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Enormator

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Everything posted by Enormator

  1. Great tut I love tilable things
  2. Is there a way to easiliy draw a rectangle or do I have to use for x... for y...? (That would be annoying to prog and probably slow in rendering)
  3. Is there a way to easiliy draw a rectangle or do I have to use for x... for y...? (That would be annoying to prog and probably slow in rendering)
  4. thank you pyrochild. That (your picture) was exactly what I was looking for. But when I do your lines of code with my codelab, it gets ugly and draws again several lines after the first one. I'll check my version of Codelab and PdN.
  5. thank you pyrochild. That (your picture) was exactly what I was looking for. But when I do your lines of code with my codelab, it gets ugly and draws again several lines after the first one. I'll check my version of Codelab and PdN.
  6. there are two problems with the lense flare thing: 1. I can't draw lines from up to down because... I don't know why I can't! These lines should be only one from the top to the point where they end and at their end they shouldn't begin again with white but stay black! I have used alpha to grayscale on it to make it better viewable. 2. This is amazingly slow in rendering and I have no idea why. void Render(Surface dst, Surface src, Rectangle rect) { PdnRegion selectionRegion = EnvironmentParameters.GetSelection(src.Bounds); // Create a random number to initiate the reseed value int reseed = 0; Random randinit = new Random(); if (reseed == 0) reseed = randinit.Next((int)(rect.Bottom * rect.Right + 1)); // rand = Random number generator Random rand = new Random(reseed); // Delete any of these lines you don't need Rectangle selection = this.EnvironmentParameters.GetSelection(src.Bounds).GetBoundsInt(); long CenterX = (long)(((selection.Right - selection.Left) / 2)+selection.Left); long CenterY = (long)(((selection.Bottom - selection.Top) / 2)+selection.Top); ColorBgra PrimaryColor = (ColorBgra)EnvironmentParameters.PrimaryColor; ColorBgra SecondaryColor = (ColorBgra)EnvironmentParameters.SecondaryColor; int BrushWidth = (int)EnvironmentParameters.BrushWidth; ColorBgra CurrentPixel; for(int x = rect.Left; x < rect.Right; x++) { int lenght = rand.Next(selection.Bottom - selection.Top -1) + 1; for (int y = selection.Top; y < selection.Bottom; y++) { if ((selectionRegion.IsVisible(x, y)) && (y<=lenght)) { if ((y <= lenght) && (y == 0 || (src[x,y - 1].A != 0))) { CurrentPixel = src[x,y]; // TODO: Add pixel processing code here // Access RGBA values this way, for example: CurrentPixel.R = 255; CurrentPixel.G = 255; CurrentPixel.B = 255; CurrentPixel.A = (byte)(255*(lenght-y)/lenght); dst[x,y] = CurrentPixel; } } } } } Any ideas?
  7. there are two problems with the lense flare thing: 1. I can't draw lines from up to down because... I don't know why I can't! These lines should be only one from the top to the point where they end and at their end they shouldn't begin again with white but stay black! I have used alpha to grayscale on it to make it better viewable. 2. This is amazingly slow in rendering and I have no idea why. void Render(Surface dst, Surface src, Rectangle rect) { PdnRegion selectionRegion = EnvironmentParameters.GetSelection(src.Bounds); // Create a random number to initiate the reseed value int reseed = 0; Random randinit = new Random(); if (reseed == 0) reseed = randinit.Next((int)(rect.Bottom * rect.Right + 1)); // rand = Random number generator Random rand = new Random(reseed); // Delete any of these lines you don't need Rectangle selection = this.EnvironmentParameters.GetSelection(src.Bounds).GetBoundsInt(); long CenterX = (long)(((selection.Right - selection.Left) / 2)+selection.Left); long CenterY = (long)(((selection.Bottom - selection.Top) / 2)+selection.Top); ColorBgra PrimaryColor = (ColorBgra)EnvironmentParameters.PrimaryColor; ColorBgra SecondaryColor = (ColorBgra)EnvironmentParameters.SecondaryColor; int BrushWidth = (int)EnvironmentParameters.BrushWidth; ColorBgra CurrentPixel; for(int x = rect.Left; x < rect.Right; x++) { int lenght = rand.Next(selection.Bottom - selection.Top -1) + 1; for (int y = selection.Top; y < selection.Bottom; y++) { if ((selectionRegion.IsVisible(x, y)) && (y<=lenght)) { if ((y <= lenght) && (y == 0 || (src[x,y - 1].A != 0))) { CurrentPixel = src[x,y]; // TODO: Add pixel processing code here // Access RGBA values this way, for example: CurrentPixel.R = 255; CurrentPixel.G = 255; CurrentPixel.B = 255; CurrentPixel.A = (byte)(255*(lenght-y)/lenght); dst[x,y] = CurrentPixel; } } } } } Any ideas?
  8. k I asked him and I got the permission. So, this lense flare thingy should be solved soon.
  9. k I asked him and I got the permission. So, this lense flare thingy should be solved soon.
  10. Those lens flares aren't too difficult but one thing: I need to do a rect to polar conversion. Does anybody know if I'm allowed to use that or do I have to rewrite that?
  11. Those lens flares aren't too difficult but one thing: I need to do a rect to polar conversion. Does anybody know if I'm allowed to use that or do I have to rewrite that?
  12. Anyway I didn't feel like learning for the class test so I made the Centerlines thing. Again two versions: One just draws a one dot wide line and with the other one that depends on the evenity of the pic. Is it slowly becoming annoying that there are so many small Enormator effects in the Render menue? Should I make an Enormator directory?
  13. Anyway I didn't feel like learning for the class test so I made the Centerlines thing. Again two versions: One just draws a one dot wide line and with the other one that depends on the evenity of the pic. Is it slowly becoming annoying that there are so many small Enormator effects in the Render menue? Should I make an Enormator directory?
  14. So: Now some prework for lens flares to understand random classes. An effect which makes the whole pic random and affects alpha too. It isn't the same as adding noise because adding noise also takes some information from the source. This is completely random. I'll look after that centered line when I got some time. But: Class test in German tomorrow.
  15. So: Now some prework for lens flares to understand random classes. An effect which makes the whole pic random and affects alpha too. It isn't the same as adding noise because adding noise also takes some information from the source. This is completely random. I'll look after that centered line when I got some time. But: Class test in German tomorrow.
  16. Nice that you solved that problem without my help. Back to the unsolved prob: Lensflare. If someone tells me how to make a random number in Codelab, it will be coded soon.
  17. If you have something, that you ever wanted to be made as a Plugin, you may post the idea here. If I like the idea, I'll maybe write it.
  18. Of course I thought about that. So I made an if statement which checks if the image is even (independent for X and Y axis). So if it's even in X direction but uneven in Y direction, it will create 2 dots. I uploaded it into the directory mentioned in the first post.
  19. Everyone may copy these plugins where he/she wants. Plugin-packs, 110MB Accounts and everywhere else. I would be pleased if you gave some credits to me. If your image is an even size, then there is no exact center dot. Try to make a canvas with an even size and make a dot, which doesn't change its position when you flip it. Only if you make four dots on even sizes, you can make it possible. But the effect is called "DotAtCenter". And that is what it does. A dot closest as possible to the center. If you'd find it useful, I could make it do four dots for even sizes. *thinking about coding*
  20. That's a good colorful thing. I like Newton from now more than in the past.
  21. Hi I'm very new to coding plugins. But I'd like to share my first attemps because they can be quite useful. Therefore I arranged a webfolder, where I put the plugins, which I create. You can see how they work at their description. :arrow: Webfolder I'll post it in this thread when a new Plugin is uploaded or an old one updated there.
  22. @Dr.K: for your explosion it would be better to have white inside and black outside. So try to horizontally flip the layer before rect to pol conversion.
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