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Rick Brewster

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Everything posted by Rick Brewster

  1. Also some screenshots showing the problem would help. We are flying blind without any of the information that’s been requested. We are unfortunately not psychic.
  2. Yes, we need the diagnostics information which has been requested from you multiple times in this thread. If you won’t provide it then we will have to lock this thread.
  3. Sorry, not possible. Someone might know of a plugin that can achieve something similar though.
  4. Alright, I've filed a bug for it, I'll have to allocate some time to investigate it deeper and figure out all the corner cases. I will likely look into this for the v5.1 release.
  5. I don't think steps 2-3 are necessary. Also, it's not the case that this happens when clicking anywhere in the Colors window. Specifically it will happen if you click on the title bar, and in many other locations. But if you click on, say, the color wheel -- no problems.
  6. Works fine here, must be something specific to your system. I have never heard of this functionality. Likely this was maintained by some other program you forgot you had installed.
  7. The file is locked by another program. This isn't Paint.NET's fault -- something else on your PC is preventing Paint.NET from accessing that file.
  8. Is anything else crashing too? (like other apps) Could be memory failure, or overclocking, or something like that. You can also try disabling plugins with the /disablePlugins command-line argument. If the crashes go away then one of your plugins is at fault.
  9. There are two likely causes for this: Paint.NET is saving with compression enabled, but the other app isn't Paint.NET is loading a high-bit-depth image (e.g. 64-bit BGRA), converting it to 32-bit BGRA in the process, and is losing precision even if you can't visually discern the difference. I'd be wary of 2 -- you will want to check the bit-depth of the image before opening in PDN. For example, I have a 64-bit TIFF in my test images folder, when you inspect its properties it says it's 64-bit:
  10. This error indicates that WIC is unable to identify the type of the file (JPEG, TIFF, etc.) from its contents. It does not use the file extension for determining the image type. So it is definitely not a TIFF, at least not by WIC's understanding of them, even if it has a file extension of .tif / .tiff.
  11. Yes, that should solve it. However, do note that it will make all of Paint.NET blurrier since it's now rendering the whole UI at a lower internal resolution. But at least you've got the choice.
  12. pyrochild’s plugins with custom UI, like that one, do not work correctly in what we used to refer to as “high DPI” (any scaling other than 1.0x which is 96 DPI). He hasn’t shown interest in updating his plug-ins, or responding to any inquiries of any kind, so I would not expect a fix.
  13. I have no idea what "EPSG:3123" or "WGS84" are. It would help if you would provide one of the files that does not open.
  14. If you suspect Discord and Synapse (which I'm not familiar with), then you should shut them down and try again.
  15. *bump* so this appears at the top instead of the smileys post
  16. This is a GPU effect plugin I've been tinkering with for the last year or so. It's based on the P² Quantile Estimator algorithm as described in these 4 blogs posts: Part 1 Part 2 Part 3 Part 4 This effect will show up in Effects -> Artistic -> Median Sketch. I'm planning to include this in Paint.NET v5.1 once it is released, but for now you can enjoy it as a plugin! Download: MedianSketch.zip Source Code is also available. My initial goal was to port Effects -> Noise -> Median to the GPU, as @BoltBait wanted it for use in the effects he was porting to PDN 5.0 and the new GPU effects system. However, this fell apart quickly because shaders cannot allocate the block of memory needed to grab an arbitrary number of samples, sort them, and then pick the middle (median) value. (Not only is it not possible, it would need an ungodly amount of memory since every pixel executes in parallel to the other pixels.) Instead I needed a median approximation algorithm, one that uses a small fixed amount of memory, operating on a "stream" of values where you don't/can't know or store all of the samples at once. I eventually found it in the blog posts linked to above. After a lot of experimentation, I was finally able to get it to work and to produce results that were almost identical to the regular median effect. However, it also required an INSANE amount of time to execute: compared to the CPU-based Median effect, this GPU-based approximation could easily take 100x longer to execute ... on a GeForce 4090! Things became much more manageable once I dialed down the number of samples and the rendering passes ("iterations"). It also produced a more artistic effect akin to some kind of coarse-grained brush stroke painting. You can think of this algorithm as taking a Monte Carlo approach to calculating a median. Instead of using all the pixels in the given radius, only a random subset of those pixels are used. Visually it reminds me a lot of how some newer games, like Cyperpunk 2077 and Alan Wake 2, do some of their path-traced rendering, especially for reflections (esp. Alan Wake 2's intentionally distorted mirrors). Instead of rendering all pixels at full fidelity, which is prohibitive for performance reasons, only some of the pixels are rendered and then the rest are guessed/interpolated/extrapolated. A high-end GPU is not required, but you will appreciate this effect more -- especially at the highest values for Radius and Iterations -- if you have a modern discrete GPU such as a GeForce 1060, AMD Radeon RX 580, or newer. Here's an example using a stock photo by Ali Pazani: Here's another example using a picture of a Ferrari. First screenshot is the original, then using Median Sketch at default settings, and then with the Percentile set to maximum: Another example of how this can create a brush stroke-y art effect:
  17. You can't. But you can just press Enter, as the default button is to open in new image.
  18. I think this is just a side-effect of the recent addition where the More/Less state is remembered across sessions. 'tis just a bug. It keeps happening on my laptop too, since I use Remote Desktop to access it sometimes. I was going to look at this for v5.1, but it may be worth looking at for v5.0.13 as well (January probably).
  19. As long as an IndirectUI effect is using the set of standard built-in types, and isn't trying to use raw objects in its properties, it should be auto-serializable. IndirectUI plugins can't do this on their own; their UI is declarative, with no room for customization beyond what's available in-box. So what works for Planetoid will not work for them. The reason I'd be targeting IndirectUI effects is that they are by far the vast majority of effect/adjustment plugins out there (and the majority of built-ins as well).
  20. According to @toe_head2001, this no longer repros with the latest driver, currently 23.12.1 WHQL. So it was fixed sometime in the last 5 1/2 months!
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