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Reptillian last won the day on March 20

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  1. Emboss-Relief update and Color Modulo Texture fix are now here. Now, color modulo texture no longer has a issue with image that aren't 2^x dimensions. Mirror x code has been removed with formula-based code and the functionality is still the same. I might add the option to put 0 or 255 per channel on Color Modulo Texture, but that will have to wait for another week or two. There's also the possibility to add x/y shifting to color modulo texture. I am going to fix the concrete texture filter and updating it with lab a-b contrast, and it'll have dynamic gui as well next week or two as well. @lynxster4 - Only a reminder to update the tutorial of yours. Though, I don't think it'll change things too much as extreme emboss/relief is disabled by default.
  2. Thank you very much. There's actually more update that will come to the filter. I added extreme embossing option. The reason why I decided to add a checkmark option for extreme embossing is that it's hard to control the smaller end of embossing with extreme embossing setting. Here's how it looks like right now on my end. Mind the bad cropping though. If Enable Extreme Emboss or Relief? is on, then Depth (%) can go up to 5000%. If not, it'll go up to 500%.
  3. Improved Emboss-Relief command! Now, I set it to go up to 500%. Also, multi-level embossing has been improved. Also, after this update arrive around this week or next week, I'd like a bit of a test with code[local] to see just much level of embossing is ok. I could do 5000% embossing. 10000% is overkill though. Here's a test.
  4. Actually, if I recall correctly @Rick Brewster mentioned that it's a Windows design flaw, and not really a bug. In that case, there's nothing that can be done. Mac and Linux do not have this issue of incompatible clipboard for png images on the web. I'm not sure how to proceed since I don't want to go offtopic as it's against the rule though this part is definitely somewhat related, but where can we talk about potential solution to this? Would it be fine here? I'm thinking there could be a extension to get around this issue, and I think we could benefit from finding browsers that doesn't have this issue. Chrome is confirmed not to have this problem, as well as latest Firefox 66 beta. EDIT - My gosh, I am one step closer to a legit solution. I just found a software that converts to a transparent image automatically, so browser is not going to matter. skoshy/CopyTransparentImages from github does indeed convert clipboard. The next step is figuring out autohotkey script and this problem can be solved.
  5. @SeeRose About the earlier thing, you can definitely save settings on G'MIC. You can also clone them too. Right-click -> Add fave. Then, on your fave section, you can clone those fave and remove fave.
  6. The older transfer color [reduced colors] will be replaced with a better version with new features including dynamic GUI. Just have submitted change to it. Speaking of which, I may actually change my earlier filters to take advantage of dynamic gui support. So, you wouldn't need to be overwhelmed by 80 options at once, but you still can use 80+ options if desired. I might make simplified option with dynamic gui for those that hates using 40+ options on a filter.
  7. Too much info has been destroyed. Maybe with GANs, some info could be recovered with ease, but you don't have access to that. You will have to manually recover details one by one, and I'll give you three weeks to finish. You might have to replace grass entirely though
  8. New filter has been made and will be landing soon - Still haven't done the pal_t cli to a gui filter thing as I haven't figured it out yet. Guess time is over, it's the G'MIC version based off Color Modulo by @MadJik . New features: Channel Value Restriction Color Space (RGB, CMY,CMYK,LAB,LCH,YIQ,YUV,XYZ) Modulo Styles (Modulo (What the regular version did),Divisive Modulo, Divisive Modulo-Continuous) Channel Swapping Diagonal Flipping Alpha Channel
  9. Hmm, I might make my own version of that plugin, but as a filter for G'MIC, but with PDN, one would need to copy a image to use as a reference/target image. so that one isn't restricted to just a x.
  10. Okay, seem like I am done with the pal_t cli command (now with 19 options though upscale option is not going to work on PDN due to PDN filter limitations), and now I am replacing my transfer color[reduced colors] with dynamic options. Though, the dynamic option for G'MIC is something I have yet to understand. pal_t hardware emulation is at least usable though it's not fast enough. Other than that, the filter works fast enough. Most of the time you aren't going to need hardware emulation. This might take a few weeks of work though.
  11. You're supposed to copy a image you want to use first, and change layer input to active and below or something like that.
  12. Actually, Krita g'mic stylize do have a bug where it fails to render though it might be address this year or so. This isn't a Krita forum though there are multi-software users. Also .gmic is a file where all the g'mic filter codes reside in. Very easily accessible and does not require compilation. So, even non-programmer could make their filter when they learn a little about g'mic coding, and doesn't need as many lines as C# or C++ to do the same, and also allows non-paint net users to use those filters as well though it comes with the caveat of the code being open which isn't what some coders want. Considering how sometimes code breaks as a result of changes, that's not really being fussy. I been there breaking things when I update to g'mic community.
  13. Actually, never mind. I thought changed setting for all images means seerose figured out how to change default setting permanently.
  14. Ok, I may have found a much faster way to generate hardware restriction at the cost of accuracy. And by faster, I mean from 20 mins down to 45 seconds. Here's a bit of code +at "s c f "ia" a c",25,25 +colormap. 8,1,1 index.. .,0,1 l[1] repeat 7 [0] done endl + means add new layer at means apply by tiles 25,25 is the tile size s c means split channel f means fill, and "ia" means average a c means append channel, so it is now a single image in that tile. colormap converts a image to a palette that match closest to the image index basically restrict image by colors l means the image is going to be processed locally repeat done basically repeat this command for x amount of time [0] [1]......[n] all refers to layer number So, all I need to do is to figure out how to use the palette map as a reference to extract segment generated from the tiles. And for reference, here's the segment of colors to stimulate hardware restriction