MJW

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MJW last won the day on November 14

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About MJW

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    2016 Plugin of the Year

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  1. Quick Sand & Imprint #1

    It could be metal, too. Some tricks to help something look like metal are to bump up the Specularity and use a higher Specular Concentration, and to enable Apply Surface Color to Highlight. Your description of Texture Shade as Diffuse/ Specular/ TG Angle on steroids is quite accurate. It started out as a simple reflection-mapping plugin. I decided to add shading, and then more image-mapping modes. My eventual goal was to make it PDN's one-stop shading program.
  2. I suggest perhaps deleting the silhouette instead of the background, then running the outline plugin so that the outline extends inward rather than outward. Finally, add a lower white layer and merge down. I think making the outline extend inward often preserves the shape better; though which works better will depend on the object's shape.
  3. Quick Sand & Imprint #1

    That's certainly an impressively solid-looking image, welshblue! I feel like I could reach out and touch the stones. It makes me think of the bottom of the ocean.
  4. OptiPNG might help. For JPEG, you can specify increased compression when you save the image.
  5. Making an image of the word "GARAGE" distorted by a transparent button is possible with PDN, for instance, by using the technique I used with the transparent heart. Turning that into a button in a program is outside the realm of PDN.
  6. You'll have to install another plugin, but if you want to draw a sphere, you should try MKT's Shape3D. It's a very useful plugin most everyone should have, so it's worth downloading.
  7. A previous thread on the layer-deactvated-when-made-invisible topic gives a least a ray of hope from Rick Brewster. I would certainly edit the wrong layer less often if making a layer invisible didn't deactivate it.
  8. Quick Sand & Imprint #1

    I assume since you mention "wet look," that you've been playing with the specularity. Though not necessarily appropriate for sand, I've always thought specular highlights are thing that contributes the most to shaded images looking realistic.
  9. Quick Sand & Imprint #1

    Thank you! I'm not sure if it's better, but it's a bit different, which provides additional opportunities. One advantage to using the Texture Shader is that you can put an image in the clipboard that will be mapped onto the texture. For example, making sand coloring using Clouds and Add Noise.
  10. Quick Sand & Imprint #1

    To achieve a somewhat similar look,: After running Planetoid, convert to Black & White. Run Texture Shader with the following settings changed from the defaults: Texture Height Scale: 15 Intensity Increases with Height: Unchecked Use Alpha From Texture: Unchecked Directional Light Direction: 0, -135, 45 Directional Light Intensity: 0.9 Specularity: 0 Antialias: Checked I wasn't trying to duplicate the look of Normal Map Plus, just do something along the same lines.
  11. I think you need to describe it in terms of what kind of image you want to produce, not what you want a button to do. Paint.Net can't make your buttons do anything, it can only help you produce images. If you can provide examples of the sort images you want, that would be helpful. I'll mention a Water Drop Tutorial, which might or might not be related to your magnifying glass idea. A comment I made containing an image of a glass heart in front of an image on cloth may also be related (or not).
  12. Quick Sand & Imprint #1

    Not trying to push my own plugins (or maybe I am), but Texture Shader could probably be used in place of Normal Map Plus.
  13. Congratulations to @Pixey, @Woodsy, and @lynxster4 and @welshblue! Some really fine entries. Pixey, I loved that rectangular light reflection. If I hadn't run short of time, I would have tried to steal the idea. Thanks to @toe_head2001 for hosting Yes, Pixey, I produced the top using the Texture Merger, along with the (still beta) Texture View Skewer to change the viewpoint. (That's a plugin I need to update and release.) I noticed some very impressive tops among the other entries. I have no idea how they were produced. Without the Texture Merger method, I would have been stuck.
  14. Unfinished plugins

    It could be made more efficient by determining the centering values only once. bool firstTime = true; int x1, x2, y1, y2; void Render(Surface dst, Surface src, Rectangle rect) { if (firstTime) { // find centering variables, x1, x2, y1, y2. . . . firstTime = false; } . . . } If the centering variables were possibly modified while being computed (set to one value then another), I'd rewrite it or store them in local variables until the end, at which point I'd assign them to the "global" variables. E.g.: if (firstTime) { int locX1; locX1 = sLeft; if (locX1 > 100) locX1 = 100; x1 = locX1; firstTime = false; } I don't think that's absolutely necessary, but it's the safe way. The reason is, it would still work if you take off the firstTime test. Otherwise with multiple processors, a thread could access a variable during the time a different thread had set it to the non-final value. The basic rule is that a "global" (class-level, really) variable must be the same for every thread, and can never be assigned anything except its final value. BTW, what's with the dst[0, 0] = dst[0, 0]? I don't see what it's for, but in any case, it seems wrong to assign to a pixel outside the ROI. I think it could conceivably cause a problem, also (assuming it's not optimized out). A thread could load the 0,0 pixel just before the thread assigned to that ROI updates it, then store back the old value over the updated value.
  15. Transparent Brush

    I think you should start a new thread. This one is from 2005. Let it rest in peace. The rules: