pawn missing. Thanks. All the knight is pretty 'naff. I can play play, that's about it. @Ego Eram Reputo is the grand master of the forum ... @lynxster4 ... I'll knock something up. You've gotten me into sewing 😉 I thought that was over after mailbags and 8 stitches to an inch ... I'm currently working on a Shape3D tut to show the basics to get all kinds of objects then I'll post all my fabric textures ----------------------------------------------- Trying out the website @dipstick linked to https://www.remove.bg/ A bit of a double whammy health wise this week and Evil Amongst Us was born. No great artistic shakes but sometimes it's good to do something mindless. That said a bit of a paradox, as I also think too much ...
  34. 7 points
    This tutorial is available as a PDF. Click here to view or download it Wood 101 - A thread to showcase textures and items associated with wood If I've missed a tutorial or something made of wood please let me know and I'll add it. (I used an image size of 200x150px as a sample for the tutorial) (click the sample to go directly to the tutorial) Wood Texture with Realistic Grain - Amendment 1 by Welshblue Creating Wood by deedeec102 Hardwood Flooring [Rewritten] by jerkfight Quick Step Wood by Welshblue Quick Chiselled Wooden Text by Welshblue S3D#3:Use Cylinder to do Tree/Wood/Stems by Ash Textured Wood by Welshblue How to make semi-realistic pixel art style trees! by BlastWave Wooden Barrel by Woodsy New and improved wooden crate basics by Welshblue Water (and Wood/Timber and Hair) tutorial by bEPIK Make a Cue Stick by tourist Picture frame by xod Palm Leaf -- Basic Beginners by Oma How to draw top-down swamp tree by Sunmaggot Distant Tree Line by W@@dy
  35. 7 points
  36. 7 points
  37. 7 points
    Posting the bigger version here. When I resized it for the comp entry, it lost a lot of clarity and detail. I tried a new technique on the 'outline' lines. Many thanks to @TrevorOutlaw for his Blur Blend plugin. I thought it came out nice. Please enjoy!
  38. 7 points
    Many thanks @Drydareelin As this came together when I was playing with Plugins - Oma came to my mind
  39. 7 points
    Nice result @Seerose 😀 Thanks @lynxster4 ... thanks. I needed a denim texture for a text tut' I'm working on ... I've never missed a stroke path in PDN until I started stitching lettering. Soul destroying Will have to have a think before posting it Thanks to those using a rep' point on it
  40. 7 points
    Wow, updating the icons takes a lot of time! Even with the Axialis icons to work with, there's a lot of pixel nudging and squinting to make sure things look just right, especially at 96 DPI. The good thing is I can easily change my scripts to render the SVGs at whatever DPI is needed to ensure most people get a crisp UI. Right now I'm only generating the PNGs for 96 and 192 DPI, but I'll probably add 144 DPI as well, and even 288 (which is 300% scaling). The big areas to finish up are the status bar, all tools, and all effects/adjustments. Whew! (Also, these aren't necessarily final -- all sorts of things could be changed before I ship this.)
  41. 7 points
  42. 7 points
    @High Resolution! Thank you so much. I don't want to stop.
  43. 7 points
    'Text Distortion' plugin can be found in Effects -> Text Formations submenu. https://www.mediafire.com/file/ve421lfuaqol1mx/TextDistortion.zip/file
  44. 7 points
    I made a leather dice bag to hold all my die. It has this neat leather thong which secures the opening flap and also creates the teardrop shape when closed. Holds dozens of die. I found the coffee colored d6 cheap on Aliexpress - they are my current favorite.
  45. 7 points
    The Eruption of Olympus Mons ( the volcano, on Mars, 25 km high, the biggest in the solar system) in 5.273645 BC; taken by Ned Kelly when he strayed into a rift in the space time continuum on his now legendary return journey from Merica in 1878 when he received the Recycled Technology award for his Personal Protective Equipment.
  46. 7 points
    I've been unavoidably down and out for awhile but tried to keep active as possible. Yes, another building!
  47. 7 points
    Thank you @Seerose ... it didn't take so long, a lot of copying layers and re-using them. About 10 hours over the space of a week. Not so much a Master but lucky things work out ? ----------------------------------------------------------------------------------- I got the inspiration for this from tidying out a cupboard in my son's room and came across a load of old video games and the first Xbox and had a bit of a blast on Halo. Apologies to any Halo purists it's not 100% correct but I made a few changes due to ... my limitations and messing up Artistic licence ... I worked from This Sketch and looked at a few things online. Approximately 30 hours, 8 files and about 350 layers all in. Plugins used ... Texture Object Rounder, Diagonal Lines, Transparency, Bevel Selection, Planetoid. The rest is Gradients/ and or line tool, with Gaussian Blur and Motion Blur. Not entirely happy with it but fed up now - it's doing my head in ... I've over-worked it Example of what using Object Rounder will do
  48. 7 points
    This tutorial is available as a PDF. Click here to view or download it This technique allows you to make a base that will take a texture you make or import. PlugIns Needed: Cell Texture Splinter Texture Shader Examples: The Tutorial: *** Playing with the Cell size in Cell Texture gives differing results *** Here I increased the cell size
  49. 7 points
    G'day all. Here is a gif I knocked up from one of my current animation projects. It's 62 frames of about 10 layers, the foam and the brain are rips but all the rest is me & Pdn. I used Photoscape to compile the gif. I can tell you it's a Stirling Industrial Brain Conditioning Unit or I can tell you the truth; which is that I would not have a kerlew and your guess is as good as mine. But.....it was a good deal of fun ? Love you big time all things Pdn. & tuvm.
  50. 7 points