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MJW last won the day on September 28

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  1. There is an oddness to the way the Paint Bucket fill works with antialiasing enabled. If you fill an area that has an all-black outline, the color of the outline pixels is slightly modified by the fill color so it's no longer black. I don't know for sure that it's a bug. Perhaps it's a more or less necessary consequence of the antialiased fill. In any event, it would be better if it didn't do that.
  2. A place to get Diffuse?

    You might want to try my Texture Shader plugin, which does something similar.
  3. You might try my (beta) Perspective Transformation plugin. I need to finish that thing and release it.
  4. Remove flash glare from eyes

    What I think I'd do (and have done in the past) is: Add a new layer. For the left eye, use the Shape tool to draw a filled black circle for the pupil. Use the Paintbrush to add a white-dot highlight. On the same layer, copy-and-paste the left pupil to make the right pixel. Apply a small (about 2-pixel) Gaussian blur. Use the Brightness/Contrast Adjustment to make the pupil color grayer, so it looks more natural. If a pupil goes above the upper eyelid, carefully erase that portion with a soft Eraser. Perhaps set the Opacity of the layer to about 220, so it blends better. That seems to me to work better than red-eye removers.
  5. Cropping

    Try TR's Alpha Cutter.
  6. Cropping

    Yes, if I understand your question. If you have a selection, and do a Copy (Ctrl+C), only the selected area is copied to the clipboard. You can then do a Paste or Paste into New Layer to paste the copied region. (You can also use Paste From Clipboard with the Blending Mode set to Normal.) For your example, select the first person's head and do a Copy. Then Paste the head over the other person's body. When you do the Paste, you'll be able to move the head around, resize it, tilt it, etc.
  7. Congratulations to @welshblue, @MadJik, @lynxster4, and @Pixey. It's nice to see that the competition attracted so many excellent entries. Thank you welshblue and lynxster4 for your kind words. Much appreciation to @toe_head2001 for hosting.
  8. Maybe I'll make an official release of that plugin.
  9. Here's some code I wrote a while ago (for some reason I can't recall) that may or may not help:
  10. For the forward version, try TR's Fish Eye Plugin. For the reverse, TR's Reverse Fisheye. There's also my Texture Shader applied to a sphere with one of the Surface Offset mapping modes. For no lighting, use only Ambient lighting. (I'm not sure why Shap3d with lighting turned off doesn't do what you want.)
  11. If the question is, "Can a PropertyBased effect reset all the controls?" unfortunately, I think the answer is No. It's a feature I would very much like. I recently thought about posting a request that a Reset method be added to each control that would reset it to its default value.
  12. I'll list the steps I used to produce the above text. There are many possible variations, but this should provide some ideas. Besides the he Texture Shader and Edge Expander, you'll also need BoltBait's Paste Alpha plugin. First, produce the height map: 1) Start with a white canvas, like a New Image. 2) Add a new (transparent) layer. 3) Type text into the transparent layer. I used Byington with a size of 192, but many similarly sized fonts will also work. 4) Copy the text into the clipboard (with Ctrl+C). 5) Deactivate (or delete) the text layer. 6) Duplicate the white layer. 7) Select the upper white layer, and make it black using Adjustments>Invert Colors. 8) Run Object>Paste Alpha. Set Alpha Source to Clipboard alpha. Check the Invert Calculation option. (The result should be white text on a black background.) 9) Run Object>Edge Expander. Set Maximum Distance to 55 and Fade Rate to 2.0. 10) Flatten the image. 11) Run Object>Paste Alpha. Uncheck the Invert Calculation option. (The result should be text on a transparent background.) 12) Run Noise>Add Noise. Set Intensity to 20, Color Saturation to 0, and Coverage to 100. Now shade the the height map using Height Map>Texture Shader. Use the default settings, except: Texture Height Scale: 120.00 Ambient Light Color: 15, 11, 0 Directional Light Color: 255, 210, 0 Directional Light Direction: 0.00, -129.0, 25.0 Directional Light Intensity: 2.400 Specularity: 0.425 Antialias: Checked
  13. This was done with the Texture Shader, using a height map produced with the aid of the Edge Expander. The font is Byington, with a size of 192.