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Everything posted by Tanel

  1. Dithering disappears at some point when sliding the nub around in (either) color wheel.
  2. Yes, if you alpha-blur an object placed on empty background then only 'Shift in' is meaningful. Other settings are useful when some color exists in transparent areas. Color information in transparent areas can be preserved by using eraser tool, Curves+ or 'Color to Alpha' plug-in.
  3. I have updated the pack with Alpha Blur v2. Note that this is not directly a "fix" for problems described above by Aislin (that is actually natural behaviour in situation where transparent area contains no RGB data). But the new Shift control might help in this kind of situation.
  4. Download as part of my plugin pack. Updated version of my original plug-in. Performance (speed) is greatly improved - now using my own blur algorithm instead of built-in one. Added "Shift" control allows to move around the blur area, giving more flexibility over result. Comments, questions, suggestions welcome here.
  5. Tanel,

    I downloaded your plug in and tried it.. I set the primary color to #000000, secondary is #ffffff. I keep getting the color #3B3B3A replacing the red-eye. Ideas?

  6. Thanks, interesting plugin. I noticed (a bug?) that running it on a portrait-aligned original, "size"=100% never covers the whole image. It's more like max 1/3 of original.
  7. Since we already have Color to Alpha, I suggest you name yours differently, maybe emphasize some unique features.
  8. Just updated my plugin-pack. See 1st post, download and have fun!
  9. Render rect's coordinates don't always match those of canvas. Thererefore y loop starting at y = rect.Top + 1 will cause unpredictable results. You could work around though, by using coordinates from Rectangle selection : for (int y = selection.Top + 1; y < selection.Bottom - 1; y++) Someone will sure present a better solution.
  10. I have redesigned those effects to use my own* fastblur code instead of calling PdN's gaussian blur. Benefit is faster, radius independent performance. For better user experience, blur is rendered only when changing radius, otherwise the blurred copy is held intact on tempsurface. I am eager to find out how it works on different systems. So please try those out and give some feedback. Download: tanel_plugintest_20101205.zip * The blur code is actually implemented from http://free.pages.at/easyfilter/gauss.html (gauss2.ffp). Thanks to Alois Zingl for this impressive study and permission to use it.
  11. I suspect that the crashes are caused by some combination of system config and/or version of .NET framework and/or Paint.net itself. The plugin just uses PdN's native gaussian blur and makes some math. No direct memory handling or anything cyptic. It could be useful to see more system spec and details about plugin setting that triggered the crash. Anyway I haven't succeeded to crash it myself on any machine with XP, .NET framework 3.5 SP1 and Pdn 3.5.5.
  12. I am unable to replicate or fix such memory problems. Can you try wether the previous version works? Download old version here.
  13. are you using plugin version 3.1 (check the Help tab)? This works fine with PdN v3.5.5
  14. New version is up (v2.0 2010-07-22)! Check the first post for details and go to my plugin pack for download.
  15. This effect generates "film grain" (or luminance grain). Use it to add some character to otherwise boring-smooth digital image. Especially suitable for black and white photos. Find it as Effects > Noise > Grain Download as part of my plugin pack. Controls Amount – amount of grain. Balance – grain distribution across image brightness. "Shadows" applies more grain to dark parts, "Highlights" applies to bright parts. Tech stuff: basically it uses built-in noise effect at zero saturation, but allows additional balancing of noise level between shadows and highlights.
  16. pyrochild, thank you so much for the example. I can confirm that this is equally fast in v3.5.5 and v3.36. The speed is now the same as my original code in v3.36. I couldn't follow Rick's advice, but there is no obvious problem either.
  17. Can you spot why is this code several times slower in v3.5.5 (and 3.5.4) than v3.36? Is there some version specific optimizations I should implement? I measured speed difference 3...5 times on different size images (My system is XP SP3, Core2Duo, 3.5 GB). Below effect is actually stripped down to just call AddNoiseEffect and render the result. In v3.36 it renders fast. In v.3.5.5 (and 3.5.4) it is slow. Codelab designed effect: #region UICode int Amount1 = 50; // [0,100] Amount #endregion unsafe void Render(Surface dst, Surface src, Rectangle rect) { // Setup for calling the Noise function AddNoiseEffect noiseEffect = new AddNoiseEffect(); PropertyCollection nProps = noiseEffect.CreatePropertyCollection(); PropertyBasedEffectConfigToken nParameters = new PropertyBasedEffectConfigToken(nProps); nParameters.SetPropertyValue(AddNoiseEffect.PropertyNames.Intensity, 40); nParameters.SetPropertyValue(AddNoiseEffect.PropertyNames.Saturation, 0); nParameters.SetPropertyValue(AddNoiseEffect.PropertyNames.Coverage, 100.0); noiseEffect.SetRenderInfo(nParameters, new RenderArgs(dst), new RenderArgs(src)); // Call the Noise function noiseEffect.Render(new Rectangle[1] {rect},0,1); // Now in the main render loop, the dst canvas has a noisy version of the src canvas for (int y = rect.Top; y < rect.Bottom; y++) { ColorBgra* srcPtr = src.GetPointAddressUnchecked(rect.Left, y); ColorBgra* dstPtr = dst.GetPointAddressUnchecked(rect.Left, y); for (int x = rect.Left; x < rect.Right; x++) { ColorBgra DstPixel = *dstPtr; ColorBgra SourcePixel = *srcPtr; // will render some more stuff here *dstPtr = DstPixel; srcPtr++; dstPtr++; } } }
  18. This plugin removes animal eyeshine from photos caused by direct flash. Download here Eyeshine.zip Recommended workflow: 1) Use color picker :ColorPicker: to spot the color to be fixed. 2) Make a circle selection around eye pupil (a little larger than pupil size). Work only with one eye at a time, as there is usually color variations between them and it is harder to find proper settings for both eyes together. 3) Start the „Eyeshine Removal“ plugin from Effects > Photo. 4) Drag the color wheel controls until the shiny eye pupil is precisely covered with black/gray. Then drag around the Black Level, White Level and Smoothing controls to adjust black/white balance of the result. Here are few examples: I’m intrerested in your feedback, especially how it works in full size photos (I didn’t have many full resolution photos to try out myself).
  19. This not bad really. I would like to see all the plugins named something_Alpha_something together there.
  20. The problem was PdN's native gradient controls which are no more available for plugins. So I had to copy that part of code from PdN into my plugin.
  21. Update posted. Fixed compatibility of Color Mixer and Color to Alpha with PdN 3.5 beta.
  22. I have Color Mixer for that. I need to fix compatibility with PdN 3.5 beta but it works fine under 3.36.
  23. You can achieve most precise control with Color to Alpha plugin: Before using the plugin point the color picker at sky area to set primary color to blue. Then open the plugin and check the "invert alpha" check box. Most of the sky should become transparent at this point. Move color nubs and Tolerance sliders to fine-tune the output.
  24. They serve quite different purpose. Color balance shifts global balance of hues while Color mixer can apply different adjustments (saturation, hue shift, brightness, contrast) selectively based on original hue.
  25. Updated to v1.5. Changed color model for some controls and added Review check box. See 1st message for details.
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