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Reptillian

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Everything posted by Reptillian

  1. If you updated the filter now and see nothing, check by a day. Otherwise: I added Fill Tool to Non-Isometric Tiler filter. Please read instruction to see how to use it. I have not enabled the fill for symmetry mode just yet and probably won't do so for some time. In most cases, you don't need to fill with symmetry conditions, and the current painting with symmetry mode does that job anyway if careful.
  2. New Filter! - Tiled Zoom It's pretty much only a slight upgrade to @Ed Harvey Multiview plugin. You can change the width and height independently. It doesn't have boundary option of original, etc because you can already do that with none and the existing layer, so it's pointless IMHO. I figured out how it works when I thought of the theory to have repeating row and column gradient that goes from -v,+v, and to use j which means offset away from current x,y within for x,y loop. To expand: Snippet of rep_tiled_zoom: ix=(x+iox)%"$sqr_w"-cx; iy=(y+ioy)%"$sqr_h"-cy; nx=ix*sd; ny=iy*sd; fx=nx-ix; fy=ny-iy; j(fx,fy,0,0,2,boundary); iox,ioy means offset required for the window to be the same on edge. cx,cy is half window size. ix,iy creates the gradient. nx,ny are scaled gradient. fx is the difference. j means away from pixel. so -1 means the color will be based on image pixel 1 pixel to the left.
  3. In addition, GraphicsGale is a program specifically designed for pixel art. So, just in case you're looking for pixel art tool, there isn't a good solution to that right now.
  4. I had created another new filter. @MJW did a existing filter called Posterize in HSV space. So, I coded it my own version that allows for indexing in HSX color space or posterize using mathematical operation. It'll come tomorrow. I can't really say it's interesting, but it's a good exercise to work with 3 dimensional cube with 3 color channel per pixels. To clarify: $hb,$scb,$lub,3,[floor(360/($hb-1))*x,y/($scb-1),z/($lub-1)] $hb = Hue Band $scb = Saturation Band $lub = Luminosity Band 3 is the number of channel on that argument [] defines the colors that exists within the band. x is of course x-coordinate of pixel, y is y-coordinate of pixel, and z is z-coordinate of pixel. This is used for indexing colors based on the above box. Indexing can be pretty slow as you can do this with 50x50x50 which means indexing using 125000 colors. Posterize doesn't really use 3-dimensional box.
  5. New Filter! - Pseudorandom Noise The advantage of this version over the Regular Noise Texture plugin is that it's far easier to use, and some bugs are addressed. There's also way more variety that is possible. I will say that the colors are not the same because of the underlying mathematical difference within c++,c# in context of float to int. Note: There is a bug on the filter with double pixel axis mode, but single pixel axis looks better anyway, so I wouldn’t be so pressed about it. I will fix that bug when the time comes. It probably shows up with a specific dimension, so if you do come with the 3 pixel axis bug, let me know the dimension and which axis.
  6. Needless to say, the new code looks by far more understandable than the old code.
  7. New Filter! - Diffusion Limited Aggregation I’m finished with the filter. Finally, that was difficult to make. Check by in a hour or two if it haven’t arrived after refresh.
  8. Now, I am working on adding masking features to DLA filter. You see that it is growing around the test? The test letter is the image. And yes, I will add a option to erase the image mask though I have to figure out how to display only the "sprouts" or something. EDIT: Solved it.
  9. That how it was for me when I started out on G'MIC. There's actually a lot of different ways to do different things, and I had to learn basic things like f block (for x,y,z loop block), eval block, shared channels, etc and that with a vast command within gmic stdlib like index, sort, resize. It gets easier like with other programming language, and reading up on references makes it easier to understand over time. Fill block code is the easiest to understand because it's basically for x, for y, for z where begin can contain variable before for x,y,z and end can contain variable after the first part of for x,y,z loop. I know you don't plan to do gmic coding, but I'd just like to share details on how it was for me, and I'm also available if you'd like to convert a g'mic script into a pdn plugin.
  10. Another filter incoming: What does these look like?
  11. People don't answer to threads that encourage copyright violation, and roblox spam is common here. You can make something similar which gets around copyright issue. Since I am not a pdn user, I will leave it to others to the task of suggesting how to create something similar.
  12. Theoretically, a transformation from rectangular projection to regular, filter value in between, then transform right back could do the job. Here's the problem, it is computationally intensive if you want to minimize on data loss. I have already made codes to do this, so this thing will be feasible.
  13. I haven't really notified I added my own version of Splinter Blur to G'MIC-QT, but I'll let you know that I did that yesterday and also completed the filter. It is slower than @Ed Harvey version though. I will add color space support for it.
  14. .gif does support transparency. Binary though. I think it would be great to dither transparency though that can be made as a plugin or filter.
  15. Now I have figured out how gmic convolve_fft work. The right image is created by my own command, and the left is a gmic sample image. The right image is the convolve map for fft convolution. This is essentially one direction motion blur. So, that means I am closer to making a new construction material texture. To expand: Part of the pdnfans tutorial for making crack requires Splinter. So I tested Splinter with the lowest amount of Splinter, and compared with motion blur. Based on the evidence from observation, Splinter utilize one direction motion blur with radial copies. I do not know the specific of convolution map for Splinter, but I do note that there are similarities with my own method based on plugin observation v. my own. I might expand on convolution map created by my code to create a sharpened convolution.
  16. I can think of a valid reason to want it. If you have a time consuming filter, you may want to have a user to know how its coming along so that they can decide if they want to cancel. Now, I'm not sure why the 1 sec part though.
  17. That's HSV blurring. I don't think there's a plugin to blur by color space, but it seems easy enough to script. As a matter of fact, I can make a filter for G'MIC-QT that allows you to blur by RGBA, RYBA, CMY, CMYKA,HCYA,HSIA,HSVA,HSLA.... As well as applying them separately. There is already Blur [Guassian] in G'MIC-QT that allows you to blur on Hue Channel.
  18. I think I am now done with Thorn Fractal. I added back the legacy alternating chaos modes.On the option to pick a formula, you'd note that they have [Legacy] next to their name. The difference is that the new alternating chaos utilize a temporary constant once the altern limit has been reached per altern loop. The legacy mode does not use a temporary constant, but instead use a or b. Also, you may note that overload options do not show up. That's because it will only be applicable in custom alternating formulas.
  19. I'm still on a roll it seems. Thorn Fractal has another upgrade - Thorn Fractal now has overload functions support for Custom formulas and it is used in alternating chaos series.
  20. Wasn't this tried before? To be fair, I don't see the need for this. Paint.NET community is not that quite large in comparison with other application like GIMP or Krita, no offense to anyone here, and the forum is enough for the size of the community.
  21. Thorn Fractal received a upgrade. 1. New Functions.: Arctangent, and Chaotic Creation. I didn't had arctangent before because it took way too much time. Now it can actually be used. 2. Faster filter.
  22. Yep, that's because the algorithm isn't exactly "content-aware" as AI version goes technically. It is what it is though. I don't see this changing any time soon.
  23. Added progress report on Popcorn Fractal. When you run the filter, you will see how much it is complete based on percentage. https://github.com/dtschump/gmic-community/commit/0f3c0707a6a3de95b2a8cdc978371d2115945282 EDIT: I had made filters faster. See those two commits. The main edits were to simplify cos(ang), and sin(ang) for rot_x(), and rot_y(). https://github.com/dtschump/gmic-community/commit/551965f758b7c10be57a88d90141b729df720603 https://github.com/dtschump/gmic-community/commit/2f793347ddb6f1eaca746358a7d3f7347ab15959 More work to be done on making filters faster.
  24. If you need better 3d creation, I must point you to Blender.
  25. I have fixed offsetting bug on Popcorn Fractal recently.
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