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-
-
- IMAGEFX
- RELEASE 2.0
-
-
- This help system is designed to cover the highlights of ImageFX. It
- is not a substitute for the manual which you should keep handy as a
- reference.
-
- I. INTRODUCTION
- II. MAIN MENU GADGETS
- III. SCANNER MODULES
- IV. PALETTE GADGETS
- V. TOOLBOX GADGETS
- VI. RENDER MODULES
- VII. PRINTER MODULES
- VIII. KEYBOARD SHORTCUTS
- IX. SUPPORT/HELP INFO
- X. AREXX DOCS
- XI. INDEX
-
-
-
-
- Below are the Main Menu gadgets available for use throughout the
- ImageFX system. Click any of them to learn more about how they are used.
-
- ________________________________________________________________________
- ZZ ? > filename (type) 0x0 RGB/GREY + - 1:1 #
- SCANNER
- PALETTE ("StatusBar")
- ("Action Menu") TOOLBOX
- RENDER LOAD SAVE
- PRINTER PREFS QUIT
- ________________________________________________________________________
-
-
-
- ImageFX 2.0
- Copyright © 1992-1994 Nova Design, Inc.
- All Rights Reserved
-
- Programming: Thomas Krehbiel
- Design: Kermit Woodall
- Biz: Robert Fisher
- Manual: Gary Gehman
- Help: Harv Laser
-
- Nova Design, Inc.
- 1910 Byrd Avenue, Suite 214
- Richmond, VA 23230
- USA
-
-
- ImageFX is an image processing program. The basic theory is that you
- load, scan, or framegrab images into ImageFX, manipulate them with a
- variety of tools, and then output them to a file, display device, or
- print device.
-
- ImageFX always works internally in full 24-bit accuracy. However, since
- not everyone has a 24-bit display for their Amiga, ImageFX uses what we
- call a "preview" display to show you what it's doing. The preview display
- is a quick representation of the internal 24-bit image, scaled so that you
- see the entire image at once, no matter how large it is. The preview
- display can be configured by you to show itself in color or shades
- of gray.
-
- With this preview display is the ImageFX menu panel, covering the lower
- portion of the screen, or available in a separate window. You can toggle
- the menu on or off at any time by pressing the right mouse button.
-
-
-
-
-
- "Zz"
-
- The Sleep gadget will shut down the ImageFX interface and iconify the
- program on your Workbench. You have the option of deleting all your image
- buffers (to free up as much memory as possible) or keeping them intact
- until you restore the program.
-
- ImageFX normally multitasks quite happily with other programs running in
- your Amiga. As long as you have sufficient processor and memory resources,
- you can perform a wide range of ImageFX processing tasks while
- simultaneously running other background processes. If you wish to put
- ImageFX to sleep click the Iconify gadget. A secondary requester will
- appear, providing some options.
-
- To awaken the program, double-click on the ImageFX icon.
-
- (If you're running 1.3, you need to activate the iconify window and
- then press the right mouse button.)
-
-
-
-
- "?"
-
- Click this gadget for information about the current state of ImageFX.
- A window will open, displaying current memory usage and other useful details.
- If you click the More button at the bottom of this window, you will be
- treated to several more windows containing information about ImageFX's
- authors and publishers.
-
-
-
-
- "RGB/GREY"
-
- The RGB Channel gadgets are used to turn any or all of the three color
- channels off, masking them from any image processing effects. These three
- gadgets are replaced with a single GREY indicator when the main image
- is 8-bit greyscale.
-
-
-
-
- "+" "-"
-
- The Magnify gadgets are used to zoom into and out of the preview
- display, for detailed work. All ImageFX painting and processing operations
- can be used from any level of magnification.
-
- Once magnified, the arrow keys will pan around in the image.
-
-
-
-
- "1:1"
-
- The 1:1 gadget is a toggle between "exact" mode, such that each
- pixel in the image buffer corresponds exactly to each preview display
- pixel, and "normal" mode where pixels may be expanded or discarded in
- order to fit the image within the display in the correct aspect.
-
-
-
-
-
- "Screen To Back Gadget"
-
- The Screen To Back gadget will send all of ImageFX's screens to the back,
- allowing you to get to Workbench or other programs.
-
- Note that some preview modules (such as the Firecracker) will need to
- be re-enabled when you return to the ImageFX screen. This can be done
- by pressing Shift-F9.
-
-
-
-
-
- "Quit"
-
- The Quit gadget will exit ImageFX, freeing all image BUFFERS .
-
-
-
-
-
- "Load"
-
- Load presents a file requester from which you can choose the name of an
- image to load into the main BUFFER . ImageFX will automatically detect
- the file format of the image you are attempting to load and call the
- appropriate Loader module if it is one of the supported formats. If the
- file format is not recognized, the Load As requester will automatically be
- shown so you can manually select the file format.
-
- ImageFX 2.0 now supports loading as many images as memory will permit.
- These are maintained independently of any other images loaded into the
- Swap or Alpha Channel buffers.
-
- All images are converted to 8- or 24-bits as they are loaded.
-
- Some Loader modules may ask for additional information before
- performing the load; for example, the ANIM Loader will ask for the frame
- number to extract from the animation.
-
- New to ImageFX 2.0 is the "thumbnail" requester. This requester
- opens a window and provides filename-captioned miniature or "thumbnail"
- versions of your disk-based images from which to choose.
-
- ImageFX 2.0 ships with this new requester turned on by default. If you
- wish to turn it off and revert to a regular text-style file requester,
- you may do so by clicking the Main Panel Prefs button, then clicking the
- File Requester button in the Settings column, and finally making your
- choices in the File Requester. Be sure to save your changes if you wish
- ImageFX to behave the same way the next time you run it.
-
- ImageFX will load any image file that conforms to one of the following
- formats
-
- ALIAS Image file format used Alias Animator software.
- ANIM Standard Amiga file format for storing multi-frame
- animations.
- BMP PC/Windows standard BitMaP image format
- DCTV Special Y/U/V encoded image format viewable only on DCTV
- hardware.
- DPIIE File format used by the PC version of Electronic Arts'
- Deluxe Paint.
- FAXX Amiga standard format for Fax transmissible page images.
- FITS Flexible Image Transfer Standard from NASA for stellar
- image data.
- FLI/FLC PC formats for multi-frame animations.
- Framestore Video Toaster proprietary composite format.
- GIF CompuServe standard file format for 8-bit color-mapped
- images.
- GRASP/DL GRaphic Animation system for Professionals animation format.
- HAME File format supporting Black Belt Systems' HamE display
- system only.
- ICO PC standard for Windows 3.1 icon images.
- ILBM Amiga standard format for virtually all image types.
- IMG8 Special format for PP&S FrameGrabber 256.
- Impulse Special format used by Imagine 3-D.
- info Amiga standard format for Workbench icons.
- JPEG Highly compressed (and lossy) file format developed by
- Joint Photographic Experts' Group for photo-realistic images.
- Koala Color bitmap format used by Commodore C-64 programs
- MacPaint Special 1-bit format used by Macintosh painting programs.
- PBM A public domain image file format found on PC, Unix and other
- platforms. Includes PGM, PPM as well.
- PCD Compatible format used for Kodak CD images (supported via Public
- Domain utility).
- PCX Special format originated by PC Paintbrush for PC bitmap images.
- PDS Planetary Data Sciences image format.
- PIC PC image format for 1-bit to 24-bit images.
- PICT Macintosh (QuickDraw) bitmap and vector drawing image format.
- PostScript Loads PS and EPS Bitmap and structured object art.
- QRT Bitmap format used by Quick Ray Tracer, a public domain renderer.
- Rendition 32-bit data format used by Caligari and compatible 3-D systems.
- Sculpt Format used in Byte-by-Byte's Sculpt 3-D (also combines Raw RGB).
- SGI Silicon Graphics RGB bitmap format.
- Softimage Silicon Graphics bitmap formats.
- SunRaster RGB format used on Sun computers.
- Targa 24-bit and 32-bit image standard used widely on the PC platform.
- TIFF 24-bit and 32-bit image standard used widely on the Macintosh
- platform.
- VICAR Format used for image data from stellar probes.
- Wavefront Silicon Graphics bitmap formats.
- YUVN Image file format used by VLAB video frame grabber.
-
-
-
-
- ImageFX always works internally in full 24-bit accuracy. However, since
- not everyone has a 24-bit display for their Amiga, ImageFX uses what we
- call a "preview" display to show you what it's doing. The preview display
- is a quick representation of the internal 24-bit image, scaled so that you
- see the entire image at once, no matter how large it is. It appears
- behind the main menu panel or on a separate window.
-
-
-
-
- ImageFX manipulates images in what we call "buffers." A buffer is a
- storage place for either a color or greyscale image. ImageFX maintains a
- "main" buffer (the one visible to you on the PREVIEW
- display), a "swap" buffer (a hidden buffer used for performing compositing
- effects, or as a scratchpad), an "undo" buffer (where a copy of the area
- you last modified is kept for later restoral), and an "alpha channel"
- buffer (used to control several of the image processing effects and
- drawing tools).
-
- ImageFX always maintains image buffers internally in either 24-bit color
- or 8-bit greyscale.
-
- The Toolbox menu for buffers has these options:
-
- Create Buffer... Create a new buffer.
-
- Delete Buffer... Delete any existing buffer.
-
- Clear Buffer... Clear main buffer to black or palette color.
-
- Load New Buffer ImageFX can load as many images as will
- fit into memory. You can swap the main buffer
- into the alternate buffers list ('Shift' + 'm')
- and then load a new image into Main. You can also
- load picture files directly into the alternate
- buffers list by clicking this button. Buffers
- loaded in this way are not visible until you
- select one, by name, using the Alternate Buffer
- Selector.
-
- Load As... Load a file in a specific file format. Required
- to load some file formats (such as Sculpt RGB or
- Targa files) that cannot be automatically detected.
-
- Load from Clipboard Load image from the clipboard.
-
- Grab Screen... Grab a current Amiga screen as the main buffer.
-
- Open MAGIC Nova Design, Inc. has published a standard for
- real-time 24 bit image data interchange called
- MAGIC. MAGIC allows a number of programs to
- share and work on the same set of image data
- simultaneously. Assuming you let ImageFX's
- installer put the MAGIC files on your system,
- when you click the Open MAGIC button, a requester
- appears showing all the "published" pictures.
-
- Copy to Swap Copies the main buffer to the swap buffer.
-
- Swap Buffers Exchanges the main and swap buffers.
-
- Redo Repeats the last executed ImageFX command. This
- is slightly different than an Undo-Undo operation
- which reverses the effect of an Undo.
-
- Light Table Lets you work between the Main and Swap buffers
- when using tools such as Rub Through and Trace
- Through.
-
-
-
-
-
-
- ImageFX uses the standard Amiga brush metaphor for cutting and pasting
- pieces of the image. These brushes can be used for drawing and can be
- treated as image buffers of their own. By using the region selector, you
- can resize, rotate and image process a brush as you would an image.
-
- The brush menu on the Toolbox contains the following selections:
-
- Load Brush... Load an image from disk as a brush.
-
- Load New Brush Loads one or more brushes into the alternate brush
- buffers. It does not become the current brush until
- you choose it with Select Brush (see below)
-
- Load from Clipboard Load image from clipboard as a brush.
-
- Save Brush As... Save the current brush to disk.
-
- Grab Screen... Grab an existing Amiga screen as a brush.
-
- Pickup Swap Pick up entire swap buffer as a brush.
-
- Pickup Region Pick up a marked region of the Preview Screen to
- use as the current brush.
-
- Copy to Swap Copy current brush to the swap buffer.
-
- Set Handle Modify current brush's "handle" (location of the
- pointer over the brush).
-
- Outline Edges Add a 1-pixel outline of the current drawing color
- around the outside of the brush.
-
- Trim Edges Trim 1 pixel from the edges of the current brush.
-
-
-
-
-
-
- The alpha channel is a separate image buffer (generally greyscale)
- whose main purpose is to control image processing effects done to the
- main buffer. While the alpha channel can be color, only the first 8
- bits are used (ie. the Red plane for a color image).
-
- Toolbox menu items for the Alpha menu are:
-
- Create... Similar to the Create Buffer option. Opens the
- Alpha Channel Creation subpanel, with options
- for creating an Alpha channel in various ways:
-
- Black Creates a black Alpha Channel
-
- White Creates a white Alpha Channel
-
- Wave Generator... Presents options to create a special
- Alpha Channel for waving and rippling effects
-
- From Brush Creates an Alpha Channel from a brush
-
- From Region Creates an Alpha Channel from a region of
- the Preview Screen
-
- Load... Allows you to load an image, or mask, into
- the alpha channel without having to swap to it.
-
- Save As... Lets you save the alpha channel without
- swapping to it.
-
- Swap Exchanges the main buffer and alpha channel,
- allowing you to edit the contents of the alpha
- channel.
-
- Copy to Alpha Copies the main buffer into the alpha channel.
-
- Copy from Alpha Copies the alpha channel into the main buffer.
-
- Delete Deletes the alpha channel, freeing its memory.
-
- Show Alpha Shows the Alpha Channel image in light table
- fashion, behind the main buffer image.
-
-
-
-
-
- Presents a file requester from which you can select an ImageFX
- Hook program to run.
-
- Executing Hooks
-
- To execute a Hook, click the Hook Toolbox button. In the file requester
- that results, select the desired hook by name and click Okay. Depending
- on what the hook does, a secondary requester or control panel will appear.
- Some hooks require user input. Others work automatically and the result
- is displayed as soon as the processing is done.
-
- The contents of the Hooks directory may be different from that
- documented here. Please check the ImageFX distribution diskettes for a
- ReadMe file describing new hooks added to the ImageFX system.
-
- Included Hooks
-
- At the time this Guide was prepared, the following hooks were available:
-
- AutoFX The Automatic ImageFX batch processor.
-
- Balance Quick Brighten and Gamma curve process for print
- reproduction.
-
- BlackOut UnderColor removal for color printing reproduction.
-
- CineMorph (CMIFX/CMIFXFP)
- The ImageFX morphing animation system.
-
- GrabFC Grabs the contents of the Firecracker 24 board's
- display memory into the ImageFX main buffer.
-
- Hist Red, Green, Blue and Grey histographic evaluation of
- the main image buffer.
-
- Imp The original ImageFX Multi-Processor batch system.
-
- Measure Simple tool to determine the size of onscreen objects.
-
- Variance Analysis of the color distribution within an image.
-
- Each hook is fully described in the manual. Please read it to learn
- their capabilities.
-
-
-
-
-
- Presents a file requester from which you can launch an Arexx
- program to control ImageFX.
-
- If you have not installed or enabled ARexx on your system, this
- button will be ghosted and thus not available to you until you do.
- ARexx has been included "free" with every version of the Amiga operating
- system since 2.04.
-
- We recommend you enable ARexx on your Amiga. It requires very little
- system memory and having it available will greatly increase the
- utility and capabilities of ImageFX.
-
- You do not have to be a programming genius or an ARexx wizard since
- ImageFX comes supplied with dozens of pre-written and tested ARexx scripts
- for you to use.
-
- The basic ImageFX functionality can be expanded through the use of
- Hooks and ARexx programs. Another section discusses the hooks
- available for use when you click the Hook button in the ImageFX Toolbox
- panel.
-
- This requester lists all of the ARexx scripts included with your ImageFX
- distribution. Any ARexx scripts you write yourself should probably be
- kept in this same directory.
-
- The total number of ARexx scripts available for use with ImageFX is
- constantly growing. As a result, the programs described here
- are only a representative sampling of scripts.
-
- Please consult the manual for more information on what each script is
- and what it does. They are simply listed here for convenience. If you are
- conversant in the ARexx language, you may wish to examine the scripts
- in a text editor. You are, of course, free to modify any of the
- provided scripts to customize them for your needs. Before doing so,
- you may wish to make a backup copy of the original script so you can
- revert back to it should your own script not perform as anticipated.
-
- Analyze JPEG
- Border
- BuildMPEG
- CreateNails
- Demo Programs
- Designs
- DrawAnim
- Flying
- ReqDemo
- Scroller
- FastTimeLapse/TimeLapse
- Find
- GrabScreen
- HalveAnim
- JPEG
- MaptoWB
- PostRedraw
- PrintFAX
- ReAspect
- Scaler
- ScanFAX
- Smear, StartWedge, & StopWedge
- Snapshot
- UnJPEG
- UserMenu
- Wipe
-
-
-
-
-
- "Save"
-
- The Save Format requester allows you to choose the file format in which
- to save your images. You can choose to save the PREVIEW screen
- (basically a screen grab), a RENDERED IMAGE , or the main 8- or 24-bit
- BUFFER . You can also choose to save out a color separated image from
- here.
-
- Some file formats may not support 24-bit images; only those formats
- that can will be listed in the Save Buffer list.
-
- Clicking the Save button produces a file requester for saving pictures
- to disk. A secondary requester appears, allowing you to select which
- of several active image buffers is to be saved:
-
- Working Screen This selection saves to disk the image in the current
- Preview Screen. Its dimensions and color depth are
- those specified in the Preview Options panel for the
- selected Preview module.
-
- Rendered Image The image in the render buffer is saved to disk.
- Its dimensions and color depth are those specified in
- the Render panel for the selected Render module.
-
- 24-Bit Buffer The contents of the currently active true-color 24-bit
- image buffer are saved to disk. If the current image
- is greyscale only this will be an 8-bit file.
-
- Separate Buffer Opens the secondary Color Separation requester
-
- The scrollable list in the right portion of this requester allows you to
- specify an image file type to use when saving. Files intended for export
- to other computer systems may be saved in a format commonly associated
- with the target system.
-
- Save As displays a file requester allowing you to choose a new filename
- under which to save the selected image.
-
- Cancel will return without saving.
-
- ImageFX will save image data to any of the following File Formats
-
- ALIAS can be used on various high-end UNIX graphics systems.
- ANIM an animation that can be played on all Amigas.
- ANIM7 a high-color variant of the IFF ANIM standard.
- BMP can be used with virtually all Windows graphics systems.
- DCTV Special YUV encoded image format viewable only on DCTV hardware.
- DPIIE can be directly used with the PC version of Electronic Arts'
- Deluxe Paint.
- FAXX can be send and received by several Amiga-based Fax systems.
- FITS Flexible Image Transfer Standard from NASA for stellar
- image data.
- FLC an animation, up to 8-bits, that can be played on virtually
- any PC-based system.
- Framestore Video Toaster proprietary composite YUV format.
- GIF can be viewed online via CompuServe or used in any GIF-able
- program.
- HAME File format supporting Black Belt Systems' HamE display
- system only.
- ILBM can be used with virtually ALL Amiga programs
- info produces an Amiga Workbench icon file
- JPEG produces highly compressed images usable across many platforms
- PBM can be used by many UNIX resident graphics programs
- PCX can be used by virtually all PC resident graphics programs
- PICT Macintosh (QuickDraw) bitmap and vector drawing image format.
- QRT can be used by any Quick Ray Tracer implementation across
- various platforms
- SunRaster can be used on Sun workstations
- Rendition can be used by various 3-D modeling systems (typically as
- texture maps)
- Sculpt can be used by Sculpt 3-D compatible programs
- SGI Silicon Graphics RGB bitmap format.
- Softimage Silicon Graphics bitmap formats.
- Targa can be used by virtually all graphics systems across platforms
- TIFF can be used by virtually all graphics systems across platforms
- Wavefront Silicon Graphics bitmap formats.
- YUVSPLIT a raw image format used by ImageFX 2.0's new MPEG encoder
-
-
-
-
-
- "Prefs"
-
- Preferences allows you to customize ImageFX for use on your
- particular Amiga system configuration. You can permanently set your
- default preview mode and options, scanner, renderer, printer module and
- even which color quantizer you would like to use. All of the
- preferences options are covered in detail in the manual, and because
- ImageFX can be configured in so many ways, you are advised to
- definitely read that section of the manual.
-
- You can Load, Save and Use different preferences from this menu. If
- you select Use, the preferences you have selected will only be kept for
- this ImageFX session. If you select Save, you will be prompted to save
- the preferences to their default file, and you will then be returned to
- the menu.
-
- The Preferences panel is divided gnerally into three vertical columns of
- selectors.
-
- FIRST COLUMN: MODULE DEFAULTS
-
- The first grouping of buttons in the leftmost column of the Preferences
- panel determines which of the various modules ImageFX will use for defaults
- whenever it is started.
-
- Preview
- Clicking this button produces a file requester allowing you to select
- a Preview module as default for your ImageFX system. If you have an
- enhanced display system (such as EGS or IV-24 videographics boards), you
- should choose the Preview module that is appropriate. Thereafter, ImageFX
- will calculate its Preview buffer display for the selected display
- device.
-
- Preview Options
- Once a Preview module has been selected, you must use the Preview
- Options controls located at the top of the second column of Preferences
- gadgets to configure the Preview module's particular display
- characteristics.
-
- Clicking the Preview Options button produces a different requester,
- depending on the selected Preview Module.
-
- Scanner
- The second button in the leftmost column of the Preferences control
- panel lets you choose which ImageFX scanner module will be loaded at
- startup. Whichever scanner module you choose, you are always able to
- select another at any point thereafter. Clicking this button produces a
- file requester listing the available scanner modules.
-
- Render
- The third button in the leftmost column of the Preferences control
- panel lets you choose which ImageFX render module will be loaded at
- startup. Whichever render module you choose, you are always able to
- select another at any point thereafter. Clicking this button produces a
- file requester listing the available render modules.
-
- Printer
- The fourth button in the leftmost column of the Preferences control
- panel lets you choose which ImageFX printer module will be loaded at
- startup. Whichever printer module you choose, you are always able to
- select another at any point thereafter. Clcking this button produces a
- file requester listing the available printer modules.
-
- Quantize
- The fifth button in the leftmost column of the Preferences control panel
- lets you choose which ImageFX Quantization module will be loaded at
- startup. Quantization is the process ImageFX uses to reduce 24-bit colors
- as required when creating Preview screens and rendering to lower-color
- display systems. Several different Quantize modules are supplied
- with ImageFX. Clicking the Quantize button produces a file requester
- listing the available Quantize modules. You can select the module that
- suits your needs. Consult the manual to learn how they differ.
-
- ImageFX Keyboard Shortcuts
- As mentioned previously, ImageFX is fully user configurable. Most of
- its functions may be invoked through keyboard shortcuts. A simple text
- file in the ImageFX: directory "Default.keys" contains the definitions for
- all the keyboard shortcuts that are not encoded directly into ImageFX.
- This allows you to alter most keyboard assignments to suit your own needs,
- simply by editing the text file. All the default ImageFX keyboard shortcut
- assignments are listed in the manual, in Appendix A.
-
- Load Keys
- Clicking this button produces a file requester allowing you to select
- an alternative text file containing the definitions for your own keyboard
- shortcuts.
-
- Save Keys
- Clicking this button produces a file requester allowing you to save the
- currently defined keyboard shortcuts as a new text file. You should supply
- your own, unique, name for this file.
-
- Screen Mode Selection
- At the bottom of the left-hand column of Preferences controls is a
- ScreenMode selector similar to that found in the Amiga ScreenMode
- Preferences utility. This selector allows you to specify what type of
- Screen ImageFX will use to display its various user interface
- elements.
-
-
- SECOND COLUMN: ENVIRONMENT DEFAULTS
-
- The second column of gadgets in the Preferences control panel allow for
- the customization of various factors related to the environment ImageFX
- runs in. The first button "Preview Options" has already been discussed in
- conjunction with Preview Module selection.
-
- Default Paths
- ImageFX maintains different path information for a variety of different
- painting related functions. This enables you to load images from one
- directory or disk and save them to another without continually reselecting
- the path in every file requester. As with most ImageFX default conditions,
- you are free to override the default at any time.
-
- Clicking the Choose button to the right of each Path default produces
- a file requester to simplify the path selection process.
-
- Virtual Memory
- Working with 24-bit data files can consume a vast amount of memory
- resources. Generally, it is best to have as much RAM as you can afford,
- but ImageFX provides a disk-based virtual memory management system for
- those with limited resources; or for those who must work with truly
- frightening amounts of data. By copying portions of the image in and out
- of actual RAM, ImageFX lets you treat a portion of your hard disk as
- virtual RAM space.
-
- File Requester
- The fourth button in the middle column of Preferences panel controls
- allows you to pick your favorite file requester. File requesters are a
- matter of taste among Amiga users and some prefer to use one that is
- different from the Amiga's own ASL.library requester. In addition,
- ImageFX 2.0 now offers its own thumbnail-based file requester for selecting
- images.
-
- Screen Palette
- Also a matter of taste among discriminating Amiga users, the colors
- used to render the ImageFX toolbox can be edited and saved independently
- of the Workbench or any other screen colors currently in use. This simple
- palette editor works the same as the Amiga's palette preferences utility.
-
- Maximum Undo Levels
- Each time you make a change to your image, ImageFX stores the changed
- pixels in an Undo buffer in memory. Then, if you select Undo from the
- main Toolbox panel, those pixels are restored to the image. ImageFX
- supports multiple levels of Undo. That is, you may recover each of
- several successive painting or processing operations by repeatedly
- clicking the Undo button.
-
- In theory, ImageFX's Undo capability is limitless; allowing you to
- retrace all your steps and arrive at the very same image originally loaded
- from disk or scanned. However, as a practical matter, your ability to
- Undo will be limited by the amount of memory you have available. The more
- Undo levels you specify in the Maximum Undo Levels gadget, the more memory
- will be consumed by Undo buffers (resulting in less memory available for
- real work).
-
- If you find yourself frequently running out of memory, it's probably
- because you are attempting to maintain too many levels of Undo capability.
- Even professional users rarely need more than three levels of Undo.
-
-
- THIRD COLUMN: MISCELLANEOUS OPTIONS
-
- The last column of controls in the Preferences panel are on/off toggles
- governing a number of default options. Most of these will be set once,
- at installation, and never changed.
-
- Aspect Lock
- When Aspect Lock is not selected, ImageFX always stretches the image
- to fill the entire Preview buffer. This provides a distorted view, but
- permits easier detail editing. When Aspect Lock is selected, the image
- will be displayed in its proper pixel aspect ratio. The surrounding dead
- area of the Preview screen will be blanked.
-
- Disable Verify
- Normally, ImageFX, like most computer programs, will politely ask
- whether you really want to perform some instruction you just gave it. This
- verification requester can save you from making a serious mistake. If
- you choose to do so, however, you can prevent such verification prompts
- from ever appearing again. To do so, set the Disable Verify toggle
- ON.
-
- Close Workbench
- When the Close Workbench toggle is set ON, ImageFX will attempt to
- close the Workbench screen and recover the CHIP RAM resources allocated to
- it. This is one way to increase ImageFX's share of system memory in an
- Amiga with limited resources. Workbench will be reopened when you quit
- ImageFX.
-
- ImageFX's attempt to close the Workbench will fail if any other programs
- are running and have Workbench windows open. Be sure to shut down any
- other Workbench resident programs if you want to close the Workbench.
-
- Disable Undo
- Another way to recover memory in an underpowered machine is to disable
- the Undo capability of ImageFX. Any memory that it does not have to use
- for Undo buffers, ImageFX can devote to painting or image processing
- operations.
-
- Use Coordinates
- If you select Use Coordinates, the current mouse pointer position will
- be displayed in the menu bar at the top of the ImageFX main panel. These
- coordinate values take the form x,y, where x is the number of pixels away
- from the top, left corner of the screen (0,0) in the horizontal dimension
- and y is the number of pixels in the vertical dimension. When performing
- drawing operations with Coordinates selected, the original coordinates
- will be displayed, followed by the destination coordinates. You can
- toggle coordinates at any time by typing the "|" (shifted "\") key.
-
- Create Icons
- When Create Icons is selected, ImageFX will make Workbench icons for
- all image and brush files it saves. When Create Icons is not selected,
- files will be saved without icons.
-
- Use Metric Units
- ImageFX users who prefer to use metric units of measure may select
- Use Metric Units. Most ImageFX operations are calculated in terms of
- pixels, but some factors, such as printer resolution or scaling operations
- may be expressed in terms of inches. When Use Metric Units is selected,
- these factors are expressed in terms of centimeters.
-
- Toolbox Palette
- When Toolbox Palette is selected, a set of color wells representing the
- currently active palette colors is displayed along with the ImageFX
- control panels. When Toolbox Palette is not selected, these colors can
- only be viewed by accessing the Palette panel.
-
- Save Nails
- When Save Nails is selected, ImageFX will save scaled-down versions of
- your images for use in the thumbnail based image preview and selection
- tools. Keeping thumbnail files exacts a small price in hard disk storage
- overhead, but it offers exceptional versatility; greatly simplifying the
- task of file management.
-
- Use Previews
- When Use Previews is selected, ImageFX will use scaled-down thumbnail
- views of your image to preview certain of its compute-intensive
- operations. These previews can help you fine-tune the settings before
- actually performing the operation. When Use Previews is not selected,
- previews will not be performed.
-
- Opaque Panel Toggle
- Depending on the Preview module you have selected and the display
- hardware you are using, you may need to turn the Opaque Panel toggle on.
- This is particularly true in video environments where the ImageFX screen
- is genlocked or keyed against an active video background. In such a case,
- the normal ImageFX panel would be mostly transparent, since the background
- color of the default palette uses register 0 (the Amiga's key color).
- Selecting Opaque Panel rotates the color registers, producing a mostly
- opaque panel with one of the detail pens assigned as register 0.
-
- Save
- When you have set all the controls in the Preferences panel to your
- liking, click Save to record them permanently. A file requester will
- appear, allowing you to save these settings with a particular file name.
- By default, the settings are stored as Default.prefs. ImageFX will always
- load with the preferences settings recorded in Default.prefs. If you
- wish to use some other setup, use the Load button to access a settings
- file with some other name.
-
- Load
- Use the Load button to configure ImageFX with settings saved to a
- preferences file with a name other than Default.prefs. When you click the
- Load button, a file requester will appear. Use the file requester to
- locate and select the settings file you wish to load.
-
- Use
- When you have made changes to the Preferences panel controls, but do
- not wish to save them permanently, click the Use button. This will return
- you to ImageFX with the current settings in effect. These settings will
- be lost when you quit the program. Be sure to use the Save button to
- permanently record any settings you may want to use again.
-
- Cancel
- Click Cancel to abandon any changed settings and return to ImageFX.
-
- After closing this help window, click the Prefs button to open the
- Preferences requester, and then press your Help key again for more
- detailed on-line help on that requester.
-
-
-
-
-
- ImageFX currently can scan images from the Epson family of flatbed
- scanners, the Sharp JX100 handy scanner, the Progressive Peripherals and
- Software framegrabber, the VLab and VLab Y/C framegrabbers, as well as
- GVP's own Impact Vision 24 framegrabber.
-
- Whichever scanner module you choose, you are always able to select
- another at any point thereafter. Clicking this button produces a file
- requester listing the available scanner modules. Each scanner will be
- completely detailed in the ImageFX manual.
-
- The particular scanner control panel that opens when you press the
- Scanner button will depend on which Scanner module you selected in the
- Preferences control panel, earlier. If you have not already selected an
- appropriate Scanner module, or you wish to select a module other than the
- Preferences default, click the topmost button at the extreme left of the
- Scanner control panel. A file requester will appear, displaying a list of
- the ImageFX supported Scanner modules. Select the Scanner module you wish
- to use and click OK.
-
- Please consult the manual for detailed information about each of
- the Scanning systems supported by ImageFX.
-
-
-
-
-
-
- Below is a representation of the ImageFX Palette Menu. Select a
- function to learn more about it's use.
-
- Palette Menu:
-
- @| RGB R =============================== ^ V
- G ===============================
- @| ALL B =============================== @|DRAW1
-
- RANGE COPY SWAP PICK LOAD RENDER
- LOCK SPREAD SORT GRAB SAVE UNDO
-
-
-
- " ^ "
-
- This gadget will raise the palette screen to expose another row of
- palette entries. Up to 8 rows, or 256 colors, may be visible.
-
-
-
-
- " v "
-
- This gadget will lower the palette screen to reduce the number of
- visible palette entries. As few as two colors can be visible.
-
-
-
-
- "Draw1-Draw7/Rend"
-
- This cycle gadget controls which palette is currently being viewed.
- ImageFX maintains eight separate palettes; seven to hold drawing colors
- and the eighth is for colors for rendered images.
-
-
-
-
-
- "RGB/HSV/CMY/CMYK/YIQ/YUV"
-
- This cycling gadget allows you to change the color space in which the
- palette registers are displayed. The palette slider labels will change to
- match the new colorspace.
-
- RGB = Red-Green-Blue
- HSV = Hue-Saturation-Value
- CMY = Cyan-Magenta-Yellow
- CMYK = Subtractive color plus black
- YIQ = American video colorspace
- YUV = European video colorspace
-
-
-
-
- "R,G,B" "H,S,V" "C,M,Y" "C,M,Y,K" "Y,I,Q" "Y,U,V"
-
- These sliders are used to adjust the color of the active palette
- register. The active register is shown on the palette screen with a white
- box surrounding it. The palette display is updated in real time as you
- adjust the sliders. The behavior of the sliders depends on the colorspace
- you have chosen (with the COLOR SPACE CYCLER ), but as a general rule
- the farther you move each slider to the right, the brighter the color will
- be.
-
-
-
-
- "ALL/R1/R2/R3/R4/R5/R6/R7/R8"
-
- This cycle gadget indicates which palette range you want to work with.
- There are eight palette ranges available, plus a special range called the
- "ALL" range. Selecting the ALL range indicates that you want to manipulate
- the entire palette at once; it saves you from having to define a range
- covering the entire palette.
-
- Ranges are used for palette LOCKING and SORTING ,
- as well as color gradient fills and color transparencies in the toolbox.
-
-
-
-
-
- "Range"
-
- This gadget allows you to define a color range. To do this choose a
- starting and ending color; all the colors between these two (inclusive)
- will become the range.
-
- Click on the starting color from the palette. It will become the
- active color (a white box will appear around it). Now click the "Range"
- gadget. Your pointer will turn into an arrow with the word "TO" under
- it. Now select the ending color from the palette. The range will be
- defined at this point, indicated by the black dots in the span of colors
- you chose. You may now SORT or LOCK this range, or
- use it as a color gradient fill or transparency in the Toolbox.
-
-
-
-
-
- "Lock/Unlock"
-
- When this gadget is labelled "Lock", pressing it will lock the range
- of colors in the current range (you can set the current range with the
- RANGE CYCLER ). Locked colors may not be modified. This is especially
- useful in conjunction with rendering; you can selectively control which
- palette colors the render module will not touch.
-
- When this gadget is labelled "Unlock", it indicates that the current
- range has been locked already. Clicking Unlock will unlock the range
- and return the gadget to its normal "Lock" label.
-
-
-
-
-
- "Sort"
-
- This gadget allows you to sort the colors in the current range in
- either dark-to-light or light-to-dark order.
-
-
-
-
-
- "Grab"
-
- This gadget allows you to grab the palette from any active Amiga screen
- currently in memory.
-
-
-
-
-
- "Load"
-
- This allows you to load a palette from any supported rendered image
- format, and use that palette for the draw or render palette. You may
- also select from many pre-defined palettes in the Storage/Palettes
- drawer installed along with ImageFX.
-
-
-
-
-
- "Save"
-
- This allows you to save the current palette for use later.
-
-
-
-
-
- "Render"
-
- This will render an entire 256 color palette from the current image.
- The result will be the colors that best represent the spread of colors in
- the entire image.
-
-
-
-
-
- "Undo"
-
- This will restore the palette to what it was before you made your most
- current change.
-
-
-
-
-
- "Spread"
-
- This will create a 24-bit color spread between the current color, and
- the one you select when prompted with the "To?" pointer.
-
-
-
-
-
- "Swap"
-
- This will exchange the current color with the one you select when you
- are prompted with the "To?" pointer.
-
-
-
-
-
- "Copy"
-
- This will copy the current color to another position you select when
- you are prompted with the "To?" pointer.
-
-
-
-
-
- "Pick"
-
- This will choose a color, in 24-bits, from the image onscreen. As long
- as you continue to hold the left mouse button down, it will continue to
- show you the values of the color under the pointer. When you release the
- button, that color is copied into the current palette position.
-
- See the ARexx script "Find" for a method to simply find the closest
- palette color to the chosen onscreen pointer.
-
-
-
-
-
- ImageFX's Toolbox has a set of 24-bit painting tools and image processing
- effects that can be applied to the entire image or a region of the image.
-
- All the painting gadgets can be double-clicked to reveal a menu of
- options for the painting tools. Some of the painting gadgets have left
- and right options. Most often the left side is unfilled and the right
- is a filled version of that tool.
-
- Below is a representation of the standard image processing menu items
- that appear below the painting tools. Click these for more information.
-
- @| FULL BALANCE COMPOSITE TRANSFORM SIZE
- COLOR CONVOLVE FILTER DISTORT EFFECT
- BUFFER BRUSH ALPHA HOOK AREXX
-
-
-
-
-
- ImageFX can limit any of it's image processing capabilities to a sub-
- region of the entire image. This cycler gadget controls this. Normally it
- will default to FULL, other selections allow you to BOX in a region, or
- select with an OVAL (or circular) area, POLY(gon) area, FREE(hand) area,
- FLOOD(fill) area (which is like the Magic Wand region selection available
- on other platforms), and BRUSH to limit your image processing to your
- brush.
-
- Returning to the Full selection reactivates the entire screen for
- painting and processing. ImageFX will remember any previously defined
- region, however. Reselecting any of the region tools will restore the
- last-active region. Double clicking in the center of the button
- produces a Region control panel.
-
- Regions are represented, onscreen by a familiar "crawling ant" marquee
- border.
-
- You can use the following drawing-style tools to define a region:
-
- Box Draw rectangular areas for simple stencils.
- Oval Draw elliptical areas for simple stencils.
- Poly Use the polygon tool to trace intricate custom stencils.
- Free Use the freehand tool to create fluid, amorphous stencils.
- Flood Use the flood tool, in conjunction with the Flood Fill
- Threshold setting, to pour a stencil.
-
- Returning to the Full selection reactivates the entire screen for
- painting and processing. ImageFX will remember any previously defined
- region, however. Reselecting any of the region tools will restore the
- last-active region.
-
- Defining a Region
-
- Using any of the above listed tools to create a region involves the
- same techniques when using their analogous tools to draw into the image
- buffer.
-
- As soon as it is drawn, the region becomes the only active part of the
- image buffer. Also, by default, all the drawing tools are ghosted; only the
- image processing functions of ImageFX are available for use in the
- polygonal region.
-
- Allow Painting
-
- If you wish to use the painting tools inside the region, select the
- Allow Painting toggle in the Region control panel. When checked, this
- toggle reactivates the painting tools. While this toggle is checked, no
- further region definition may take place.
-
- Inverting a Region
-
- Regions are twice as effective when used as both stencils and masks.
- Clicking the Invert Region button in the Region control panel will turn
- a region into its opposite. Stencils become masks.
-
- Adding to a Region
-
- You can add to an existing region by holding down the 'Alt' key and using
- any of the region definition tools. The previous region is remembered and
- the new area is combined with it. The resulting Region is the union of
- the two areas.
-
- Subtracting from a Region
-
- You can subtract from an existing region by holding down the 'Ctrl' key
- and using any of the region definition tools. You can use this method
- to trim along an image contour.
-
- Loading and Saving Regions
-
- Once a region has been defined, it may be saved to disk for later use.
- Clicking the Save Region button in the Region control panel produces a
- file requester. Use the file requester controls to locate a path and
- filename to save the region.
-
- Clicking the Load Region button in the Region control panel produces a
- file requester. Use the file requester controls to locate and load a
- previously saved region.
-
- Please refer to the manual for more information about ImageFX's Region
- controls.
-
-
-
-
-
- This menu offers three selections:
-
- Scale Allows you to scale your image with three scaling
- methods to any arbitrary size or scale automatically to
- a screen size.
-
- Halve Quickly halves the pixel dimensions of the image in the
- main buffer. The method of scaling used is set in the
- Scale control panel.
-
- Double Quickly doubles the pixel dimensions of the image in the
- main buffer. The method of scaling used is set in the
- Scale control panel.
-
- Crop Allows you to crop your image so that only the area you
- desire is retained afterwards.
-
- Auto Crop Automatically detects background information and crop/
- deletes it. Especially effective for scanned images.
-
- Set Aspect Allows you to set the aspect ratio and/or DPI of your
- current image. You can also optionally scale the image
- from it's previous aspect or DPI to the new setting.
-
-
-
-
-
- ImageFX can render to any Amiga mode, as well as to many high color
- display enhancers such as DCTV, OpalVision, Firecracker-24, IV-24, EGS
- and many others. There is also a FOREIGN render module that allows you to
- render images that cannot necessarily be displayed, such as 256 color
- images on a non-AGA Amiga, so that you may save the rendered result as a
- GIF file or other format.
-
- The ImageFX Render buffer serves two purposes: It is used to display
- the actual 24-bit image data on one of a variety of enhanced display
- adapters; and it is used to produce the highest-possible quality image for
- a reduced-resolution display system. This latter case is invaluable when
- preparing image files for Amiga-hosted multimedia systems and Macintosh
- or PC-based graphics displays of any kind.
-
- By default, ImageFX loads the Render module selected in the Preferences
- control panel. You can select any other Render Panel you like by
- clicking the Render Module name in the upper-left corner of the Render
- Panel. Doing so produces a requester listing all available Render modules.
- Selecting a name from this list causes the current Render module to be
- replaced with the new one. Depending on the module selected, the buttons
- and other controls displayed in the panel will change.
-
- Rendering an image.
-
- Dither Options
-
- When rendering to a reduced-resolution display system (such as standard
- Amiga HAM or 32-color screen modes) ImageFX can create the appearance of
- more colors through the use of dithering techniques. Dithering involves a
- process of alternating the colors of adjacent pixels. When viewed on a
- monitor, these colors appear to blend, suggesting some intermediate shade
- or range of colors not actually present. Several different methods are
- available.
-
- Floyd-Steinberg Floyd-Steinberg Random distribution
- Ordered Dither EDD Dither
-
- In addition to the basic dithering method, you may also change the
- dithering interpretation direction and the level of dithering applied to
- the image. Many of the ImageFX Render modules include dithering controls.
- Modules for rendering to 24-bit, true-color display devices do not
- include dithering, since dithering to such systems is unnecessary,
- because they can display so many colors there is no need to dither.
-
- Dither Method
-
- The method you select will depend largely on your experience and personal
- preferences.
-
- The EDD method is recommended for HAM-E and Amiga Enhanced HAM modes.
-
- Floyd and FloydR, because of the near-randomness of their patterns, are
- about the only methods suitable for images that will be printed using
- conventional publishing techniques.
-
- Dither Direction
-
- All dithering techniques produce some form of repeating pattern in
- the image. Depending on your use, these patterns can be highly
- undesirable. Through careful use of the Dither Direction controls, you
- can greatly reduce these repeating patterns.
-
- Dither Threshold
-
- The Dither Threshold control allows you to limit the amount of dither
- applied. When no Threshold is applied (None selected), you will frequently
- notice the appearance of random individual pixels in areas that could
- safely be one solid color. By raising the Dither Threshold setting, you
- can filter out these random stray pixels while still applying the dither
- to areas that need it.
-
- Render Modules
-
- Following are all the Render modules supported by ImageFX 2.0. Please
- refer to the manual for a detailed description of each, as they
- have different capabilities.
-
- Amiga/Amiga 1.3
- DCTV
- EGS
- Firecracker
- Foreign
- HAM-E
- HARLEQUIN
- IV24
- OpalVision
- Retina
- Picasso
- SAGE
- Video Toaster
-
-
-
-
-
-
- There are two supported methods for printing. You can print via. the
- Postscript module, which allows you to print to any device or save the
- Postscript file for use in another program or machine, or you can print
- via. your preferences printer.device. Although it uses the Amiga's
- Preferences printer drivers, ImageFX allows you to derive much higher
- quality printed results than printing from AmigaDOS or Workbench. This
- is because ImageFX uses the same true-color rendering techniques for
- printing as it does for its various rendering modules. Thus, even though
- the Amiga's printing system is limited to 12-bit data (4,096 colors),
- ImageFX is able to reproduce full 24-bit image quality through
- the use of dithering and other color adjustment techniques.
-
- Selecting a Printer Module
-
- A default printer module may be specified using the Preferences control
- panel. You can select an alternate printer module at any time thereafter
- by first accessing the Printer panel (click the Printer panel selector
- button).
-
- Choosing the Printer panel.
-
- In the Printer panel, you can click the Printer module name in the upper,
- left hand corner. Doing so produces a requester listing the available
- Printer modules. Selecting a name from this list causes the current
- Printer module to be replaced with the new one. Depending on the module
- selected, the buttons and other controls displayed in the panel
- will change.
-
- Changing Printer modules.
-
- Please refer to the manual for detailed descriptions of the available
- ImageFX Printer Modules.
-
-
-
-
- The composite menu allows you to manipulate and merge your buffers in
- several ways. You are provided many levels of transparency as well.
-
- The first button is a cycle gadget which determines the composite
- operation to use. There are many choices here.
-
- Here is an overview of the different Composite Operations and
- their effects:
-
- Merge Merge blends the Main and Swap image buffers together
- according to the Blend slider setting.
-
- Matte The Matte operation is useful for replacing large,
- discontiguous areas of one or more colors.
-
- Fast Matte The Fast Matte operation produces the same effect as
- Matte. It achieves faster processing times by ignoring
- any Alpha Channel options (and data) in calculating the
- Matte.
-
- HSV Matte The HSV Matte operation produces the same effect as
- Matte and Fast Matte and it works similarly. However,
- in this case, you specify the color to be matted using
- the Hue, Saturation, Value color space model.
-
- Add The Add operation performs an arithmetic combination
- of pixels from the Main and Swap buffers.
-
- Subtract The Subtract operation performs an arithmetic
- combination of pixels from the Main and Swap buffers.
-
- Multiply The Multiply compositing operation performs an
- arithmetic combination of the main and swap buffer
- images.
-
- Divide The Divide compositing operation performs an arithmetic
- combination of the main and swap buffer images.
-
- Absolute Add and
- Absolute Subtract
- These two operations are similar to Add and Subtract,
- except that the results of the Add or Subtract pixel
- combinations are not adjusted to compensation for
- brightness shifts.
-
- Minimum & Maximum
- When the Minimum composite operation is selected,
- ImageFX compares the Main buffer image with the Swap
- buffer image on a pixel-by-pixel basis. In each
- pixel-to-pixel comparison, ImageFX copies the lower
- or minimum value into the main buffer. If the Main
- buffer source pixel is lower, its value is maintained.
- If the Swap buffer source pixel is lower, it is
- substituted for the Main buffer source pixel.
-
- When the Maximum composite operation is selected,
- ImageFX compares the Main buffer image with the Swap
- buffer image on a pixel-by-pixel basis. In each
- pixel-to-pixel comparison, ImageFX copies the
- higher or maximum value into the main buffer. If
- the Main buffer source pixel is higher, its value is
- maintained. If the Swap buffer source pixel is higher,
- it is substituted for the Main buffer source pixel.
-
- Map ImageFX compares the main buffer image with the Swap
- buffer image on a pixel-by-pixel basis. In each
- pixel-to-pixel comparison, the Image Map composite
- operation combines the color values (hue) from the
- Swap buffer source pixel into the Main buffer pixel
- without affecting the original brightness value of the
- Main buffer pixel.
-
- AND performs a binary comparison of the Main and Swap
- buffer pixels. All 24-bits representing the pixel are
- compared on a bit-by-bit basis. Wherever both Main
- and Swap bits are set, the result will be a 1. If one
- or the other source bits is a 0, the result is also 0.
-
- OR performs a binary comparison of the Main and Swap
- buffer pixels. All 24-bits representing the pixel
- are compared on a bit-by-bit basis. Wherever either
- Main or Swap bits are set, the result will be a 1.
- If both source bits are 0, the result is 0.
-
- XOR (eXclusive OR) performs a binary comparison of the
- Main and Swap buffer pixels. All 24-bits representing
- the pixel are compared on a bit-by-bit basis.
- Wherever only one of the Main or Swap pixel bits is
- set, the result will be a 1. If both Main and Swap
- pixel bits are set, then the result is 0.
-
- Blend Slider
-
- Regardless of the Compositing Operation selected, the Blend slider
- determines how much of the Swap buffer image will be used to replace the
- affected pixels in the Main buffer. You can change the Blend setting
- either by grabbing and moving the slider knob or by directly
- typing a value into the text entry gadget to the right.
-
-
- Including and Excluding Color Ranges
-
- For most of the Composite Operations, you can select to use specific color
- ranges for inclusion or exclusion. The process by which this is done is
- the same as that used for the other Drawing Modes and Styles. Refer to
- the Pen Options control panel for further details on selecting and using
- the include and exclude features.
-
- Match Gadget
-
- The one additional feature for including or excluding color ranges when
- compositing is the Match gadget. Since a composite operation involves the
- use of two image buffers you must select which buffer to test for color
- range matching. In other words, if you are choosing to include only colors
- that fall within a range of blues, do you want to include only the
- blue pixels in the Main buffer, only the blue pixels in the Swap buffer,
- or all pixels in either buffer that fit the specified range of blues?
-
- Closeness slider
-
- the Closeness slider in the Composite control panel functions identically
- with that found in the Pen Options panel. The number specified by this
- slider determines the variance from the values specified in the included
- or excluded ranges that is still considered a match. This control also
- includes a text entry gadget for typing in a value directly.
-
- Alpha Channel
-
- As with the other Drawing Modes and Styles, you can also use an image
- in the Alpha Channel buffer as an additional filter to modify the
- composite operation. In addition to the familiar Frisket and Texture
- modes, the Composite panel also offers a Mask mode. Mask has the effect
- of inverting the Frisket mode. That is, pixels that are transparent in
- Frisket mode are opaque in Mask mode and vice versa. A pixel that is
- 60% transparent in Frisket mode is 60% opaque in Mask mode.
-
-
- Swap Buffer handling
-
- Normally, when compositing two images, you want the two image buffers
- (Main and Swap) to be the same size. In some cases, however, this isn't
- possible. When the buffers begin as unequal sizes, you can select to
- scale the Swap buffer to fit the Main buffer, or to Tile the Swap buffer
- so as to match the Main.
-
-
-
-
-
-
- The controls here adjust color levels within the image. You
- initially will see the R, G, and B sliders which adjust the amount of
- red, green or blue present in the image. The V(alue), or Brightness,
- slider adds, or subtracts, from the overall intensity of the RGB colors
- or Grey content.
-
- The cycler gadget beneath these adjusts which color space you are
- changing. You have the options of RGB, HSV, and CMYK. RGB is the
- typical red-green-blue color arrangement and HSV provides an alternate
- colorspace you can adjust by altering the Hue, Saturation or it's
- Value/Brightness. CMYK, cyan-magenta-yellow and black, is the color
- space used by printing systems.
-
- The CO(ntrast) slider works from the midpoint of the RGB colors or grey
- content and makes the darks darker, and the lights, lighter as it's
- increased. When decreased, the opposite occurs. The GA(mma) slider is
- very similar to the Brightness, but it adjusts the brightness based on a
- curve so that midtones are not immediately affected.
-
- Interactive Preview At the right of the Balance control panel is a pair
- of small windows. If you have selected Use Previews
- in the ImageFX Preferences panel these windows can
- be used to preview any adjustments to the Balance
- sliders before committing them to the actual image.
-
- Preview By clicking the Preview button, you can apply your
- new settings on the thumbnail image. The resulting
- modified image is displayed in the lower preview
- window.
-
- Real-Time Update If you click to select the Real-Time Update toggle
- switch, you need not continually click the Preview
- button. Instead, the lower thumbnail will be
- updated automatically, any time you adjust a slider.
-
-
-
-
- The Transform menu provides a number of handy orthogonal and perspective
- transformation tools. Clicking the Transform button on the ImageFX toolbox
- produces the Transform pop-up menu.
-
- Simple 2D Rotate... The Simple 2D Rotation controls provide the
- easiest accomplish rotations around a point
- fixed in the center of the image.
-
- Complex 2D Rotate... The Complex 2D Rotation controls provide a
- broader range of rotation effects.
-
- Perspective 3D Rotate... The third rotation method found in the Transform
- pop-up menu provides for Complex 3-dimensional
- perspective manipulation of images.
-
- Flip Horizontal This grouping of four buttons in the Transform
- Flip Vertical pop-up menu perform simple orthogonal
- Mirror Horizontal transforms upon the image. Clicking any of
- Mirror Vertical these buttons initiates an operation. No other
- control panels or requesters appear.
-
- Roll... The Roll Transform treats the image as if it
- were one continuous geometric loop, or part of
- a tiled matrix of identical images. Using Roll
- allows you to shift pixels from one edge of
- the image to its opposite.
-
- Shear... The Shear Transform allows you to skew the image
- in the Main buffer along the X axis.
-
- Interlace & De-Interlace The Interlace and De-Interlace Transforms
- constitute a complementary pair of functions.
- When you click the Interlace button, the image
- in the Swap buffer is combined, line-by-line,
- with the image in the Main buffer. The lines
- are interleaved, producing an image with twice
- the vertical resolution.
-
- When you click the De-Interlace button, the
- image in the Main buffer is separated,
- line-by-line. Every other line is moved to the
- Swap buffer. Any existing Swap buffer
- image data is destroyed by this process.
-
-
-
-
-
-
- This menu contains functions that alter the color of your image.
-
- Custom... Using the box you can enter a custom color transform
- graph, or load one that is already saved.
-
- Negative Inverts the colors of the image to produce a photo-
- negative image.
-
- Solarize Simulates re-exposing the image to light. This over-
- exposes certain areas of the image.
-
- Posterize... Reduces the colors, flattening them for a poster-like
- effect.
-
- False Color... Alters the image based on remapping it's grey values to
- a color palette. You can use the standard palette or the
- drawing palette.
-
- Grey to Color This changes a grey image into a color image. No actual
- color information is added, unlike False Color, the grey
- image simply is moved from an 8-bit buffer into a 24-bit
- buffer.
-
- Color to Grey This changes a color image into a grey image by sampling
- the color channels for specific grey levels.
-
- B&W to Grey This changes a B&W image, in the 8-bit buffer, into a
- grey image by examining the density of dithering the
- image.
-
- Halftone... Using print-oriented halftoning, this will convert a
- grey or color image into it's halftoned equivalent.
-
- Change Color...Provides a means of globally changing some color
- value to another for all pixels in the current image.
-
- Antique Immediately applies an amber-colored wash to the image.
- This effect, often called sepia toning, makes digital
- images look like photographs that have turned yellow
- due to the passage of time or chemical oxidation.
-
-
-
-
-
- This menu contains functions that are based on convolutions. A convolve
- is achieved by averaging two or more neighboring pixels with the current
- pixel and then replacing that pixel with the new value.
-
- Custom Allows you to enter a 3x3 or 5x5 convolve matrix, or
- load a previously saved matrix. The matrix is kept
- in a text file which can be larger, or smaller, than
- any matrix you can directly edit within the program!
-
- Sharpen... Sharpens the image by an amount you enter. Higher
- sharpening can cause unwanted "noise" to disturb the
- image.
-
- UnSharp Mask... Unlike what the name might imply, this photographic
- effect sharpens edges and is less prone to noise than
- Sharpen.
-
- Blur... Defocuses the image.
-
- Motion Blur... This simulates moving the image in any angle for any
- specified distance. It's recommended that you
- composite the original in at 50% to retain some
- detail, while achieving the effect of motion.
-
- Relief Map... Most often used as a special effect. Its intended use,
- however, is in the analysis of low-contrast
- topographical photography. The Relief Map convolve is
- extremely helpful in bringing out three-dimensional
- features from such photographs.
-
- Simple Edge Detect...
- The Simple Edge Detection convolution uses the least
- complicated technique to find apparent edges in the
- image.
-
- Ramping Edge Detect...
- The Ramping Edge Detection convolution attempts to
- locate edges in the image and accentuate them with
- a sharp ramp or gradient blend.
-
- Sobel Edge Detect...
- This convolution, for various reasons, is far more
- effective at eliminating image noise and deriving
- only the most significant edges. In the process,
- these edges are enhanced in such a way that the
- image, generally, requires little or no additional
- processing to be useful as line art.
-
-
-
-
- The image processing effects under this menu analyze the image and alter
- it based on that analysis. These are useful for processing images destined
- for limited-color display systems, such as multimedia and CD-ROM platforms.
- In these situations, you may have several hundred different images, all of
- which must share the same 256 color palette.
-
- Dynamic Range... Checks to see if the image is making full use of the
- 24-bit colorspace, and will then allow you to stretch
- or compress the colors to fit within a chosen range.
-
- Histogram Equalization...
- A Histogram is a 2-dimensional graph of the
- color or brightness distribution in an image.
- Histogram Equalization is just another way to
- limit the dynamic range of an image.
-
- Color Limit... Similar to Dynamic Range, but operates on each RGB
- channel separately. Can also color-correct for NTSC
- output.
-
- Anti-Alias... Checks for diagonal lines in the image, and adds pixels
- where needed, in the appropriate color, to reduce
- perceived "jaggies" in the image.
-
- R.I.P.... Remove Isolated Pixel. Given a threshold, this will
- remove pixels that have no similar neighboring pixels
- of a like color. Can reduce noise in an image.
-
- Video Filter... Uses well established video engineering specifications
- to adjust the brightness (luminance) and color
- (chrominance) of the image to make it broadcast legal.
-
- Median Filter... This Filter examines the sample area defined by the
- radius variable and converges the values for all the
- pixels toward the goal defined in the Mode selector.
-
- Count Colors... Causes ImageFX to examine each pixel in the
- image and count the total number of unique colors
- present. The result is reported in an informational
- requester.
-
-
-
-
-
- This menu contains image processing effects that optically distort and
- alter an image as well as effects that just don't fit anywhere else!
- With the help of these special effects functions, anyone can become an
- instant computer artist.
-
- Remove Feature Must be used in conjunction with a selected region on the
- main image. This will remove everything within that
- region from the image by pulling the edges together.
-
- Oil Paint... This creates an effect similar to that of an oil painting
- technique.
-
- Disperse... Randomly disperses any given pixel in any direction.
-
- Roughen... Randomly alters the color level of any pixel up or down
- which can add texture to an otherwise flat color.
-
- Apply Texture...
- A complex, multi-functional texture mapping engine.
-
- Straw... The Straw effect provides yet another texturing method.
- This one is particularly effective when used as a
- backdrop for text screens or keyed video.
-
- Crystallize... Performs a geometric decomposition, similar to the
- Mosaic and Polar Mosaic distortion effects. In this
- case, however, the distortion can be manipulated in a
- planar dimension.
-
-
- Radial Star... Allows you to place starburst-shaped highlights anywhere
- in your image.
-
- Lens Flare... Allows you to simulate the refractive artifacts of camera
- optics, to add that extra touch of realism.
-
- PaintFX... PaintFX is an automatic painting system that can turn any
- photographic or other bitmap image into a simulated work
- of art. The control panel for PaintFX includes a wide
- variety of adjustments for altering your painting; it also
- includes a number of predefined effects styles such as
- Impressionist, and Charcoal Sketch that you can simply
- load and use. Due to the complexity and power of PaintFX,
- please refer to the manual for detailed descriptions of
- its controls.
-
- Hockney Tiling...
- This effect subdivides the image into a grid of
- user-specified mosaic tiles.
-
- Lightning... A powerful special effect for adding simulated lightning
- bolts to your still images or motion sequences.
-
-
-
-
-
- In addition to the Drawing Modes and Styles, each of ImageFX's filled
- painting tools may be configured to use one of several different Fill Modes.
- Double-clicking any of the Filled Drawing Tools will produce a panel
- similar to the Drawing Options panels.
-
- Mode Drawing mode.
-
- Style Drawing mode style.
-
- Blend Blend percentage.
-
- Alpha Controls how the alpha channel is used while drawing.
-
- Edge Edge mode.
-
- Radius Radius control for certain edge modes.
-
- Type Type of fill mode.
-
- Range Color range used for gradient fill types.
-
- Smooth When checked, color ranges are automatically blended to
- produce smooth gradients. Otherwise, banded patterns are
- produced.
-
- Skew Balance control for gradient fills; lets you skew the
- gradient to one side or the other.
-
- Rough Roughness control, adds random "noise" to the fill
- pattern to simulate a texture.
-
- Flood Flood fill closeness value, controls how close to the
- original seed color the flood fill will look to continue
- filling.
-
-
-
-
-
- Mode Drawing mode.
-
- Style Drawing mode style.
-
- Blend Blend percentage.
-
- Alpha Controls how the alpha channel is used while drawing.
-
- Edge Edge mode.
-
- Radius Radius control for certain edge modes.
-
-
-
-
-
- Pen Options
-
- The first drawing tool governs drawing pen shape and size, and global
- color transparency. Every other line-oriented drawing function is
- affected by the settings made in the Pen Options subpanel. This tool also
- provides access to the ImageFX Grid Options. You can use the Grid to
- constrain painting operations to specific intervals and as an aid in
- positioning brushes or other painting elements. Clicking once on the
- Pen Options tool produces the Pen Options subpanel.
-
- Grid Constraints
-
- Normally, painting into any ImageFX image buffer is unconstrained.
- That is, you can paint freely into any pixel you choose. Sometimes,
- however, it is desirable to use Grid constraints as an aid for uniformity.
- For instance, with no grid, it is practically impossible to draw a series
- of straight lines exactly the same length and the same distance apart.
- Try it!
-
- Now, set the Grid Size Options in the Pen Options subpanel to 15
- and try again. This time, you will find, you can create as many straight
- lines as you like; and it's easy to keep them evenly spaced and exactly
- the same length. If the spacing is too close, or too far apart, simply
- adjust the Grid Size values. If you wish, you may enter different values
- for width and height.
-
- Dotted Freehand
-
- When you select the Dotted Freehand tool, you are able to apply paint
- to the image in rapid, discrete increments; pixel-by-pixel. Depending on
- the size and shape of your pen, this results in a series of individual
- spots that follows along behind the mouse. The faster you move the mouse,
- the greater the space between each spot. Dotted Freehand is the default
- drawing tool.
-
- When a standard pen is in use, the pixels are painted according to the
- currently selected Draw Mode and Style (see below) and using the currently
- selected palette color. When a custom brush is in use, individual copies
- of the brush will be pasted into the image as you move the mouse. This
- mode provides the fastest screen updates for working with custom brushes.
-
-
- Line/Curve
-
- The Line/Curve tool has two functions.
-
- Line Draw
-
- When you click the top, left corner, you are able to draw straight
- lines.
-
- When a standard pen is in use, the line is painted according to the
- currently selected Draw Mode and Style (see below) and using the currently
- selected palette color. You can use Line mode with a custom brush, but
- screen recalculation may take a long time.
-
- Curve Draw/Bezier Curve
-
- When you click in the bottom, right corner, you are able to draw using
- three- and four-point Bezier Curves.
-
- When a standard pen is in use, the curve is painted according to the
- currently selected Draw Mode and using the currently selected palette
- color. You can use Curve mode with a custom brush, but screen
- recalculation may take a very long time.
-
- Freehand/Filled Freehand
-
- The Freehand/Filled Freehand tool has two functions.
-
- Freehand Draw
-
- When you click the top, left corner, you are able to draw continuous,
- freeform lines.
-
- Whenever you move the mouse while the left mouse button is pressed, a
- continuous line of pixels will be painted into the image.
-
- As you are drawing, the screen will be updated exactly as it is during
- dotted freehand painting; with individual dots. When you release the left
- mouse button, however, ImageFX redraws the screen, connecting all the
- points you passed over with a continuous line of color.
-
- When a standard pen is in use, the line is painted according to the
- currently selected Draw Mode and Style and using the currently selected
- palette color. You can use Freehand mode with a custom brush, but screen
- recalculation may take a very long time.
-
- Filled Freehand
-
- When you click in the bottom, right corner, the continuous freehand
- lines you draw will become shapes. If you have not described a fully
- closed shape when you release the left mouse button, ImageFX will connect
- the start and end points with a straight line.
-
- This shape is then filled according to the currently selected Draw,
- Style and Fill Modes and using the currently selected palette color.
- Filled Freehand mode can be used in conjunction with the Cut Custom Brush
- tool to copy freehand shapes to the brush buffer. This is similar to the
- Lasso tool used in other painting systems.
-
-
- Open/Filled Rectangle, Ellipse, Polygon
-
- Each of these Open/Filled Geometric tools has two functions.
-
- Open Geometric Tools
-
- When you click the top, left corner, you are able to draw hollow
- Rectangles, Ellipses and Polygons. Techniques for each tool are
- illustrated in the manual.
-
- When a standard pen is in use, the line is painted according to the
- currently selected Draw Mode and Style and using the currently selected
- palette color. You can use the Open Geometric tools with a custom brush,
- but screen recalculations may take a very long time.
-
- Filled Geometric Tools
-
- When you click in the bottom, right corner, the geometric shapes you
- draw will be filled according to the currently selected Draw, Style and
- Fill Modes and using the currently selected palette color. The filled
- Geometric tools can be used in conjunction with the Cut Custom Brush tool
- to copy geometric shapes to the brush buffer. This is similar to
- rectangular, elliptical and polygonal custom brush tools used in other
- painting systems.
-
-
-
-
-
-
- Mode This pop-up menu allows you to select a Draw Mode for use
- with the Airbrush tool.
-
- Style This pop-up menu allows you to select a Draw Style for use
- with the Airbrush tool.
-
- Blend This slider controls the maximum amount of paint applied
- when painting with the Airbrush tool.
-
- Alpha This pop-up menu allows you to enable ImageFX's Alpha
- Channel for use as a frisket or as a texture.
-
- Radius The slider controls the size of the basic Airbrush shape.
- It is measured in pixels from the center to the outermost
- edge of the spot.
-
- Nozzle This slider controls the distribution of paint within the
- basic Airbrush spot.
-
- Rough This slider controls the smoothness or amount of spatter
- present in the airbrush effect.
-
- Realtime When selected (checked), this toggle switch turns
- on real time painting update. When this toggle is
- not selected, the Airbrush tool reverts to its
- default paint/redraw mode.
-
- Okay Accept these airbrush settings.
-
- Cancel Return to toolbox, aborting any changes made.
-
-
-
-
- The Create Buffer requester has the following features & functions:
-
- Size Controls: Typ directly into the text gadgets or use the
- "auto-sizing" buttons below. Each buffer is defined in terms of
- width, height, horizontal and vertical dots per inch and
- horizontal and vertical pixel aspect ratio.
-
- Width Width of new image buffer.
-
- Height Height of new image buffer.
-
- X DPI Horizontal dots per inch.
-
- Y DPI Vertical dots per inch.
-
- X Aspect Horizontal pixel aspect ratio.
-
- Y Aspect Vertical pixel aspect ratio.
-
- Color This cycle gadget specifies whether the buffer
- is to be created in 8-bit grey or 24-bit color
-
- Pixels This cycle gadget specifies whether the width
- and height size readouts are exprssed in
- pixels or in ruler units (inches/metric).
-
- Size Presets... Allows you to choose one of the size presets from
- a scrolling list requester. The presets are found
- in a text file called "Default.presets"; it may be
- edited with any standard text editor.
-
- Size to Swap Sets the size of the new buffer to be the same as
- the size of the swap buffer.
-
- Okay accept any changes made in the Create Buffer
- requester and return to the Preview Screen
-
- Cancel cancel any changes made in the Create Buffer
- requester and return to the Preview Screen
-
-
-
-
- This requester allows you choose a screen to be loaded as a buffer
- or brush. When you click the Grab Screen... button, a small list
- requester will appear. All screens currently logged into the Amiga's
- display system will be listed in this requester. By selecting one of
- them, you can load a copy of its screen data into the main image buffer.
-
- Choose the name of a screen from the scrolling list requester, and
- press Okay when you are done or Cancel to abort the operation.
-
-
-
-
- Color limiting allows you to clip the color values in the main buffer
- to certain minimum and/or maximum values.
-
- Red Select the lower and upper limit of the red channel.
-
- Green Select the lower and upper limit of the green channel.
-
- Blue Select the lower and upper limit of the blue channel.
-
- NTSC Limit Set preset values to clip the colors to those that
- are legal NTSC values.
-
- Okay Perform the color limiting.
-
- Cancel Abort back to the toolbox.
-
-
-
-
-
- Matte is used to composite the main and swap buffers together using a
- single transparent color.
-
- R, G, B RGB value of color to be considered transparent in
- the main buffer.
-
- Black Preset the transparent color to black (0,0,0).
-
- Draw Color Preset the transparent color to whatever the current
- drawing color is.
-
- Okay Perform the matte composite.
-
- Cancel Abort back to the toolbox.
-
-
-
-
-
- Motion blur simulates the blur produced by moving objects.
-
- Angle Selects the direction of the blur, in degrees.
-
- Length Length of the blur, in pixels.
-
- Okay Perform the motion blur.
-
- Cancel Abort back to toolbox.
-
-
-
-
- Scaling is used to transform an image from one resolution into another;
- for example, to turn a 640x400 image into a 320x200 image.
-
- Size New image size, in pixels.
-
- Percent New image size, expressed as a percentage of the old
- image size.
-
- Width Width adjustment.
-
- Height Height adjustment.
-
- Units Select display units in either pixels or ruled.
-
- Mode Select one of three scaling modes; "Smooth" is the
- standard anti-aliased scaling, "Fast" is a faster
- non-anti-aliased scaling, and "Border" adds a black
- border around the image to build it up to the new
- size.
-
- Size of Swap Sets the new image size to the same size as the
- image in the swap buffer.
-
- Size Presets Allows you to choose one of the preset sizes
- from a requester.
-
-
-
-
- Load This is the path that will be searched first
- when you attempt to load an image.
-
- Save This is the path to which 24-bit image files
- will be saved.
-
- Render Allows you to specify an alternate path for
- saving Rendered files.
-
- Brush Load This is the path that will be searched when you
- attempt to load a brush.
-
- Texture This is the path to 8-bit grey texture maps.
-
- Hooks The default directory where ImageFX program
- Hooks are found.
-
- Convolve The default directory where custom Convolve
- matrices are found.
-
- Transform The default directory where custom Transform
- operators are found.
-
- REXX The default directory where ImageFX ARexx
- programs are found.
-
- Clicking the Choose button to the right of each Path default produces a
- file requester to simplify the path selection process.
-
-
-
-
-
- Adjust the R, G, and B sliders to change the screen colors to your
- liking. Select OKAY to use the new colors or CANCEL to abort.
-
-
-
-
-
- Type Type of color separation, CMYK, CMY, or RGB.
-
- Planes Which planes to separate.
-
- Depth Selects either 24-bit or 12-bit output.
-
- Colormap Selects either greyscale (the standard) or
- color output.
-
- UCR Under color removal. Percentage of CMY to replace
- with black ink.
-
- GCR Grey component removal. Intensity of black ink
- used to replace CMY.
-
- Mag Magenta ink correction.
-
- Yel Yellow ink correction.
-
- Separate Perform the color separation, saving the results
- to the file format selected in the Save Format
- requester.
-
- Load Load separation settings from disk.
-
- Save Save separation settings to disk.
-
- Cancel Abort color separation.
-
-
-
-
- Path Directory to store virtual memory files.
-
- Choose Allows you to choose the virtual memory path
- using a file requester.
-
- Disk Buffer Size Size of buffers read from and written to
- disk, in kilobytes.
-
- Max RAM To Use Sets the maximum amount of RAM that will
- be used by the virtual memory system,
- in kilobytes.
-
- Defaults Chooses suitable defaults based on your
- current system configuration.
-
- The cycle gadget allows you to control when ImageFX uses virtual
- memory.
-
- A note about calculating the values for your Virtual Memory
- preferences:
-
- Working with 24-bit data files can consume a vast amount of memory
- resources. Generally, it is best to have as much RAM as you can afford,
- but ImageFX provides a disk-based virtual memory management system for
- those with limited resources; or for those who must work with truly
- frightening amounts of data. By copying portions of the image in and out
- of actual RAM, ImageFX lets you treat a portion of your hard disk as
- virtual RAM space.
-
- Be sure to specify a hard disk with sufficient free storage space.
- Scanned images at 200 or 300 dots per inch resolution can require tens of
- megabytes of VMEM swap space.
-
- Disk Buffer Size sets the maximum size of any one chunk written to the
- virtual memory disk buffer. It is measured in kiloBytes. Each chunk
- written to disk represents some number of rows of pixels from the image.
- Since each 24-bit pixel requires 3 Bytes of storage, a single line of
- 2,500 pixels would represent a chunk 7.5 kiloBytes in size. A default
- buffer size of 250 kiloBytes, then, would mean that ImageFX could page
- portions of the active image to disk in 33-line chunks. Depending on the
- operation, you would want to increase the buffer size significantly.
-
- Max RAM to Use limits the amount of system RAM that ImageFX will use for
- managing the virtual memory disk buffers. The program must always know
- how many buffers have been written and in what order to retrieve them.
- The mechanisms by which this is achieved are kept in RAM and added to or
- deleted as necessary. Dedicating too much system RAM to virtual memory
- management decreases the amount of RAM available for processing the image.
-
- CAUTION: Be sure that the Maximum RAM setting is never set to more than
- one half the total amount of available FAST RAM.
-
- ImageFX also supports other, third party and public domain, virtual
- memory implementations. If you wish to use a virtual memory system from
- another manufacturer, make sure that the ImageFX VMEM authorization selector
- is set to Never Use VMEM and that your third party virtual memory system is
- properly configured (according to that product's documentation).
-
-
-
-
- The Distort menu provides a number of interesting image decomposition
- methods. Some of these involve the use of an Alpha Channel buffer as a
- displacement mask. Others are self-contained special effects programs.
- Most can be automated and, when applied to sequences of frames, produce
- breathtaking animated effects.
-
- Clicking the Distort button in the ImageFX Toolbox produces the Distortion
- pop-up menu.
-
- Manual Distort... provides the simplest image warping technique. It
- requires you to prepare a greyscale Alpha Channel image
- beforehand. If you attempt to use the Distort...
- operator with no Alpha Channel present, an error
- requester will appear.
-
- Wave Distort... In addition to the wave generator in the Alpha Channel
- creation menu, the Distort menu also contains a full
- featured wave distortion engine. This tool is extremely
- flexible and the effect is stunningly beautiful when
- applied to animation sequences.
-
- Swirl... The Swirl distortion is useful mainly as a special effect
- and, when animated, has been used in movies and on
- television, to suggest a dreamlike transition.
-
- Pinch/Punch... The Distort menu also contains a general warping function
- called Pinch/Punch. Pinch has the effect of squeezing
- together pixels toward some user-defined point. Punch
- has the opposite effect of pushing out pixels away from
- a point. Punch can be useful for simulating blister
- effects, the magnifying qualities of water droplets or a
- fisheye lens.
-
- Polar Blur... The Polar Blur distortion is similar to the Swirl
- distortion in that if allows for the angular displacement
- of pixels around a center point. Where Swirl moves
- pixels from their point of origin and relocates them at
- their point of displacement, Polar Blur repeats each
- pixel at every point along the angle. The result is an
- image with a circular blur. In this respect, it is also
- similar to the Motion Blur convolution.
-
-
- Mosaic... One of the most popular, and characteristically
- computer-like distortion effects actually recalls the
- days of low-resolution computer graphics. The Mosaic
- distortion effect allows you to pixelize your image,
- effectively reducing its resolution. This effect is
- often used in television "cop" shows, for example, to
- make the face of a person unrecognizable.
-
-
- Polar Mosaic... The Polar Mosaic distortion produces one of the most
- spectacular effects available with ImageFX. A mosaic is
- an image composed of geometric tiles; and a polar
- mosaic is one that is constructed, in radial fashion,
- around a center point. The Polar Mosaic effect often
- creates images that look like stained-glass windows.
-
-
- Spherize... The Spherize distortion operator allows you to map any
- image onto a sphere. This tool performs a ray-traced
- surface mapping effect that can be applied across
- moving sequences for highly entertaining animation
- effects.
-
- Dream... The Distort menu contains yet another image warping
- system for producing dreamlike special effects. Anyone
- who knows old black and white Science Fiction movies
- will instantly recognize the Dream distortion effect.
-
-
-
-
- The wave generator will create an alpha channel filled with a wave
- pattern which can then be used in another operation, such as a distort or
- merge function.
-
- Wavelength Distance between wave "crests", in pixels.
-
- Center X X coordinate of wave origin, in pixels (need not be
- on screen).
-
- Center Y Y coordinate of wave origin, in pixels (need not be
- on screen).
-
- Angle Wave movement angle, vary this value from 0 - 359 to achieve
- an animated wave pattern.
-
-
- Dampening Amount of dampening in the waves. Dampening makes the
- wave intensity smaller the farther away from the center you
- go.
-
-
-
-
- These keys may be modified by editing the "Default.keys" file, or
- you may program them by pressing SHIFT-HELP and then entering the key
- sequence you want to modify. Press SHIFT-HELP again to leave the
- key programming mode.
-
- Universal Keys:
-
- Escape Open command shell.
-
- Up Arrow Scroll up.
- Down Arrow Scroll down.
- Left Arrow Scroll left.
- Right Arrow Scroll right.
-
- Shift-Up Arrow Scroll up a little.
- Shift-Down Arrow Scroll down a little.
-
- Shift-Left Arrow Scroll left a little.
- Shift-Right Arrow Scroll right a little.
-
- F1 Jump to scanner menu.
- F2 Jump to palette menu.
- F3 Jump to toolbox menu.
- F4 Jump to render menu.
- F5 Jump to print menu.
-
- F9 Push ImageFX screen to the back.
- Shift-F9 Bring ImageFX screen to the front.
-
- A Swap main buffer with alpha channel.
- C Toggle preview aspect lock.
- G Convert buffer to NTSC greyscale.
- J Toggle between the main and swap buffers.
- M Zoom into the current mouse location.
- R Redraw buffer.
- S Open scaling window.
- U Undo last change (forward).
- Shift-U Un-Undo last change (backward).
- X Flip image horizontally.
- Y Flip image vertically.
- Z Rotate image 90 degrees counter-clockwise.
-
- Shift-1 Begin macro recording.
- Shift-2 Stop macro recording.
- Shift-3 Run Arexx macro.
-
- ? Open preferences window.
-
- | Toggle coordinates display.
- . Delete the current brush.
- + Zoom into the center of the image.
- - Zoom out of the image.
- _ Zoom all the way back out of the image.
-
-
-
- Toolbox Keys:
-
- F6 Open drawing modes window.
- F7 Open fill options window.
- F8 Open airbrush options window.
-
- DEL Restore all modes, blends, etc. to normal.
-
- B Pickup brush.
- F Toggle "Use As Frisket" alpha channel mode.
- H Set brush handle.
- I Set coordinates display units.
- K Clear buffer to black.
- L Toggle the light table on or off.
- N Create a new buffer.
- O Outline brush with current drawing color.
- P Toggle pressure sensitivity.
- T Enter the text window.
- V Toggle light table view between swap/alpha.
-
- Shift-M Zoom out.
- Shift-O Trim edges off of brush.
- Shift-R Redo last operation.
-
- 9 Turn on the "ghost brush".
- 0 Turn off the "ghost brush".
-
- Control-I Invert current region.
- Control-R Swap regions between main and swap buffers.
-
- , Pick color.
-
- [ Activate previous color palette entry.
- ] Activate next color palette entry.
- ( Cycle down through region selections.
- ) Cycle up through region selections.
-
-
- Gadgets with a single underlined letter in the label may be activated
- by pressing the Right Amiga key along with the underlined key.
-
-
-
-
- You can select among loaded alternate buffers by clicking the Alternate
- Buffer Selector button, found in the title bar of the ImageFX main
- panel to the right of the About button and left of the filename or
- coordinates display. If no alternate buffers are loaded, the selector
- button remains ghosted and unavailable.
-
- Click the Alternate Buffer Selector button. A list requester will open,
- containing the filenames of all the images currently loaded into memory.
-
- To move one of the loaded images into the main image buffer, select its
- name from the list and click Okay. The image presently occupying the main
- buffer will be swapped out and its name will appear in the alternate
- buffer list, replacing the other file.
-
- In order to move one of the alternate images into either the Swap or Alpha
- Channel buffers, it is necessary to swap them into the main buffer first.
- Then, it can be copied or exchanged into the Swap or Alpha buffer.
-
-
-
-
-
- Text
-
- ImageFX 2.0 offers significantly enhanced Text formatting and handling
- capabilities. Its new interactive Text composition panel offers onscreen
- preview of the selected font, as well as style, justification and
- rendering control.
-
- Clicking the Text tool in the ImageFX 2.0 Toolbox produces the Text
- Composition panel.
-
- Entering Text
- When you access the Text Composition panel, a single line of text is
- already defined and ready for you to modify. Click the line in the Text
- Composition Field that reads "Test Text." This line is then selected and
- it appears in the Text Editing Field below.
-
- The Text Editing Field is like any normal Amiga string gadget. You can
- click the mouse cursor into the field to activate it for entering text.
- When you are finished, press Return and the new text will appear in the
- Composition Field, replacing the previous text.
-
- To add a second line, click the Add button. A new line will appear in
- the Composition Field. This line, reading "new," also appears in the
- Text Editing Field where it can be modified as before. To remove a line
- from the Composition Field, select it by clicking on it with the left
- mouse button. Then click the Del button.
-
- Choosing a Font
- Clicking the Choose Font... button produces a standard Amiga font
- requester (unless you have selected a replacement font requester in your
- Preferences/File Requester settings). Use the font requester controls to
- select a suitable font and size. ImageFX supports all Amiga supported font
- types, including CG Compugraphic and Color Fonts.
-
- Font Style Controls
- The Font Style controls provide familiar stylistic options: Boldface,
- Italic and Underline. These may be applied singly or in combination.
-
- Font Preview
- You can preview the selected combination of font, size and style by
- typing a word or two into the Font Preview text entry field. If your
- text contains a critical logotype or other special characters, you can
- use the preview to determine that ImageFX will render the text
- correctly.
-
- Justification Controls
- Use the Justification Controls to specify how the rendered text will
- be aligned: Left, Centered, or Right justified. When rendered, all the
- lines in the Composition Field will be aligned according to this setting.
-
- Rendering Controls
- The Rendering Controls affect how ImageFX will render the text to
- suit the current image buffer's color depth and pixel resolution.
-
- Remap colors produces the best rendition of Color Fonts into a
- limited palette buffer.
-
- Extra Border adds a pixel around the edges of the letterforms.
- This is useful for creating drop-shadows and other
- text effects.
-
- Anti-Alias applies the Anti-Aliasing edge smoothing algorithm
- to help the text blend into existing background
- colors.
-
- Load and Save Controls
- You can Load Text documents created in other word processing programs.
- You can also Save Text you create in the Composition Field for later use.
- If you wish to save your font, rendering and justification settings as
- well, choose Save All. These settings can be reused at any time
- thereafter by selecting Load All.
-
- Default Settings
- Clicking the Default button clears all existing text and settings,
- restoring the Text Composition panel to its default condition.
-
- Rendering Text
- When the panel is configured satisfactorily, click Okay. The text
- will be rendered according to the settings in the panel and attached
- to the mouse as a custom brush. You can then position the text brush
- anywhere you like in the image buffer and click the left mouse button to
- place it.
-
- The text is rendered into the image according to the currently
- selected Drawing Mode and style and using the currently selected palette
- color.
-
- If you wish to exit the Text Composition panel without rendering
- any text, click Cancel.
-
-
-
-
-
- Cropping Controls
-
- The middle set of controls in the Size menu are for reducing the
- image dimensions by discarding pixels. Cropping is a familiar graphic
- arts term for cutting away unwanted picture information and, thereby,
- drawing attention to the most important elements of the
- image.
-
- Auto Crop
-
- ImageFX 2.0 has an automatic cropping capability that can
- intelligently detect blank background information and simply delete it.
- Auto Crop is especially effective with scanned images.
-
- Cropping Control Panel
-
- When a more interactive method of cropping is desired, click the
- Crop... button in the Size menu. This produces the Cropping control
- panel.
-
-
-
-
-
- Double-clicking on any color well produces an Edit Color Register
- requester. This requester contains string gadgets with values
- describing the currently defined color in terms of the currently
- selected color space components, either RGB, CMY, CMYK, HSV,
- YIQ or YUV. By typing in new values for each component you can alter
- the hue of the color well. These requesters all have three string
- gadgets except for CMYK which has four.
-
-
-
-
- The fourth button in the middle column of Preferences panel controls
- allows you to pick your favorite file requester. File requesters are a
- matter of taste among Amiga users and some prefer to use one that is
- different from the Amiga's own ASL.library requester. In addition, ImageFX
- 2.0 now offers its own thumbnail-based file requester for selecting
- images.
-
- If you indicated in the Preferences/File Requester... options panel
- that you wished to use the ImageFX Thumbnail File Requester when loading
- pictures, this is the requester that will open. Otherwise a standard
- Amiga file requester will be used.
-
- Image selection using the Thumbnail File Requester is accomplished the
- same as any standard file requester. Locate the image you wish to load
- and double-click using the left mouse button. If necessary, use the scroll
- bar to move unseen thumbnails into view. The Thumbnail requester also has
- two pull-down menus, described in the ImageFX Program Reference.
-
- Images that have not had a thumbnail previously created, and all
- directories, will display in a blank square with a ? character. ImageFX
- 2.0 includes a Hook program to search your image directories and create
- thumbnails automatically.
-
-
-
-
-
-
- The complement to Grey to Color, this operator reduces a 24-bit image
- to 8-bit greyscale. This process requires a method for scaling Red, Green
- and Blue color data to an appropriate greyscale brightness level. Since
- the ideal scaling method may vary from one picture to another, ImageFX
- provides several choices.
-
- Clicking the Color to Grey... button produces the following requester.
- It provides two standard scaling methods and the means to create your own.
-
- Grey This method assigns equal weight to Red, Green and Blue
- image data.
- Luma This method weights the interpretation of Red, Green and Blue
- data according to the sensitivity of the human eye. In this
- case, green is counted almost twice as bright as red which,
- itself, is more than twice as bright as blue. This is the
- default setting.
- Custom If you wish, you can edit the individual weighting values to
- any number you like.
-
-
-
-
-
- When you click the Custom... button in the Convolve pop-up menu, the
- Custom Convolution control panel appears.
-
- You can create your own custom convolution matrices, either by typing
- values into the Matrix Definition Field and clicking Save, or by typing a
- set of values into a file using your favorite text editor. The following,
- taken from the Matrix subdirectory of ImageFX:, is an example of such a
- text file.
-
- Custom Matrix Specification Diagonal
- 3 3 3
-
- -1 -1 2
- -1 3 -1
- 2 -1 -1
-
- -1 -1 2
- -1 3 -1
- 2 -1 -1
-
- -1 -1 2
- -1 3 -1
- 2 -1 -1
-
-
-
-
-
-
- Different display and publication uses for digital images impose
- different characteristics on the pixels that comprise the image. For
- instance, most Amigas support a number of different display modes, each of
- which uses pixels of a different rectangular shape. All Macintoshes, by
- contrast, use perfectly square pixels, no matter what display dimensions
- they use. If you were to load a Macintosh image on your Amiga, you might
- wonder why it looks vertically or horizontally squashed.
-
- In fact, the image is not squashed, it just uses a different Pixel Aspect
- Ratio. Pixel aspect ratio is the relationship of pixel width to pixel
- height. ImageFX provides the necessary tools to correct for any type of
- pixel aspect ratio mismatch.
-
- Clicking the Set Aspect... button in the Size menu produces the Aspect
- Ratio control panel.
-
- Dots Per Inch/Dots Per Centimeter
-
- The Aspect Ratio control panel also has entries for setting the image's
- default Dots Per Inch (dpi) resolution. Normally, ImageFX defaults to
- 300 dpi laser printer resolution, but images destined for monitor display
- only are commonly used with either a 72 or 75 dpi setting. Many image
- file formats include aspect ratio and dpi information along with the
- file.
-
- Dimensions
-
- Finally, the image's Width and Height, either in terms of inches or in
- terms of inches or centimeters may also be set. These values change as
- you adjust the DPI/DPM setting.
-
-
-
-
-
- The first Filter adjustment method allows you to adjust the Dynamic
- Range for the image in the Main buffer. Dynamic range is an expression
- of the image's informational bandwidth; the volume of its graphical
- content. Normally, when scanning or frame grabbing, you want to acquire
- and maintain the broadest dynamic range possible.
-
- Video signal transmission and low-resolution printing technology are
- media with limited dynamic range capabilities, however. If the images
- are to be distributed using either of these methods, they should be
- filtered first. Picture information that exceeds the dynamic range limits
- of a given medium turns into noise.
-
- Clicking the Dynamic Range... button in the Filter pop-up menu produces
- the Dynamic Range adjustment subpanel.
-
- The normal dynamic range for computer graphics is 0 255: The maximum
- range of brightness values carried by 8 bits of data. Video signals
- degrade if they are asked to carry picture information that is too dark or
- too bright. Generally, a suitable dynamic range for video is 12 210.
-
- Thus, to adjust an image for video, using the Dynamic Range filter,
- you would raise the Lower Limit slider to 12 and lower the Upper Limit
- slider to 210.
-
-
-
-
-
-
- The top portion of the Size menu contains two Quick-Scaling buttons
- and a Scale subpanel selector.
-
- Quick Halve and Double
-
- The buttons marked Halve and Double, when clicked, immediately and
- automatically either halve or double the pixel dimensions of the image
- in the main buffer. The method of scaling used is set in the Scale
- control panel described below. Normally, the Fast scaling method is used.
-
- Scale subpanel
-
- When you need to scale an image by some factor other than 2, click the
- Scale... button to produce the Scale control panel.
-
- Scale Mode
-
- Scaling can be performed according to several user preferences. The
- Smooth method interpolates the picture data and produces the highest
- quality image at the expense of speed. The Fast method scales the image
- much faster, but simply discards or repeats pixels, rather than
- interpreting new color information.
-
- The Border method provides a way to increase the image's pixel
- dimensions without changing the actual size of the picture data.
- When Border is selected, the original image, at its original size, is
- placed against a black background of your specified dimensions. Thus, when
- scaling a 640 x 480 image to 800 x 600, 80 pixels of black are added to
- either side and 60 pixels of black are added top and bottom.
-
-
-
-
-
- The Simple 2D Rotation controls provide the easiest and most direct
- method to accomplish rotations around a point fixed in the center of the
- image. Clicking the Simple 2D Rotate... button produces the Simple
- Rotation control panel.
-
-
-
-
-
- Clicking the Custom... button produces the Custom Color Curve Editor.
-
- Color Curve Edit Field
-
- The large field at the top, left of the Curve Editor represents, in
- cartesian coordinate space, the brightness curve of the current image.
- By default, this curve is a straight line.
-
- The Curve Editor field is actually a small image buffer. You can edit
- the Color Curve to alter the image by brightness levels. You can also
- use the Curve Editor in combination with the R, G and B Color Channel
- selectors to adjust the individual color components by brightness levels.
-
- Curve Types and Editing Methods
-
- Controls are provided to adjust the color curve using a line composed
- of individual pixel-sized points, point-delimited Line segments or
- Spline-curve segments.
-
- Point-based
-
- This method allows you to create a color curve composed of discontinuous
- segments.
-
- Line-based
-
- This method is the easiest and quickest method, but can produce
- unwanted brightness cusps if the points that separate line segments
- produce sharp angles.
-
- Spline-based
-
- Using Splines to shape the color curve takes a little more work to
- master, but produces the smoothest and most satisfying results.
-
- When the Line-based or Spline-based method is selected, the Add Point
- and Remove Point buttons become available. Adding points increases the
- number of segments and permits greater flexibility in adjusting the
- overall curve.
-
- Preview Thumbnails
-
- When you first open the Custom Curve Editor, the current image is
- rendered in reduced, thumbnail form in the upper of the Preview windows.
- Any time you make an adjustment to the color curve, you can check its
- effect by clicking the Preview button. The new curve will be applied to
- the thumbnail image and the new thumbnail will be displayed in the lower
- window.
-
- Loading and Saving custom curves
-
- ImageFX ships with a number of pre-defined custom curves. These are
- stored in the Transform directory within your ImageFX main directory and
- may be recalled simply by clicking the Load button at the bottom of the
- Editor window.
-
- Any curve you create using the Custom Curve Editor can be saved for
- later use by clicking the Save button and supplying a suitable name in
- the file requester that appears.
-
- When you have selected a suitable Custom color curveor created one of
- your own and have previewed it to your satisfaction, click Okay to apply
- the curve to the data in ImageFX's main buffer. To exit without
- affecting your image data, click Cancel.
-
-
-
-
-
- Disperse mode produces a very interesting special effect. As you
- paint usually with a fairly large brush or pen the pixels in the image are
- scattered slightly. You can adjust the amount of dispersion by clicking
- the Options button to the right of the Mode selector. Doing so produces
- a Disperse Density slider.
-
-
-
-
-
- Like Disperse, the Roughen effect stylizes an image, making it appear
- more textural. This is useful when preparing an image as a background
- for superimposed text or other higher-priority information. The Roughen
- effect generally produces a slightly darker image than the original.
- Clicking the Roughen... button in the Effects menu produces the Roughen
- control subpanel.
-
-
-
-
-
- Relief Map is also most often used as a special effect. Its intended
- use, however, is in the analysis of low-contrast topographical photography.
- The Relief Map convolve is extremely helpful in bringing out
- three-dimensional features from such photographs.
-
-
-
-
-
-
- The Roll Transform treats the image as if it were one continuous
- geometric loop, or part of a tiled matrix of identical images. Using
- Roll allows you to shift pixels from one edge of the image to its opposite.
-
-
-
-
-
- While the Disperse and Roughen effects functions provide a general
- texturing capability, the Apply Texture effect is a complex,
- multi-functional texture mapping engine. Clicking the Apply Texture...
- button in the Effects menu produces the Apply Texture control panel.
- Refer to the manual for a complete description of its functions and
- capabilities.
-
-
-
-
-
- This Filter examines the sample area defined by the radius variable
- and converges the values for all the pixels toward the goal defined in
- the Mode selector. If Minimum is selected, the pixels in the sample
- area are biased downward toward the darkest pixels in the sample. If
- Median is selected, the pixels are biased toward the median average. If
- Maximum is selected, the pixels are biased toward the brightest pixels
- in the sample. The larger the radius, the larger the sampling field
- and, consequently, the more color distortion that takes place. As the
- radius value is increased, greater and greater amounts of detail are lost.
- Radius value also has a tremendous effect on calculation time. As the
- radius increases, filtering computation time also increases by an order
- of magnitude.
-
-
-
-
-
- This button provides a means of globally changing some color value to
- another for all pixels in the current image.
-
- When you specify the Red, Green and Blue value of the color you wish
- to change, and the Red, Green and Blue values you wish to change them
- to, ImageFX then examines each pixel in the current image buffer. If
- the color for that pixel falls within the Closeness variance from the
- Source color specified, it will be changed to the Destination color
- specified. You can adjust the Closeness slider to include or exclude
- similar, but not identical, colors.
-
-
-
-
-
-
- The Shear Transform allows you to skew the image in the Main buffer
- along the X axis.
-
-
-
-
-
- The Distort menu contains yet another image warping system for
- producing dreamlike special effects. Anyone who knows old black and
- white Science Fiction movies will instantly recognize the Dream distortion
- effect. Clicking the Dream... button in the Distort menu produces the
- Dream distortion control panel.
-
-
-
-
-
-
- The Straw effect provides yet another texturing method. This one is
- particularly effective when used as a backdrop for text screens or
- keyed video. Clicking the Straw... button in the Effects menu produces
- the Straw control subpanel.
-
-
-
-
-
- The Video Filter uses well established video engineering
- specifications to adjust the brightness (luminance) and color
- (chrominance) of the image to make it broadcast legal. NTSC and PAL
- video standards have different specifications, so be sure to select the
- standard appropriate to your local system. NTSC, generally, is the
- US video system. PAL is used in Europe and some Asian countries.
-
-
-
-
-
- The composite menu allows you to manipulate and merge your buffers in
- several ways. You are provided many levels of transparency as well.
-
- The first button is a cycle gadget which determines the composite
- operation to use. There are many choices here.
-
- Here is an overview of the different Composite Operations and
- their effects:
-
- Merge Merge blends the Main and Swap image buffers together
- according to the Blend slider setting.
-
- Matte The Matte operation is useful for replacing large,
- discontiguous areas of one or more colors.
-
- Fast Matte The Fast Matte operation produces the same effect as
- Matte. It achieves faster processing times by ignoring
- any Alpha Channel options (and data) in calculating the
- Matte.
-
- HSV Matte The HSV Matte operation produces the same effect as
- Matte and Fast Matte and it works similarly. However,
- in this case, you specify the color to be matted using
- the Hue, Saturation, Value color space model.
-
- Add The Add operation performs an arithmetic combination
- of pixels from the Main and Swap buffers.
-
- Subtract The Subtract operation performs an arithmetic
- combination of pixels from the Main and Swap buffers.
-
- Multiply The Multiply compositing operation performs an
- arithmetic combination of the main and swap buffer
- images.
-
- Divide The Divide compositing operation performs an arithmetic
- combination of the main and swap buffer images.
-
- Absolute Add and
- Absolute Subtract
- These two operations are similar to Add and Subtract,
- except that the results of the Add or Subtract pixel
- combinations are not adjusted to compensation for
- brightness shifts.
-
- Minimum & Maximum
- When the Minimum composite operation is selected,
- ImageFX compares the Main buffer image with the Swap
- buffer image on a pixel-by-pixel basis. In each
- pixel-to-pixel comparison, ImageFX copies the lower
- or minimum value into the main buffer. If the Main
- buffer source pixel is lower, its value is maintained.
- If the Swap buffer source pixel is lower, it is
- substituted for the Main buffer source pixel.
-
- When the Maximum composite operation is selected,
- ImageFX compares the Main buffer image with the Swap
- buffer image on a pixel-by-pixel basis. In each
- pixel-to-pixel comparison, ImageFX copies the
- higher or maximum value into the main buffer. If
- the Main buffer source pixel is higher, its value is
- maintained. If the Swap buffer source pixel is higher,
- it is substituted for the Main buffer source pixel.
-
- Map ImageFX compares the main buffer image with the Swap
- buffer image on a pixel-by-pixel basis. In each
- pixel-to-pixel comparison, the Image Map composite
- operation combines the color values (hue) from the
- Swap buffer source pixel into the Main buffer pixel
- without affecting the original brightness value of the
- Main buffer pixel.
-
- AND performs a binary comparison of the Main and Swap
- buffer pixels. All 24-bits representing the pixel are
- compared on a bit-by-bit basis. Wherever both Main
- and Swap bits are set, the result will be a 1. If one
- or the other source bits is a 0, the result is also 0.
-
- OR performs a binary comparison of the Main and Swap
- buffer pixels. All 24-bits representing the pixel
- are compared on a bit-by-bit basis. Wherever either
- Main or Swap bits are set, the result will be a 1.
- If both source bits are 0, the result is 0.
-
- XOR (eXclusive OR) performs a binary comparison of the
- Main and Swap buffer pixels. All 24-bits representing
- the pixel are compared on a bit-by-bit basis.
- Wherever only one of the Main or Swap pixel bits is
- set, the result will be a 1. If both Main and Swap
- pixel bits are set, then the result is 0.
-
- Blend Slider
-
- Regardless of the Compositing Operation selected, the Blend slider
- determines how much of the Swap buffer image will be used to replace the
- affected pixels in the Main buffer. You can change the Blend setting
- either by grabbing and moving the slider knob or by directly
- typing a value into the text entry gadget to the right.
-
-
- Including and Excluding Color Ranges
-
- For most of the Composite Operations, you can select to use specific
- color ranges for inclusion or exclusion. The process by which this is
- done is the same as that used for the other Drawing Modes and Styles.
- Refer to the Pen Options control panel for further details on selecting
- and using the include and exclude features.
-
- Match Gadget
-
- The one additional feature for including or excluding color ranges when
- compositing is the Match gadget. Since a composite operation involves the
- use of two image buffers you must select which buffer to test for color
- range matching. In other words, if you are choosing to include only colors
- that fall within a range of blues, do you want to include only the
- blue pixels in the Main buffer, only the blue pixels in the Swap buffer,
- or all pixels in either buffer that fit the specified range of blues?
-
- Closeness slider
-
- The Closeness slider in the Composite control panel functions
- identically with that found in the Pen Options panel. The number specified
- by this slider determines the variance from the values specified in the
- included or excluded ranges that is still considered a match. This control
- also includes a text entry gadget for typing in a value directly.
-
- Alpha Channel
-
- As with the other Drawing Modes and Styles, you can also use an image
- in the Alpha Channel buffer as an additional filter to modify the
- composite operation. In addition to the familiar Frisket and Texture
- modes, the Composite panel also offers a Mask mode. Mask has the effect
- of inverting the Frisket mode. That is, pixels that are transparent in
- Frisket mode are opaque in Mask mode and vice versa. A pixel that is
- 60% transparent in Frisket mode is 60% opaque in Mask mode.
-
-
- Swap Buffer handling
-
- Normally, when compositing two images, you want the two image buffers
- (Main and Swap) to be the same size. In some cases, however, this isn't
- possible. When the buffers begin as unequal sizes, you can select to
- scale the Swap buffer to fit the Main buffer, or to Tile the Swap buffer
- so as to match the Main.
-
-
-
-
-
- The Polar Blur distortion is similar to the Swirl distortion in that
- it allows for the angular displacement of pixels around a center point.
- Where Swirl moves pixels from their point of origin and relocates them
- at their point of displacement, Polar Blur repeats each pixel at every
- point along the angle. The result is an image with a circular blur. In
- this respect, it is also similar to the Motion Blur convolution. Clicking
- the Polar Blur... button in the Distort menu produces the Polar Blur
- control panel.
-
-
-
-
-
- The Polar Mosaic distortion produces one of the most spectacular
- effects available with ImageFX. A mosaic is an image composed of
- geometric tiles; and a polar mosaic is one that is constructed, in radial
- fashion, around a center point. The Polar Mosaic effect often creates
- images that look like stained-glass windows. Clicking the Polar Mosaic...
- button in the Distort menu produces the Polar Mosaic distortion control
- panel.
-
-
-
-
-
- The Complex Ration controls provide a broader range of rotation
- effects. These include the ability to position the centerpoint of
- rotation anywhere within the image area, the ability to specify
- independent inner and outer rotation radii -- providing the mans to
- achieve unlimited annular rotation effects; and variable blend
- image superimposition.
-
-
- The Swirl distortion is useful mainly as a special effect and, when
- animated, has been used in movies and on television, to suggest a
- dreamlike transition.
-
-
- A general warping function called Pinch/Punch, Pinch has the effect of
- squeezing together pixels toward some user-defined point while Punch
- has the opposite effect of pushing out pixels away from a point. Punch
- can be useful for simulating blister effects, the magnifying qualities
- of water droplets or a fisheye lens.
-
-
- In addition to the wave generator in the Alpha Channel creation menu,
- the Distort menu also contains a full featured wave distortion engine.
- This tool is extremely flexible and the effect is stunningly beautiful
- when applied to animation sequences. Clicking Wave Distort... produces
- the Wave Distortion control panel. Please consult the manual for
- detailed explanations of its controls and an explanation of Wave
- Engine Technology.
-
-
- The Lens Flare effect is an elaboration on the Radial Star effect
- that allows you to simulate the refractive artifacts of camera optics.
- Although optical engineers and photographers have labored for well over
- a hundred years to eliminate such distortion effects from actual camera
- lenses, including them in computer generated imagery often helps add that
- extra touch of realism.
-
- Clicking the Lens Flare... button in the Effects menu produces the
- Lens Flare control panel.
-
- Normally, you will use the Lens Flare effect by loading one of the
- predefined styles and applying the style, with minimal parametric
- adjustments, to an image. Under these circumstances, it isn't necessary
- to understand much more than how the flare is generated.
-
- If you want to create your own Lens Flare styles, however, there is a
- lot more to learn.
-
- Lens Flare Parameters
-
- The Lens Flare effect is composed of a number of separate elements,
- each of which can be individually controlled. This provides the
- flexibility to create virtually any kind of flare effect to simulate
- practically any kind of lens.
-
- Flare Type
-
- The primary element of the Lens Flare effect is the flare, itself.
- Several flare types are available, including no flare at all.
-
- Normal A standard optical flare, employing an eight point star.
-
- Anamorphic Stretch
- Simulates the type of flat, wide flare created by an
- anamorphic (wide-screen compression) lens.
-
- None In this case, no primary flare is rendered, but any
- additional artifacts that may be defined are rendered
- as they normally would be. Use None when you want to
- generate artifacts for a starburst created with the
- Radial Star Effect. In this way you can produce Lens
- Flares with starbursts consisting of different numbers
- of points.
-
- Glow Normally, a lens flare occurs along with a glow or
- diffuse halation artifact. The Glow and the Flare type,
- in combination, produce the simplest form of Lens Flare
- effect. You can set the color for the Glow independently
- of the primary flare color. This is done in terms
- of 0 255 Red, Green and Blue value text entry fields.
-
- Artifacts Most real-world lens flare occurrences include a number
- of refractive artifacts. These are actually reflections
- of the primary flare, caught and refracted within the
- several simple lenses that make up most of today's
- compound photographic lenses. Normally, the higher the
- optical quality of the lenses, the less artifacting is
- visible, but most lenses, under some circumstances, will
- exhibit a degree of flare.
-
-
- PaintFX is an automatic painting system that can turn any photographic
- or other bitmap image into a simulated work of art. The control panel
- for PaintFX includes a wide variety of adjustments for altering your
- painting; it also includes a number of predefined effects styles such as
- Impressionist, and Charcoal Sketchthat you can simply load and use. These
- images can then be used as single works of art or, when applied to sequences
- of frames, for animation effects or transitions. When you click the
- PaintFX... button in the Effects menu, the PaintFX control panel will
- appear.
-
- How It Works
-
- PaintFX achieves its unique qualities by applying algorithmic brush
- strokes to your image. The manner in which these strokes is applied is
- infinitely variable, which makes PaintFX very powerful. To begin with,
- a brush shape is loaded (or, if none is specified, the current brush or
- pen is used). The shape and size of this brush defines a sample area used
- by PaintFX when color averaging or Swap/Alpha Channel mix throughs are
- indicated.
-
- When you click the Okay button, PaintFX starts painting over the image
- in the main buffer. It has a fixed number of brush strokes to make and
- these are executed according to all the other variables set in each of the
- PaintFX control subpanels. These subpanels are organized into several
- distinct categories:
-
- Main Controls
-
- Depending on the set of variables you are editing, the lower portion
- of the PaintFX control panel will change. The upper portion consisting
- of the Main Controls remains constant, no matter which lower subpanel is
- displayed.
-
- Style This is a text readout, only. When a Style is loaded,
- its name is displayed here. If you wish to provide your
- own name to the current PaintFX state, click the Save
- button. Type a name into the file requester that results
- and save the settings as a Style file. The name you
- supplied will then appear in the Style readout. If no
- specific style has been loaded, the readout will display
- <None>.
-
- Brush This item displays the current PaintFX brush specification.
- It is a fully functional text entry field and you may
- type any brush filename into it. If you prefer, click the
- Choose button to the right and a file requester will
- appear. If no brush is selected, PaintFX will use the
- current pen size and shape. This brush specification is
- local to PaintFX, only. It has no affect on other brush
- buffers in use with ImageFX.
-
- Strokes This slider and associated numerical readout are used to
- specify the total number of brush strokes PaintFX will
- produce. The default value is calculated at startup,
- based on the pixel dimensions of the image buffer. A
- 320 x 200 buffer is automatically assigned 1,600 strokes.
- If you wish, you may set any other number of strokes. The
- slider's range is limited to 10,000. If you wish to use
- a higher number of strokes, type it directly into the text
- entry field.
-
- You should be aware that the execution speed of PaintFX
- is directly related to the number of strokes specified
- and the size of the brush used. Keep this in mind when
- setting these values.
-
- Different styles will produce very different results with
- images of different sizes, depend- ing on the Strokes
- setting. If you don't get the desired result on the first
- try, change the Strokes value and try again.
-
- In some cases, you might want to apply a PaintFX style to
- a sequence of frames. As long as the same brush, strokes
- and Random Seed settings are used, the effect on every
- frame should be the same.
-
- Control Groups
-
- When using the pre-defined Styles, you may not want or need to change
- any of the settings in the lower PaintFX subpanels. Just click Okay and
- let PaintFX do its job. To create your own Styles, however, you will have
- to alter the subgroup settings.
-
- To simplify the main panel's design, PaintFX's enormous set of
- parameters has been divided into separately displayable groups. Each
- group of controls deals with a discrete part of the overall PaintFX
- effect. The buttons and sliders in the lower portion of the PaintFX panel
- will change, depending on which Control group you choose to edit.
-
- Layer
-
- PaintFX tries to simulate real-world painting techniques in a literal
- fashion. Its strokes continually cover each other, building up layers of
- cumulative color changes (figurative paint). The controls in the first
- subpanel affect how those layers are added.
-
-
- Method This cycle/pop-up gadget determines the order in which
- strokes are added to the canvas. The method you select
- affects the ultimate distribution of paint. Available
- methods include:
-
- - Random Truly random distribution of brush strokes across the
- canvas.
-
- - Ordered Random
- This method produces the same effect as Random. It has
- been optimized to enhance performance when processing
- large images that must use virtual memory.
-
- - Ordered Proceeds left-to-right, top-to-bottom through the image.
-
- - Radial Proceeds outward from the center.
-
- X Variance
- Every stroke can have some degree of horizontal variance
- or wander from its predicted path. The setting of this
- slider determines the extent (positive or negative) of
- that wander. The slider's range is from 0 to the full
- image width.
-
- Y Variance
- Every stroke can have some degree of vertical variance
- or wander from its predicted path. The setting of this
- slider determines the extent (positive or negative) of
- that wander. The slider's range is from 0 to the full
- image height.
-
- Most of the following groups of controls has a setting called Method.
- Unlike the Method selector in the Layer subpanel, these other controls
- refer to the method for choosing the default value for operations controlled
- by that subpanel. First we will complete our discussion of the various
- subpanels. We will, then, discuss default selection and the available
- Methods.
-
- Size
-
- This group of controls affects the size of the brush used to make the
- PaintFX strokes.
-
- Method Discussed below.
-
- Variance With every stroke of its brush, PaintFX can change the brush
- size by the amount you specify in the Variance setting. The
- slider ranges from 0 100 %.
-
- Minimum This slider sets the minimum size the brush can be. It
- prevents the Variance control from making the brush too
- small. The slider's range is from 0 500 pixels.
-
- Maximum This slider sets the maximum size the brush can be. It
- prevents the Variance control from making the brush too big.
- The slider's range is from 0 500 pixels.
-
-
- Angle
-
- Just as the brush's size can vary up and down in size, it can also be
- rotated through 360 degrees. When an irregularly shaped brush is used,
- this rotation simulates real brush work.
-
- Method Discussed below.
-
- Variance With every stroke, the brush may be rotated by the
- amount you specify in the Variance setting. The slider
- ranges from 0 100 %.
-
- Minimum This slider sets the minimum angle the brush may have.
- It prevents the Variance control from rotating the
- brush too much. The slider's range is from -360 360
- degrees.
-
- Maximum This slider sets the maximum angle the brush may have.
- It prevents the Variance control from rotating the
- brush too much. The slider's range is from -360 360
- degrees.
-
-
- Blend
-
- The Blend subpanel controls color blending of each stroke as it is
- applied to the painting.
-
- Method Discussed below.
-
- Variance With every stroke, the brush stroke may be more or
- less smoothed into the painting. This slider determines
- the amount that the blending or smoothing may vary. The
- slider ranges from 0 100 %.
-
- Minimum This slider sets the minimum blending level. It prevents
- the Variance control from setting Blend too low. The
- slider's range is from 0 510.
-
- Maximum This slider sets the maximum blending level. It prevents
- the Variance control from setting Blend too high. The
- slider's range is from 0 510.
-
-
- Brightness:
-
- The Brightness subpanel controls how much the stroke to stroke
- brightness variations can occur.
-
- Method Discussed below.
-
- Variance With every stroke, the brush may be increased or
- decreased in brightness. Your setting of the Variance
- slider determines the extent of this variation. The
- slider ranges from 0 100 %.
-
- Minimum This slider sets the minimum brightness level. It
- prevents the Variance control from setting the
- brightness too low. The slider's range is from 0 200.
-
- Maximum This slider sets the maximum brightness level. It
- prevents the Variance control from setting the
- brightness too high. The slider's range is from 0 200.
-
-
- Color
-
- This group of controls determines the amount of stroke-to-stroke color variance may occur
- in both the brush color and the background color.
-
- Background
-
- This cycle/pop-up gadget permits the selection of a background color.
- For instance, you may choose to have PaintFX render the current main
- buffer image against a new, blank white or black canvas. Your selection
- here determines what that background consists of. This setting determines
- the starting color; background colors may be varied according to the
- Red, Green and Blue value settings (described below).
-
- - Black The PaintFX painting is rendered against a Black
- background.
-
- - White The PaintFX painting is rendered against a White
- background.
-
- - Draw Color
- The PaintFX painting is rendered against a solid
- background of the currently selected draw color.
-
- - Main The PaintFX painting is rendered against the Main
- buffer image.
-
- - Swap The PaintFX painting is rendered against the Swap
- buffer image.
-
- Brush
-
- This cycle/pop-up gadget permits the selection of a beginning brush
- color. With each stroke, this basic color setting will be varied
- according to the Red, Green and Blue slider settings (described below).
-
- - Black Brush begins as black.
-
- - White Brush begins as white.
-
- - Draw Color
- Brush begins as the currently selected draw color.
-
- - Random Brush begins as a randomly selected color.
-
- - From Swap Starting brush color is taken from the image in the
- Swap buffer at the coordinates that correspond with
- the brush's position at the start of its stroke.
-
- Red Value Determines the maximum amount that the red component
- of the brush color may vary on a stroke-to-stroke
- basis. The slider ranges from 0 255.
-
- Green Value Determines the maximum amount that the green component
- of the brush color may vary on a stroke-to-stroke
- basis. The slider ranges from 0 255.
-
- Blue Value Determines the maximum amount that the blue component
- of the brush color may vary on a stroke-to-stroke
- basis. The slider ranges from 0 255.
-
- Methods of Default Selection II
-
- As mentioned previously, each of the subpanels for Brush Size, Brush
- Angle, Stroke Blending and Brightness variations share a common control
- labeled Method. The method selected tells PaintFX what values to use as
- the basis for a given brushstroke's color, brightness, size and shape.
- This is best explained through the following procedure:
-
- (As it prepares each brush stroke, PaintFX goes through these steps)
-
- 1) A default brush stroke is generated, including data on its X and
- Y placement, color, brush size, brush angle, etc. This default
- stroke may be based on previous input or default conditions
- internal to PaintFX.
-
- 2) PaintFX refers to the parameters you entered for the Layer
- subpanel and, depending on the Method, X-Variance and Y-Variance,
- it modifies the default brush stroke accordingly.
-
- 3) PaintFX then refers to the Method of Selection for brush size
- and determines a default brush size. Depending on the Variance,
- Minimum and Maximum entries, it then alters the default brush size
- for that stroke.
-
- 4) For each of the succeeding subpanels, PaintFX generates a default
- value using the Method of Selection specified in that panel. It
- then evaluates the given Variance, Minimum and Maximum parameters
- and makes adjustments to the stroke factors controlled by that
- subpanel. Thus, by the end of this procedure, the brush stroke
- PaintFX makes may bear no resemblance to the initial one created
- by default.
-
- Any PaintFX operation can choose to override the default value (which
- most do), but it can't exceed the given Minimum and Maximum limits.
-
- There are two ways to vary the value. One is through the Method
- selection (Normal does not vary the value, all others do), the other is
- through the Variance. These two options act independently of each other.
-
- Methods Detailed
-
- Normal Uses the initial default value assigned by PaintFX at the
- beginning of the stroke. The value may still be altered by
- the Variance setting, so long as it does not exceed the
- stated Minimum and Maximum values.
-
- Random A new default value is spontaneously generated at random.
- This value supercedes any previous default, but it can still
- be altered by the Variance setting, so long as it does not
- exceed the stated Minimum and Maximum values.
-
- From Swap The initial default value for the subpanel operation
- (brush size, angle, etc.) is determined from the image in
- the swap buffer. For instance, if the subpanel is concerned
- with brush angle, the default angle may be rotated from
- -360 to 360 degrees as the swap buffer image goes from black
- to white. There are also variations on this Swap
- buffer Method:
-
- - From Swap (Reverse) This works essentially the same as From
- Swap, but the angle will be rotated from
- -360 to 360 as the swap buffer image goes
- from white to black.
-
- - From Swap (Hue) This works similarly to From Swap; but
- only the Hue portion of the swap buffer
- image is used.
-
- - From Swap (Reverse Hue)
- The Hue portion of the swap buffer is used,
- but the effect is reversed (e.g.: +45
- degrees becomes -45 degrees).
-
- - From Swap (Saturation)
- Works the same as From Swap, but only the
- swap buffer's Saturation is considered.
-
- - From Swap (Reverse Saturation)
- The swap buffer's Saturation is used, but
- the effect is reversed.
-
- - From Swap (Value) Works the same as From Swap, but only the
- swap buffer's Value is considered.
-
- - From Swap (Reverse Value)
- The swap buffer's Value is used, but the
- effect is reversed.
-
- From Alpha The initial default value for the subpanel operation
- (brush size, angle, etc.) is determined from the image
- in the Alpha Channel buffer. For instance, if the
- subpanel controls brush angle, the default angle may be
- rotated from -360 to 360 degrees as the Alpha Channel
- buffer image goes from black to white. There are also
- variations on this Swap buffer Method:
-
- - From Alpha (Reverse) This works essentially the same as From
- Alpha, but the angle will be rotated from
- -360 to 360 as the Alpha Channel buffer
- image goes from white to black.
-
- - From Alpha (Blur) The image in the Alpha Channel buffer is
- blurred and the value for the operation is
- taken from the relative grey level of the
- resulting pixels.
-
- - From Alpha (Reverse Blur)
- This works the same as From Alpha (Blur),
- but the effect is reversed (e.g.: +45
- degrees becomes -45 degrees).
-
- - From Alpha (Gradient) The Alpha Channel image is softened through
- the use of a gradient blend (producing a
- more precise effect than Blur) and the value
- for the operation is taken from the
- resulting relative grey levels.
-
- - From Alpha (Reverse Gradient)
- Works the same as From Alpha (Gradient),
- but the effect is reversed.
-
-
- For operations that use the swap or alpha buffers, if one does not
- actually exist, it will be created for use by the effect and destroyed
- when the effect is finished. Therefore, the only buffer you need to have
- is the main buffer, since you can also temporarily load a brush from disk
- for the duration of the operation.
-
-
- Left The default value is determined by how far left the
- stroke will fall.
-
- Right The default value is determined by how far right the
- stroke will fall.
-
- Up The default value is determined by how far from the
- bottom of the image the stroke will fall.
-
- Down The default value is determined by how far from the
- top of the image the stroke will fall.
-
- In The default value is determined by how close to the
- center of the image the stroke will fall.
-
- Out The default value is determined by how far from the
- center of the image the stroke will fall.
-
- Diagonal Right
- The default value is determined by how far from the
- upper right-hand corner of the image the stroke will fall.
-
- Diagonal Right (Reverse)
- The default value returned from Diagonal Right is inverted
- or reversed (e.g.: -45 degrees becomes +45 degrees).
-
- Diagonal Left
- The default value is determined by how far from the
- bottom left-hand corner of the image the stroke will fall.
-
- Diagonal Left (Reverse)
- The default value returned from Diagonal Left is inverted
- or reversed.
-
-
- What it means
-
- At first glance, the preceeding methods might seem unnecessarily complex
- and redundant.
-
- However, if you consider how they might be applied with a brush stroke
- growing larger as a function of its distance from the image center; and
- rotating as it moves toward the lower left corner; with the colors changing
- in response to the image of a kitten loaded into the Swap buffer it begins
- to make some sense.
-
- The whole reason for all this variability is to allow PaintFX a simple
- machine to synthesize the wide range of visual expressions a painter
- achieves through the subtlety of human motion. In no case will PaintFX
- ever replace Picasso or even come close to human generated art; but the
- effects are pleasing and, when used in a production environment, take
- considerably less time than attempting them by hand.
-
-
- The Radial Star effect allows you to place starburst-shaped highlights
- anywhere in your image. The parameters for the star can be infinitely
- varied and, when applied across a sequence of frames, can reproduce an
- animated twinkling effect.
-
-
- Another useful tool for creating backdrops and simulated abstracts
- is the Hockney Tiling effect. This effect subdivides the image into a
- grid of user-specified mosaic tiles. It then shifts each tile randomly
- up or down, right or left, according to the variability values you
- supply. You can also choose to vary the hue, value and edge blending
- to produce still greater variations. Clicking the Hockney Tiling...
- button in the Effects menu produces the Tiling control panel.
-
-
- The Lightning effect is a powerful special effect for adding simulated
- lightning bolts to your still images or motion sequences. Full control
- is given to create bolts of lightning to your exact specifications. And,
- unlike in real life, you can predict exactly where each one will strike.
-
- Lightning Menu Subpanels
-
- The Lightning effect has quite a few parametric adjustment options.
- These are grouped by function into a series of subpanels. You can select
- among these subpanels using the Menu cycle/pop-up gadget.
-
- Bolt Parameters
-
- The first menu subpanel, displayed by default when you first access the
- Lightning effect control panel, provides control over the overall appearance
- of the finished lightning bolt effect.
-
- Glow Parameters
-
- A lightning bolt is a phenomenon of electrostatic energy discharge.
- Part of the discharge is expressed by a diffuse radiant light that
- brightens the scene in the immediate vicinity of the lightning strike.
- The characteristics of this radiant light are controlled by the Glow
- parameters subpanel.
-
- Branch Parameters
-
- The Branch Parameters subpanel controls the likelihood and extent of
- sub-branches from the main bolt. These are generated in a random fashion
- to simulate the variability of real lightning.
-
- Seed Parameters
-
- The Lightning effect relies extensively on random number generation.
- In order to realistically simulate the entirely accidental nature of
- lightning bolt morphology, separate randomly chosen numbers are used for
- segment length, segment count, radius, and angle. Random number generators
- use a given seed value as the basis for the numbers they will generate.
- The Seed Parameters subpanel allows you to supply your own seed values,
- or to spontaneously create new ones.
-
-
- Anti-Aliasing adjusts the colors of the boundary pixels so as to
- give the appearance of a color-smoothed edge. This is the most subtle
- form of edge softening available in ImageFX.
-
-
- The Crystallize effect performs a geometric decomposition, similar to
- the Mosaic and Polar Mosaic distortion effects. In this case, however,
- the distortion can be manipulated in a planar dimension. Clicking the
- Crystallize... button in the Effects menu produces the Crystallize control
- panel.
-
-
- The Oil Paint effect performs a number of sampling and averaging
- functions on the image in order to produce a naturalistic-looking
- rendering in oils. Depending on the processor speed of your Amiga, this
- effect can take a while to complete, but the result is extremely
- satisfying. Clicking the Oil Paint... button in the Effects menu
- produces the Oil Paint control subpanel.
-
-
- This control group provides for Complex 3-dimensional perspective
- manipulation of images. This most powerful rotation tool gives you
- comprehensive control over image attitude and placement within the screen.
- When you supply incrementally different arguments to the various parameters
- in this panel, you can produce animations that flip, roll, and fly away!
-
- Perspective Operation Terms
-
- Rotate A Perspective Rotate operation turns the image around either
- the X, Y or Z axis.
-
- Translate A Perspective Translate operation moves the image, as an
- object, along either the X, Y or Z axis.
-
- Scale A Perspective Scale operation causes the image to grow or
- shrink in the X or Y dimension.
-
- When you access the Perspective Rotation control panel, a wire-frame
- grid is superimposed on the image in the Preview buffer. This wire-frame
- represents the image plane in three-dimensional space. As you make
- adjustments to the various controls in the control panel, this wire-frame
- grid will change shape and size, reflecting how the image will be projected
- when you click the Okay button. The Handle control determines where the
- point of rotation is placed within the image. Normally, this is set to
- Center, but it can be assigned to any of the image's four corners as well.
-
- The Background control functions similarly to Matte in the Composite
- menu. When you click Okay, the image in the main buffer is mapped onto
- the 3-dimensional grid. All portions of the image buffer that are not a
- part of this image map are considered background and what happens to them
- is determined by the Background control. You can choose to matte the
- image against itself (Main), against the Swap image, or against a solid
- field of black or the current palette color.
-
- Perspective Rotation Controls
-
- Interactive Control
-
- The perspective wire-frame grid can be manipulated directly by your
- up/down and right/left mouse movements. Simply moving the mouse pointer
- into the Preview buffer and pressing the left button activates Interactive
- Control mode. Motion control is determined by the setting of the
- Interactive Motion Control cycle gadget.
-
- Slider Control
-
- Perspective rotation and transformation can also be controlled precisely
- through the sliders in the Perspective Rotation control panel. Each
- slider has a corresponding text entry field for numerical values. You
- may type in any value or use the slider knob.
-
-
- The Spherize distortion operator allows you to map any image onto a
- sphere. This tool performs a ray-traced surface mapping effect that
- can be applied across moving sequences for highly entertaining animation
- effects. Clicking the Spherize... button in the Distort menu produces the
- Spherize distortion control panel.
-
-
- Support for any questions or problems you are having using ImageFX can
- be resolved by calling our support line. If all support staff are busy, you
- can leave a message and you will receive a call back - usually within hours!
-
- Support telephone: (804) 282-6528 Eastern Time
- Nova Design fax: (804) 282-3768
-
- Nova Design, Inc.
- 1910 Byrd Avenue, Suite 214
- Richmond, VA 23230
- USA
-
-
- Index to the ImageFX online help system. See the printed manual for a
- more complete printed reference.
-
-