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Synxis

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  1. Thank you all for the feedback, I finally made it by using Alpha Mask and applying the mask by hand to every concerned layer (thanks Ctrl+F !).
  2. Oh, that's too bad... So no workaround for this. I guess I will try the plugin linked by Cc4FuzzyHuggles. Not really, but if there are no big new feature (or this blend mode) I won't switch as long as it is a beta. But if the 4.0 is able to do what I want faster, then I will get it. I tried photoshop, but it handles multiply the same than PDN. However, a lot of games have the multiply operation I discribed as an important way of blending images. Usually, the layer opacity would be what is used as the factor, and the alpha channel is treated like r, g and b. It allows greater control over the image. Having such a blend mode implemented directly in PDN would be really nice, for example with a checkbox 'Treat alpha as a color' next to the list of blend modes. Thanks for the help anyway !
  3. Thanks for the hint, but I already ruled out that plugin because I have a lot of layers to selectively show/hide, then mask, then copy the flattened image to another one (to generate an animated sprite), and repeat. Doing a copy paste every time would quite defeat the idea of having a mask... And I don't have Paint.NET 4 for the moment. To explain more precisely what I want : imagine a 1x1 image with 2 layers, layerA on top of layerB. The pixel of layerA is 100% opaque red (in RGBA: [255, 0, 0, 255]) The pixel of layerB is 50% transparent white (in RGBA: [255, 255, 255, 128]) If you set layerA to be on multiply, the resulting pixel currently will be in RGBA: [255, 0, 0, 255]. However, that is not what I want, and it is also not correct. The result I expect is [255, 0, 0, 128], since: - for R, 255 * 255 / 255 (the division to put the result between 0 and 255) is 255 - for G, 255 * 0 / 255 is 0 - for B, 255 * 0 / 255 is 0 - for alpha, the same formula should apply, so 255 * 128 / 255 is 128 (the result I want). I hope I explained it clearly. If it is possible to have additionnal blend modes as plugins, then I can create a plugin for that.
  4. I want to create a mask layer that will allow me to modify the image really fast, and I use alpha a lot. Normally this is done using the "multiply" blend mode, but in pdn the transparency seems to be ignored... A multiply is (colors between 0 and 1): dest.R = layerA.R * layerB.R dest.G = layerA.G * layerB.G dest.B = layerA.B * layerB.B dest.A = layerA.A * layerB.A meaning that if you have a fully transparent pixel in the mask or the other layer then the resulting pixel will also be fully transparent. However in pdn that is not the case... How does Paint.net handle this, and how can I achieve what I want ? Thanks !
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