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Everything posted by Reptillian

  1. At this point, you're going to have to use a vector supported software. Raster don't translate very well to adjustable lines.
  2. Got news, it seem like my health is on decline as it has been for years due to a nose problem. At this point, I can’t effectively can’t work on filters until I get resolved. I will be available, regardless. So, I’ll have to hold back on this for a good while. Maybe a half a month.
  3. $1 is not defined in the way that C# does it. If you place $1, it becomes it own variable. $1 would be distortion_main in cli, and Distortion Factor for the GUI. If I set $1 to 0, it goes from log(10^-8)*$1 = -18.40*0 = 0. If someone wants to define a variable for $name, this is how one would do it for g'mic. test={5*10} $test Then, $test becomes 50. Does this explain thing? I know there's sometimes a language barrier between programmers with two very different programming languages. ---- EDIT: @Ego Eram Reputo I found the problem. It has to do with angle, which confuses me, but now I know where it lies.
  4. Update! The extended Asmageddon Prince PDN filter has arrived into G'MIC, press the update button to see them! For programmers, I decided to restart my gmic-community fork, and start from scratch - . I will continue updating my github branch. If you find a issue into my g'mic file, do not hesitate to report it. The fork isn't officially part of the official gmic community. It's just a separate place for people to report issue, and for those who are skilled to change code, they can do a pull request and I'll put it to the official gmic-community. You can also use the code to convert to PDN plugin if you wish, and I can assist you on that. Code for my filters can be found here - Note: Nebulous fix is done, but is not on the update. --- An issue - Logarithmic Distortion filter do crash. However, I'm not sure why it crash. Any one could shed some light here? A G'MIC programmer in another forum didn't find anything wrong. No div by 0 or inf. Note: $1, $2, $3.... are all variables. Anything with $ next to it means it's a variable. #@cli rep_logpindis: (eq. to rep_logarithmic_pinching_distortion) rep_logpindis: rep_logarithmic_pinching_distortion $* #@cli rep_logarithmic_pinching_distortion: _distortion_main>=0,-1<=_preshift_x<=1,-1<=_preshift_y<=1,-1<=_effposition_x<=1,-1<=_effposition_y<=1,_prescale_x,_prescale_y,_afterscale_x,_afterscale_y,0<=_angle<=360,_mirror_placement= { 0=outside-in | 1=inside-out },_lx_axis= { 0=different axis | 1=same axis},_ly_axis= { 0=different axis | 1=same axis},ix_dir={ 0=negative | 1=positive },iy_dir={ 0=negative | 1=positive },_boundary= { 0=Periodic | 1=Mirror },1<=_interpolation<=5,_dimension_ref>0 rep_logarithmic_pinching_distortion: skip ${2=0},${3=0},${4=0},${5=0},${6=1},${7=1},${8=1},${9=1},${10=0},${11=0},${12=1},${13=0},${14=1},${15=0},${16=0},${17=5},${18=1024} if $6==0||$7==0||$8==0||$9==0 v + error "Scale cannot be 0!" v - fi if $17<1 v + error "interpolation cannot be less than 1" v - fi shift {50*$2}%,{50*$3}%,0,0,3,1 f " sd=w/h; ang=pi*($10/180); ox=$4*-1; oy=$5; ox/=h>w?1/sd:1; oy/=w>h?sd:1; OX=ox*cos(ang)-oy*sin(ang); OY=ox*sin(ang)+oy*cos(ang); ox=OX; oy=OY; ix=((x/w)-.5)/(h>w?1/sd:1); iy=((y/h)-.5)/(w>h?sd:1); IX=ix*cos(ang)-iy*sin(ang); IY=ix*sin(ang)+iy*cos(ang); ix=IX; iy=IY; ix=abs(ix+ox/2)*$6; iy=abs(iy+oy/2)*$7; ed=int(abs($18)); ed/=2; ix*=ed; iy*=ed; lx=ix==0||iy==0?log(10^-8)*$1:log($12?iy^2:ix*iy)*$1; ly=iy==0||iy==0?log(10^-8)*$1:log($13?ix^2:ix*iy)*$1; dx=($14?1:-1); dy=($15?1:-1); ix-=lx*dx; iy-=ly*dy; ix*=w/ed; iy*=h/ed; ix*=$8; iy*=$9; i(ix,iy,z,c,$17,($16?3:2)); " if $11 shift 50%,50%,0,0,3,1 fi
  5. I have some bit of news. Right now, I'm back to revisiting my construction material texture. I'm going to attempt to try to get close to a real road texture as I'm adding secondary turbulence and noise filtering alongside with breaking them into shapes, and adding distance transform. (Distance transform already exists in g'mic. See Distance (+) in g'mic reference.) That way, users will have the option to stimulate road texture. For further explanation, I'll be giving this picture - This is G'MIC Crystal as it own layer, and Thin Edge into another layer, then the thin edge has the distance transform treatment and is set to hard light mode. The bottom layer has gradient map, and hue shift change. This is going to be added as another processing variable for construction material texture to have the option for a realistic road. After that, I'll be releasing these new filters into g'mic: Binary Alternating Quaddro Texture [Basic] - Description : A filter based off integrating Asmageddon texture generators found in this thread source code - Asmageddon's Tool Pack V3 Thread The filters that have been combined into this one basic filter is Quadro Bumperoo,Quadro inverto,Quadro Sharper Binary Alternating Quaddro Texture [Multichannel] - The multichannel version of the basic code with multiple color space supports, and 8-bit processing as a option. RGB(A), CMYK(A),LCH(A)… are all supported. You can even swap channels in cases you switch into something like HSL, and LCH, but just want to reorder luminosity channel to fit the color space change. One warning though, if you don't like 20+ parameters into a filter, you could skip this. Sinosoidal Water Distortion - A filter that can degrade image with sinusoidal image. This gives mostly glitch-like effect. (The one and same as Asmageddon Prince's water, but this is more for other software users as I do believe in supporting more programs than one at once) Logarithmic Distortion - Just as title said. Though, it doesn’t yet offer pinching function, but it does support Kaleidoscope output. Heavily extended version of Asmageddon Prince distortion tool. Name been changed for a more appropriate name. Squareroot Logarithmic Distortion - Similar to above, but actually use squareroot function into it. Strange Bulger - Integrated Strange Bulger A, and Strange Bulger B with the option to treat boundary condition as mirror and bicubic interpolation support. You can also use nearest if you'd like. Strange Bulger Kaleidoscope - The Kaleidoscope version of above. Also heavily extended What may be arriving if I feel like doing it Nebulous fix - I will actually have some channel swapped to make it more consistent with the grayscale mode, and I will also add a new option to generate luminosity from the color mode.
  6. There's always a trade-off when projecting a globe into a 2d surface. Basically, a perfect solution does not exist. Also, what projection you need?
  7. @Ego Eram Reputo You wouldn't happen to have the source code to this? Reason I'm asking is that the link is broken and I'm curious as to what is Point Warp. I'm guessing it is similar to a g'mic filter under Testing->Joan Rake, and colors are generated using point as reference. Everything else already exists as separate filters and G'MIC QT filters
  8. Never mind, got codelab to work to find out how bytes work, and how can I insert it into g'mic.
  9. The thing is with blending mode plugins in PDN, once it's used, you can't change it again unless you want to go the longer way. I'm guessing the issue lies in PDN options are not enough.
  10. Don't move the gmic folder out of the appdata folder, that's not needed. By the way, when two gmic versions are different, the newer version is going to erase all info of older .gmic files specifically for older version of gmic. You can change location of gmic plugin in GIMP to avoid conflict.
  11. I can't say how to fix it, but I do think that adding a threshold value to determine which pixels gets transparent should answer your problem. x<threshold_value ? 0 : x The above is what I thought on how to solve it. If it just a plain color, then it should return a plain color instead of original x image.
  12. ImageMagic or G'MIC. Both can work for batch processing.
  13. Never mind, please close this. I been able to convert the Strange Bulger Kaleidoscope PDN filter to G'MIC form, and will be adding new features to it.
  14. Since I am unable to use codelab to test changes to the code, I would Iike to understand how the code works and de-kaleidoscope it. Any idea?
  15. I'm just gonna show off what I have here. I converted the quaddro bumperoo/inverto into g'mic code, and mixed them, and extended them with the option to use and,or operation instead of xor. Sample Image Generated from this code - rep_binaltquadtex 10,6,99,2,0 % 361 {w},{h},1,1,1 {w},{h},1,1,1 a c hsv2rgb Note: rep_binaltquadtex is not available yet. rep_binaltquadtex is separated from the % 361 as I want the option to use it as a coordinate map like I did with spiral matrix. As you note, rep_binaltquadtex is one channel only.
  16. 18 new palettes and more Nebulous fixes have arrived. A double multipler for disturbance level is needed for precision purpose. Also, I created a option to link x and y factor with disth and disty for flexibility purpose. - Palettes changes - amiga7800 ntsc/pal series is now just amiga7800. C64 palettes now has two interpretations - Colodore and Pepto. So, their cli code is pal c64_colodore and pal c64_pepto Fornax Void palettes, 2 autochrome palettes, and popular user palettes like nature embrace 55 been added. --- What's coming? Rewrite of construction texture, asmageddon tools with 3 boundary condition and interpolation. I already recreated strange bulger a and b(Merged), and sinusoidal shaking.
  17. For PDN users, you could use Krita to convert files since it supports just about every blending modes in existence in v4.2(other than lazpaint, Krita is the only one that supports every pdn modes as xor do not exist in ps or affinity or gimp) and PDN users aren't likely to get them soon. Plugins don't solve issues with PDN blending modes. The latest ora allows for interchangeability(w/ shortcomings) but it really is best to have a filetype plugin for this purpose.
  18. This is something that can be done via g'mic plugin. Only problem is that it is a clumsy solution as it requires loading gmic-qt and not to mention coding(I prefer to code other filters). Your other option is to code up a pdn plugin. It's one or the other, either are clumsy. For the OP - You can use this quick solution (not simplified) to type in variable (Untested) for code series under Various in G'MIC Q ----- nrw=$1 nrh=$2 nrxp=$3 nryp=$4 Red=$5 Green=$6 Blue=$7 Alpha=$8 $nrw,$nrh,100%,100%,[$Red,$Green,$Blue,$Alpha] resize. {w+$nrxp},{h+$nryp},100%,100%,0,0,1,1 blend alpha ----- Replace $Number with your variables
  19. 6 new palettes has been added. It was pushed by gmic maintainer 6 hrs ago Name ; ID - Amiga 7800 M.E.S.S palette ; amiga7800mess - Amiga 7800 NTSC ; amiga7800ntsc - Amiga 7800 PAL; amiga7800pal - Sam Coupe ; samcoupe - VGA; vga - Deluxe Paint; deluxepaint Their number id details here - Type in "pal {palette id} k." in code global/local to verify There are now 143 palettes for G'MIC ------- I am near at a point where I’ll be rewriting the Concrete Material Texture for new features altogether, besides the seamless issue, I believe I could use several different ideas. As many as possible. But then again, I might work on true autochrome stimulation, though it’s one or the other at this point. Here’s on my backnotes - Color Blending Factor - Forces the result to stay within a certain colors A-B Contrast - Lower Contrast means less blue and/or yellow and/or less red and/or green. And higher contrast means more saturation on blue, yellow, green, red. Fix seamless-ness Local Contrast Some ideas I just thought off Minibumps- This just add a mini bumps surface over the concrete material.
  20. I have to agree with that. Now to share this, I'm not a fan of metal, but her voice is soothing. One of the only two musics of her that I like
  21. Now, I have successfully fixed all issues with my Grouped Pixel Axis-Based Shift which is extended version of @MadJik Gravity filter. Should here shortly. By the time you read this post, it's probably here. If it say 2019/5/14 , then it means it arrived. For proof! Original No change to above image. Axis=Horizontal, Influence is between 0-1, position is between 0-1 With the new changes I commited to g'mic-community, lines don't break anymore. ------- Filter update has arrived. Also, I made scintilate as well. This one works on YUV color space. iw={w} ih={h} is={s} mini_square=20 large_square={ceil((sqrt(w^2+h^2))/$mini_square)*$mini_square} 2,2,1,1,(x+y)%2 r. {$mini_square*100}%,{$mini_square*100}%,100%,100%,1 r. $large_square,$large_square,100%,100%,0,3 rotate. 62.5,1 r. $iw,$ih,100%,100%,0,0,.5,.5 r. 100%,100%,1,$is,0 *. 255 split_opacity.. rgb2yuv8... f... "abs(i#0-i#2)" yuv82rgb... a[^-1] c k.. Paste that into code[global] or code[local] and see what you get. You can also change color space, but use 8-bit color space. See G'MIC reference. You can edit mini_square and numbers next to rotate. On second part of rotate, 0 = nearest, 1 = linear, 2 = bicubic
  22. Some of you might not be a fan of Gregorian, but this is a soulful music for me What with the jpeg-like preview?