IceCave
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Posts posted by IceCave
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So it takes the destination color in order to decide between Screen and Overlay and not the source color. Interesting.
Thank you very much. Very helpful.
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I am trying to wrap my head around it, but I can't find a function that blends these colors
(122, 141, 153)
and
(0, 0, 0)
into this one
(0, 27, 51)
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Hi,
when saving your images as .dds files you have different options to pre-create mipmaps.
What offers the best quality?
- Fant (What is "Fant"? - Fantastic? ^^)
- Supersampling
- Bilinear
- Bicubic
- Nearest
(I am using the German version. This is a rough translation - names might be different.)
Thank you very much
Icec
PS: The FAQ is a little bit outdated
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The more I am thinking about it the more it makes sense. I now also noticed that the standard transparency color is white. That would cause a mess and is totally useless for many users
The alpha mask plugin works more or less like expected. The alpha values are not exactly correct (1, 3, 6 instead of 1, 2, 3 i.e.), however they are located in the right position.
I guess you will see me in the plugin section in a few days, again. Adding a new skinning mode.
Thank you very much for your help
- Icca
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Hi,
I am using paint.net for a game project I am recently working on. For my textures I need
- a "light map/texture" (which stores only rgb values and alpha is zero)
- and a camouflage map (which stores only alpha values but rgb is zero)
Now I wanted to combine both layers to one layer. Sadly paint.net seems to ignore pixels with an alpha value of zero no matter which option I choose.
Little example, we have a 1x1 image. So one pixel.
> Layer 1: r = 1, g = 1, b = 1, a = 0
> Layer 2: r = 0, g = 0, b = 0, a = 1
When combining both layers (no matter what blending option used) the result is:
r = 0, g = 0, b = 0, a = 1 (Pixel from layer 2)
However, the result should be
r = 1, g = 1, b = 1, a = 1
How can I avoid that? I want both layers to be added together and alpha zero values not to be ignored. Is this a bug of the additive mode?
I need this because the alpha values are representing channels to indicate the graphics card which color to set for this pixel from 1 to 255 different colors. While the r, g, b colors are modifing those colors represented by the alpha values.
Thank you very much,
Icca
How is the "Overlay" Blend Function working (Algorithm)?
in Paint.NET Discussion and Questions
Posted · Edited by IceCave
Well, yeah, true... anyone finding this topic over Google:
rhs is the pixel color of the top layer (the one set to overlay)
lhs is the blend color of the bottom layers
I was referring to the documentation, I haven't actually checked
https://www.getpaint.net/doc/latest/BlendModes.html#16