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- <div class="glossary">
- <div class="titlepage">
- <div>
- <div>
- <h2 class="title"><a id="glossary"></a>Glossary</h2>
- </div>
- </div>
- </div>
- <a id="id3492047" class="indexterm"></a>
- <div class="glossdiv">
- <h3 class="title">A</h3>
- <dl>
- <dt><a id="glossary-alpha"></a>Alpha</dt>
- <dd>
- <p>
- Refers to transparency. An Alpha Channel allows transparency
- control. Certain image formats may only contain a single Alpha
- Channel allowing a transparency of on or off. Other formats allow a
- variable level of transparency.
- </p>
- </dd>
- <dt><a id="glossary-antialiasing"></a>Antialiasing</dt>
- <dd>
- <p>
- Antialiasing is the process of reversing an alias. Antialiasing
- produces smoother curves by adjusting the boundary betweenthe
- background and the pixel region that is being antialiased.
- Generally, pixel intensities or opacities are changed so a
- smoother merge with the background is achieved. Withselections,
- the selection edge is affected so that the selection edge
- opacity
- is lowered.
- </p>
- <p>
- <span class="inlinemediaobject"><img src="../images/glossary/alias.png" /></span>
- <span class="inlinemediaobject"><img src="../images/glossary/antialias.png" /></span>
- </p>
- </dd>
- </dl>
- </div>
- <div class="glossdiv">
- <h3 class="title">B</h3>
- <dl>
- <dt><a id="file-bmp-save"></a>
- BMP
- <a id="file-bmp-load"></a>
- </dt>
- <dd>
- <p>
- An uncompressed bitmap format used by Microsoft Windows for
- displaying graphics. Color depth is typically 1, 4 or 8 bits,
- although the format does support more.
- </p>
- </dd>
- <dt><a id="glossary-bitmap"></a>Bitmap</dt>
- <dd>
- <p>
- " From The Free On-line Dictionary of Computing (13 Mar 01) :
- bitmap A data file or structure which corresponds bit for bit
- with an image displayed on a screen, probably in the sameformat
- as it would be stored in the display's video memory or maybe as
- a device independent bitmap. A bitmap is characterised by the
- width and height of the image in pixels and the number of bits
- per pixel which determines the number of shades of grey or
- colours it can represent. A bitmap representing a coloured image
- (a "pixmap") will usually have pixels with between one and eight
- bits for each of the red, green, and blue components, though
- other colour encodings are also used. The green component
- sometimes has more bits that the other two to cater for the
- human eye's greater discrimination in this component. "
- </p>
- </dd>
- </dl>
- </div>
- <div class="glossdiv">
- <h3 class="title">C</h3>
- <dl>
- <dt><a id="glossary-channels"></a>Channels</dt>
- <dd>
- <p>
- Each image is divided up into separate channels and then
- recombined before being sent to the output device. An output
- device is most usually a screen. The channels that are usedwhen
- rendering images to a screen are Red, Green, and Blue. Other
- output devices may use different channels.
- </p>
- <p>
- Channels can be useful when working on images that need
- adjustment to one particular color. If, for example, theremoval
- of "red-eye" is the goal, work on the Red channel is most
- obviously a ready solution. Channels can be seen as masks that
- allow or restrict the output of the color that the channel
- represents. By running filters against this channel
- information,
- many varied and subtle effects can be put in to play by the
- experienced GIMP user.
- </p>
- </dd>
- <dt><a id="glossary-clipboard"></a>Clipboard</dt>
- <dd>
- <p>
- Clipboard is the term used to describe a temporary area of
- memory that is used to transfer data between applications or
- documents. The GIMP uses slightly different clipboard
- approaches when used under different operating systems. Under
- Linux/XFree, the XFree clipboard is used for text and The
- GIMP internal image clipboard is used for images that are
- being transferred between image documents. When The GIMP is
- used with other operating systems, differences may be
- apparent. Any differences should be outlined in the operating
- system specific documentation for the individual GIMP
- package.
- </p>
- <p>
- The most fundamental operations provided by a clipboard
- interface allow for Cut, Copy, and Paste. Cut is used to
- denote the removal of an item that is sent to the clipboard.
- Copy leaves the item in the document and copies it to the
- clipboard. Paste copies to the document whatever happens to
- be in the clipboard. The GIMP will make an intelligent
- decision about what to paste depending upon the target. If
- the target is a canvas, then paste operation will use the
- image clipboard. If the target is a text entry box, then the
- paste operation will use the text clipboard.
- </p>
- </dd>
- <dt><a id="glossary-colormodel"></a>Color modes</dt>
- <dd>
- <div class="variablelist">
- <dl>
- <dt>
- <span class="term">RGB : Red Green Blue</span>
- </dt>
- <dd>
- <div class="mediaobject">
- <img src="../images/glossary/color-model-additive.png" />
- </div>
- <p>
- This model is used to represent colors on computers and
- television monitors. These colors are emitted by screen
- phosphors and not reflected as they are on paints. The
- resulting color is a combination of the three primary RGB
- colors, with different degrees of lightness. If you look
- at your television screen closely, whose pitch is less
- than that of a computer screen, you can see the red, green
- and blue phosphors differently enlighted. It is said that
- this color model is <span class="emphasis"><em>additive</em></span>
- </p>
- <p>
- GIMP uses an eight bits (8-bit) channel for each primary
- color and so 256 intensities (Values) are available
- resulting in 256x256x256 = 16,777,216 colors (called True
- Color).
- </p>
- <p>
- It is not evident why these combinations produce rather
- unexpected colors. Why, for instance, 229R+205G+229B gives
- a kind of pink? This depends on our eye and our brain.
- There is no color in Nature, only a continuous variation
- of the light wavelength. In retina are three kinds of
- cones. The same wavelength acting on the three types of
- cones stimulates them differently and mind has learned
- after several millions of years of Evolution how to
- recognize a color in these differences.
- </p>
- <p>
- You can easily understand that no light (0R+0G+0B) gives
- complete darkness, black, and full light (255R+255G+255B)
- gives white. Equal intensity in all channels gives a gray
- level. So you can have only 256 gray levels.
- </p>
- <p>
- Mixing two <span class="emphasis"><em>primary colors</em></span> in RGB mode
- gives a <span class="emphasis"><em>Secondary color</em></span> that is a
- color of the CMY mode. So combining Red and Green gives
- Yellow, Green and Blue give Cyan, Blue and Red give
- Magenta. Don't mistake secondary colors for
- <span class="emphasis"><em>Complementary colors</em></span> which are
- diametrically opposed to a primary color in the chromatic
- circle:
- </p>
- <div class="mediaobject">
- <img src="../images/glossary/colorcircle-en.png" />
- </div>
- <p>
- Mixing a primary color with its complementary color gives
- gray (neutral color).
- </p>
- <p>
- It is important to know what happens when you handle
- colors. The rule to remember is that decreasing a primary
- color results in increasing the saturation of the
- complementary color (and conversely). Here is the
- explanation: When you decrease a channel value, for
- instance the Green one, you increase the relative
- importance of other both, here Red and Blue. Now
- combination of these two channels gives the secondary
- color, Magenta, that is quite the complementary color of
- Green.
- </p>
- <p>
- <span class="emphasis"><em>Exercise</em></span>: You can check this. Create
- a new image with only a white background (255R+255G+255B).
- Open the Tools/Color Tools/Levels dialog and select the
- Red channel. If necessary, check the preview box. Move
- the white slider to the left to decrease the Red value.
- You will notice that the background of you image turns
- more and more to Cyan. Now, decrease the Blue channel:
- only the Green will persist. As a training go backwards,
- add color and try to guess what hue will appear.
- </p>
- <p>
- The <a href="ch03s06s04.html" title="6.4. Color Picker Tool">Color
- Picker</a> tool allows you to know the RGB values of a
- pixel and the HTML <a href="go01.html#glossary-hextriplet">hextriplet</a> for the
- color.
- </p>
- </dd>
- </dl>
- </div>
- <div class="variablelist">
- <dl>
- <dt>
- <span class="term">HSV: Hue Saturation Value</span>
- </dt>
- <dd>
- <p>
- The RGB mode is well adapted to computer screens but it
- doesn't allow to describe what we see in every day life: a
- light green, a pale pink, a dazzling red... The HSV mode
- accounts for these features. HSV and RGB are not
- independant. You can see that with the color-picker: when
- you change one the other is also modified. Brave can read
- Grokking the Gimp which explains their relations.
- </p>
- <div class="itemizedlist">
- <ul type="disc">
- <li>
- <p>
- <span class="guilabel">Hue</span>: It's the color itself,
- resulting from the combination of primary colors. All
- color shades (except greylevels) are represented in a
- <span class="emphasis"><em>chromatic circle</em></span>: Yellow, Blue,
- and also purple, orange... It goes from 0┬░ to 360┬░.
- ("Color" term is often used instead of "Hue". RGB
- colors are "Primary colors").
- </p>
- </li>
- <li>
- <p>
- <span class="guilabel">Saturation</span>: This parameter
- describes how pale the color is, as when you add white
- in a can of paint: a completely saturated hue will be
- pure. If less saturated, it will be pastel. Very
- saturated is almost white. Saturation ranges from 0 to
- 100, from white to the purest color.
- </p>
- </li>
- <li>
- <p>
- <span class="guilabel">Value</span>: It is merely Luminosity,
- the luminous intensity. It's the amount of light
- emitted by a color. You notice this change of
- luminosity when a color goes from shadow to sun or
- when you increase the luminosity of your screen. It
- ranges from 0 to 100. Pixels values in the three
- channels are also luminosities: "Value" is the
- vectorial sum of these elementary values in the RGB
- space.
- </p>
- </li>
- </ul>
- </div>
- </dd>
- </dl>
- </div>
- <div class="variablelist">
- <dl>
- <dt>
- <span class="term">CMYK: Cyan Magenta Yellow black</span>
- </dt>
- <dd>
- <div class="mediaobject">
- <img src="../images/glossary/color-model-subtractive.png" />
- </div>
- <p>
- Let us say first that Gimp doesn't support the CMYK mode.
- (An experimental plugin providing rudimentary CMYK support
- can be found at
- <a href="http://www.blackfiveservices.co.uk/separate.shtml" target="_top">
- www.blackfiveservices.co.uk/separate.shtml
- </a>.)
- </p>
- <p>
- This mode is that of printing, that of your printer whose
- cartridges contain these colors. It's the mode of painting
- and of all the objects around us, where light is not
- emitted but reflected. Objects absorb apart of the light
- wave and we see only the reflected part. Notice that our
- eye with its cones sees this reflected light in RGB mode.
- An object is red because Green and Blue have been
- absorbed. Now, Green and Blue combination is Cyan. So,
- Cyan is absorbed when you add Red. Conversely, if you add
- Cyan the complementary Red is absorbed: this system is
- <span class="emphasis"><em>substractive</em></span>. If you add Yellow, you
- decrease Blue and if you add Magenta, you decrease Green.
- </p>
- <p>
- You could logically think that by mixing Cyan, Magenta and
- Yellow you substract Red, Green and Blue, and so that the
- eye sees no light at all, that's to say Black. The
- question is more complex. In fact you will see a dark
- brown. That's why this mode has also the Black color and
- why your printer has a Black cartridge. That's finally
- cheaper: the printer has not to mix the three other colors
- to create an imperfect black. It has only to add some
- Black.
- </p>
- </dd>
- </dl>
- </div>
- <div class="variablelist">
- <dl>
- <dt>
- <span class="term">Graylevel</span>
- </dt>
- <dd>
- <p>
- When you create a new image you can choose the graylevel
- mode (that you can colorize later by transforming it to
- the RGB mode). You can also transform an existing image
- to graylevel (but all formats do not accept this
- transformation) thanks to the command <a href="ch05s06s02.html" title="6.2. Mode">Graylevel</a>.
- </p>
- <p>
- As we have explained in RGB mode, Gimp 24-bit images
- cann't have more than 256 gray levels, coded on 8-bit. If
- you switch from graylevel to RGB mode you give your image
- a RGB structure with three color channels but of course
- your image remains gray.
- </p>
- <p>
- Graylevel image files (8-bit) are smaller than RGB files.
- </p>
- <p>
- You can also transform a RGB image to graylevel by
- desaturating it thanks to the HSV option of the <a href="ch06s03s16.html" title="3.16. Decompose">Decompose</a> filter, the
- <a href="ch03s05s03.html" title="5.3. Colorize Tool">Colorize</a> tool,
- or the <a href="ch03s05s02.html" title="5.2. Hue-Saturation Tool">Hue-Saturation</a>
- filter.
- </p>
- </dd>
- </dl>
- </div>
- <div class="variablelist">
- <dl>
- <dt>
- <span class="term">Indexed colors</span>
- </dt>
- <dd>
- <p>
- The indexed mode has been invented by Compuserve at the
- beginning of the Web to create small color image files,
- that could be easily transmitted. GIF (Graphic Interchange
- Format) was the first indexed format.
- </p>
- <p>
- The principle is to code each pixel color in a table
- attached to the image, all pixels with the same color have
- the same code.
- </p>
- <p>
- You can see this palette when you have opened a GIF image
- thanks to the Dialogs / Indexed Palette. It allows you to
- edit and modify each color.
- </p>
- <p>
- See also <a href="ch04s05.html" title="5. Indexed Palette dialog">Indexed Palette</a>.
- </p>
- <p>
- In a GIF image, transparency is coded on one bit:
- transparent or not.
- </p>
- </dd>
- </dl>
- </div>
- </dd>
- </dl>
- </div>
- <div class="glossdiv">
- <h3 class="title">D</h3>
- <dl>
- <dt><a id="glossary-dithering"></a>Dithering</dt>
- <dd>
- <p>
- Dithering refers to the math and voodoo involved in rendering an
- image that has few colors seem like it has many. Dithering is
- accomplished in different ways depending on the output device
- and the program. One particularly effective method is clustering
- pixels of color together in an attempt to simulate another
- color. This is achieved by the human eye and the tendency for
- it to mix colors while viewing complex color patterns. A common
- dithering effect is seen on television screens or in newspaper
- print.From a distance the images seem to be constructed of many
- varied colors or shades, but upon closer inspection this is
- certainly not the case. A color television uses only three
- colors clustered together in various states of on or off. A
- black and white newspaper uses only black ink, yet pictures in
- newspapersappear to be constructed of grey tones. Furthermore,
- there are techniques used to achieve greater success in
- dithering.
- </p>
- <p>
- The GIMP can use the Floyd-Steinberg dithering technique, for
- example. This dithering method is simply put, a mathematical way
- of clustering the pixels to accomplish better results thanother
- dithering methods. Of course, there are always exceptions and
- there are many different dithering models that are in usetoday.
- </p>
- </dd>
- </dl>
- </div>
- <div class="glossdiv">
- <h3 class="title">F</h3>
- <dl>
- <dt><a id="glossary-fileformat"></a>File Format</dt>
- <dd>
- <p>
- A way that an image is written. You should select a file format
- which is suitable for your situation. JPEG and PostScript are
- examples of file formats.
- </p>
- </dd>
- <dt><a id="glossary-feathering"></a>Feathering</dt>
- <dd>
- <p>
- Feathering is a process by which the edges of a region are softly
- blended with the background.
- </p>
- <p>
- </p>
- <div class="mediaobject">
- <img src="../images/glossary/feather.png" />
- </div>
- <p>
- </p>
- </dd>
- <dt><a id="glossary-floatingselection"></a>FLoating Selection</dt>
- <dd>
- <p>
- Floating selections are similar in function to layers except
- that floating selections must be anchored before work can resume
- on any other layers in the image. While a selection is floating,
- any number of functions can be used to alter the image data
- contained within the float.
- </p>
- <p>
- There are two methods available for anchoring a float. The first,
- and most useful, is to change the float into a new layer. This is
- achieved by creating a new layer while the float is active. The
- second method involves anchoring the float to an already existing
- layer. This is done by clicking anywhere on the image except on
- the float. Doing so will merge the float with the background
- layer.
- </p>
- <p>
- Any pasted selection will be first rendered as a floating
- selection.
- </p>
- </dd>
- <dt><a id="glossary-floyd-steinberg-dithering"></a>Floyd-Steinberg Dithering</dt>
- <dd>
- <p>
- This method of dithering looks at the current pixel color and
- retrieving the closest values from the palette. These colorsare
- then distributed to the pixel areas below and to the right of
- the
- original pixel.
- </p>
- </dd>
- </dl>
- </div>
- <div class="glossdiv">
- <h3 class="title">G</h3>
- <a id="file-gif-load"></a>
- <dl>
- <dt><a id="file-gif-save"></a>GIF</dt>
- <dd>
- <p>
- Trademarked by CompuServe, with LZW compression patented by
- Unisys. GIF images are in 8 bit indexed color and support
- transparency (but not semi-transparency). They can also be
- loaded in interlaced form by some programs. The GIF format also
- supports animations and comments. Use GIF for transparent Web
- graphics and GIF animations. For most purposes, though, <a href="go01.html#file-png-save-defaults">PNG</a> can
- be used in place of GIF and is a better choice.
- </p>
- </dd>
- <dt><a id="glossary-gnu"></a>GNU</dt>
- <dd>
- <p>
- GNU's Not Unix, an organization devoted to the creation and support
- of Open Source software. GIMP is an official GNU application.
- </p>
- </dd>
- <dt><a id="glossary-guides"></a>Guides</dt>
- <dd>
- <p>
- To place a guide, left-click-and-hold on a ruler and drag
- the mouse pointer in to the image. A guide appears and
- follows the pointer. You can so place two guides, a
- horizontal one and a vertical one. They appear as blue
- dashed lines. They do not print.
- </p>
- <p>
- Guides are a convenient way to position a selection or a
- layer. As soon as a guide is created, the Move tool is
- selected and the mouse pointer turns to a move icon.
- </p>
- <p>
- Guide behaviour depends on the Affect mode selected in the
- Move tool. When the <span class="emphasis"><em>Transform Layer</em></span>
- mode is selected, the mouse pointer turns to a small hand
- when it reaches a guide that becomes red and active. You
- can then move it by a click and drag. When the
- <span class="emphasis"><em>Transform Selection</em></span> mode is selected
- you can place a guide, but you can no longer move it after
- quitting it.
- </p>
- <p>
- To make positioning easier you can 'magnetize'
- guides with the option <a href="ch05s05s11.html" title="5.11. Snap to Guides">Snap to Guides</a>
- </p>
- <p>
- You can abort displaying guides without removing them by
- the option <a href="ch05s05s10.html" title="5.10. Show Guides">Show
- Guides</a>
- </p>
- </dd>
- </dl>
- </div>
- <div class="glossdiv">
- <h3 class="title">H</h3>
- <dl>
- <dt><a id="glossary-hextriplet"></a>Hextriplet</dt>
- <dd>
- <p>
- A way of representing color in the form #rrggbb where "rr"
- represents red, "gg" green, and "bb" blue. Commonly used in web
- design.
- </p>
- </dd>
- <dt><a id="glossary-hsv"></a>HSV</dt>
- <dd>
- <p>
- Hue Saturation Value, a way of representing color. The Hue
- is the color like red or blue, the Saturation is how strong
- the color is and the Value is the brightness. This is
- sometimes called HSB or Hue Saturation Brightness.
- </p>
- </dd>
- </dl>
- </div>
- <div class="glossdiv">
- <h3 class="title">I</h3>
- <dl>
- <dt><a id="glossary-imagehose"></a>Image Hose</dt>
- <dd>
- <p>
- Image Hoses are special brushes that contain many different
- frames. An example of this might be a footstep brush that
- contains two images. One of a left footprint and one of a right
- footprint. During the application of this hypothetical hose
- brush, one would see the left footprint followed by that of the
- right in a continuous fashion. This method of animation for
- brushes is very powerful.
- </p>
- </dd>
- <dt><a id="glossary-incremental"></a>Incremental, paint mode</dt>
- <dd>
- <p>
- This paint mode renders each brush stroke directly onto the
- active layer. If incremental mode is not set, there is a
- canvas buffer that is composited with the active layer.
- </p>
- <p>
- <span class="inlinemediaobject"><img src="../images/glossary/tool-opt-increment.png" /></span>
- <span class="inlinemediaobject"><img src="../images/glossary/tool-opt-nonincrement.png" /></span>
- </p>
- <p>
- The two images above were created using a brush with spacing
- set to sixty. The image on the left shows non-incremental
- painting and the image on the right shows the difference that
- incremental painting can produce. Incremental paint mode
- results in each brush application, through the duration of a
- stroke, being rendered in addition to any previous brush
- renderings.
- </p>
- </dd>
- <dt><a id="glossary-interpolation"></a>Interpolation</dt>
- <dd>
- <p>
- When you enlarge an image pixels become apart if image resolution is
- not enough. These missing pixels are replaced by pixels that are
- calculated from surrounding pixels, by interpolation.
- Interpolation methods in <span class="application">The GIMP</span> are
- labelled with a speed marker. Faster methods lead to lower quality
- transformations whereas slower methods lead to higher quality
- transformations.
- </p>
- </dd>
- </dl>
- </div>
- <div class="glossdiv">
- <h3 class="title">J</h3>
- <dl>
- <dt><a id="file-jpeg-save"></a>
- JPEG
- <a id="file-jpeg-load"></a>
- </dt>
- <dd>
- <p>
- This format supports compression and works at all color
- depths. The image compression is adjustable, but beware: Too
- high a compression could severely reduce image quality, since
- JPEG compression is lossy. Use JPEG to create TrueColor Web
- graphics, or if you don't want your image to take up a lot of
- space. JPEG is a good format for photographs.
- </p>
- <p>
- JPEG files usually have an extension .jpg, .JPG, or .jpeg. It
- is a very widely used format, because it compresses images very
- efficiently, while minimizing the loss of image quality. No
- other format comes close to achieving the same level of
- compression. It does not, however, support transparency, or
- multiple layers. For this reason, saving images as JPEG often
- requires them to be exported.
- </p>
- <div class="informalfigure">
- <div class="mediaobject">
- <img src="../images/using/jpeg-save-dialog-en.png" />
- <div class="caption">
- <p>The JPEG Save dialog</p>
- </div>
- </div>
- </div>
- <p>
- When you save a file in JPEG format, you get a dialog that
- allows you to set the Quality level, which ranges from 1 to
- 100. Values above 95 are generally not useful, though. The
- default quality of 85 usually produces excellent results, but in
- many cases it is possible to set the quality substantially
- lower without noticably degrading the image. You can test the
- effect of different quality settings by
- checking "Show Preview in image window" in the JPEG dialog.
- Checking this causes each change in quality (or any other JPEG
- parameter) to be visualized in the image display. (This does
- not alter the image, though: it reverts back to its original
- state when the JPEG dialog is closed.)
- </p>
- <p>
- The JPEG algorithm is quite complex, and involves a bewildering
- number of options, whose meaning is beyond the scope of this
- documentation. Unless you are a JPEG expert, the Quality
- parameter is probably the only one you will benefit from
- adjusting.
- </p>
- <p>
- </p>
- <div class="caution" style="margin-left: 0.5in; margin-right: 0.5in;">
- <table border="0" summary="Caution">
- <tr>
- <td rowspan="2" align="center" valign="top" width="25">
- <img alt="[Caution]" src="../images/caution.png" />
- </td>
- <th align="left">Caution</th>
- </tr>
- <tr>
- <td colspan="2" align="left" valign="top">
- <p>
- After you save an image as a JPEG file, the image will no
- longer be considered "dirty" by Gimp, so unless you make
- further changes to it, you will not receive any warning if you
- close it. Because JPEG is lossy and does not support
- transparency or multiple layers, some of the information in
- the image mightthen be lost. If you want to save all of the
- information in an image, use Gimp's native <a href="go01.html#gimp-xcf-save">XCF format</a>.
- </p>
- </td>
- </tr>
- </table>
- </div>
- <p>
- </p>
- <p>
- JPEG files from many digital cameras contain extra information
- called EXIF data, specifying camera settings and other
- information concerning the circumstances under which the image
- was created. Gimp's ability to handle EXIF data depends on
- whether the library "libexif" is available on your system; it is
- not automatically packaged with Gimp. If Gimp has been built
- with libexif support, then EXIF data is preserved if you open an
- JPEG file, work with the resulting image, and then save as
- JPEG. The EXIF data is not altered in any way when you do this
- (which means that certain fields within it are no longer
- valid). If Gimp is not built with EXIF support, this does not
- prevent files with EXIF data from being opened, but it means
- that the EXIF data will not be present when the resulting image
- is later saved.
- </p>
- </dd>
- </dl>
- </div>
- <div class="glossdiv">
- <h3 class="title">L</h3>
- <dl>
- <dt><a id="layer"></a>Layer</dt>
- <dd>
- <p>
- You can think of layers as a stack of slides or clothes on your
- body. Each part of clothes you're wearing is a layer in the <a href="ch04s02.html" title="2. Layers dialog">layers dialog</a>. Layers are
- stacked on top of each other. The bottom layer is the background of
- the image and the components in the foreground of the image come
- above it.
- </p>
- <p>
- Representation of an image with layers:
- </p>
- <p>
- <span class="inlinemediaobject"><img src="../images/dialogs/layers_overview.png" /></span>
- </p>
- <p>
- The final image:
- </p>
- <p>
- <span class="inlinemediaobject"><img src="../images/dialogs/layers_example.png" /></span>
- </p>
- </dd>
- </dl>
- </div>
- <div class="glossdiv">
- <h3 class="title">M</h3>
- <dl>
- <dt><a id="glossary-marching-ants"></a>Marching Ants</dt>
- <dd>
- <p>
- The name for the dotted line which delineates a selection.
- </p>
- </dd>
- <dt><a id="glossary-modes"></a>Layer Modes</dt>
- <dd>
- <p>
- There are twenty-one available layer modes. Selecting
- a layer mode
- changes the way that layer or paint application is
- viewed based
- on the layer or layers beneath it.
- </p>
- <div class="variablelist">
- <dl>
- <dt>
- <span class="term">Normal</span>
- </dt>
- <dd>
- <p>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-normal.png" /></span>
- </p>
- <p>
- This is the default layer mode. The layer
- will be viewed normally.
- </p>
- </dd>
- <dt>
- <span class="term">Dissolve</span>
- </dt>
- <dd>
- <p>
- The Dissolve layer mode dissolves the
- layer into the layer beneath it. It does so by
- dispersing pixels. This can best be seen ina
- close-up screenshot.
- </p>
- <p>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-normal.png" /></span>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-dissolve.png" /></span>
- </p>
- <p>
- The image on the left illustrates a normal layer mode
- and the image on the right shows the same two layers in
- dissolve mode.
- </p>
- </dd>
- <dt>
- <span class="term">Multiply</span>
- </dt>
- <dd>
- <p>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-normal2.png" /></span>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-multiply.png" /></span>
- </p>
- <p>
- This mode multiplies the pixel values of the layer with
- those that are visible beneath it.
- </p>
- </dd>
- <dt>
- <span class="term">Divide</span>
- </dt>
- <dd>
- <p>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-normal2.png" /></span>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-divide.png" /></span>
- </p>
- <p>
- This mode divides the pixel values of the layer by the
- values of the visible pixels beneath it.
- </p>
- </dd>
- <dt>
- <span class="term">Screen</span>
- </dt>
- <dd>
- <p>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-normal2.png" /></span>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-screen.png" /></span>
- </p>
- <p>
- The values of the visible pixels in the two layers are
- inverted, multiplied, and the product inverted again.
- The result is usually a brighter picture.
- </p>
- </dd>
- <dt>
- <span class="term">Overlay</span>
- </dt>
- <dd>
- <p>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-normal2.png" /></span>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-overlay.png" /></span>
- </p>
- <p>
- <span class="guilabel">Overlay</span> is a combination of
- <span class="guilabel">Multiplication</span> and
- <span class="guilabel">Screen</span> modes.
- </p>
- </dd>
- <dt>
- <span class="term">Dodge</span>
- </dt>
- <dd>
- <p>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-normal2.png" /></span>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-dodge.png" /></span>
- </p>
- <p>
- The values of the two layers are inverted, divided, and
- the result inverted again. This lightens the upper
- layer.
- </p>
- </dd>
- <dt>
- <span class="term">Burn</span>
- </dt>
- <dd>
- <p>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-normal2.png" /></span>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-burn.png" /></span>
- </p>
- <p>
- <span class="guilabel">Burn</span> mode inverts the layers,
- multiplies, and inverts again. This darkens the upper
- layer.
- </p>
- </dd>
- <dt>
- <span class="term">Hard Light</span>
- </dt>
- <dd>
- <p>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-normal2.png" /></span>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-hardlight.png" /></span>
- </p>
- <p>
- This mode is a combination of <span class="guilabel">Screen</span>
- and <span class="guilabel">Multiplication</span> modes.
- </p>
- </dd>
- <dt>
- <span class="term">Soft Light</span>
- </dt>
- <dd>
- <p>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-normal2.png" /></span>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-softlight.png" /></span>
- </p>
- <p>
- This mode gives a "soft" effect to the otherwise sharp
- edges of the image, and lightens the colors.
- </p>
- </dd>
- <dt>
- <span class="term">Grain Extract</span>
- </dt>
- <dd>
- <p>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-normal2.png" /></span>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-grainextract.png" /></span>
- </p>
- <p>
- Extracts the "film grain" from a layer into a new
- layer that is pure grain.
- </p>
- </dd>
- <dt>
- <span class="term">Grain Merge</span>
- </dt>
- <dd>
- <p>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-normal2.png" /></span>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-grainmerge.png" /></span>
- </p>
- <p>
- Merge a grain layer (possibly created from the
- <span class="guilabel">Grain Extract</span> operation into the
- current layer, leaving a grainy version of the
- original layer.
- </p>
- </dd>
- <dt>
- <span class="term">Difference</span>
- </dt>
- <dd>
- <p>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-normal2.png" /></span>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-difference.png" /></span>
- </p>
- </dd>
- <dt>
- <span class="term">Addition</span>
- </dt>
- <dd>
- <p>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-normal2.png" /></span>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-addition.png" /></span>
- </p>
- <p>
- A simple operation, adding the pixel values at each
- location.
- </p>
- </dd>
- <dt>
- <span class="term">Substract</span>
- </dt>
- <dd>
- <p>
- A simple operation, subtracting the pixel values at each
- location.
- </p>
- <p>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-normal2.png" /></span>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-subtract.png" /></span>
- </p>
- </dd>
- <dt>
- <span class="term">Darken Only</span>
- </dt>
- <dd>
- <p>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-normal2.png" /></span>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-darken.png" /></span>
- </p>
- <p>
- Replace the current layer's pixels with the minimum of
- the pixel values of the two layers at each location.
- </p>
- </dd>
- <dt>
- <span class="term">Lighten Only</span>
- </dt>
- <dd>
- <p>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-normal2.png" /></span>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-lighten.png" /></span>
- </p>
- <p>
- Replace the current layer's pixels with the maximum of
- the pixel values of the two layers at each location.
- </p>
- </dd>
- <dt>
- <span class="term">Hue</span>
- </dt>
- <dd>
- <p>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-normal2.png" /></span>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-hue.png" /></span>
- </p>
- </dd>
- <dt>
- <span class="term">Saturation</span>
- </dt>
- <dd>
- <p>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-normal2.png" /></span>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-saturation.png" /></span>
- </p>
- </dd>
- <dt>
- <span class="term">Color</span>
- </dt>
- <dd>
- <p>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-normal2.png" /></span>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-color.png" /></span>
- </p>
- </dd>
- <dt>
- <span class="term">Value</span>
- </dt>
- <dd>
- <p>
- The image on the left illustrates a normal
- layer
- mode and the image on the right shows thesame
- two layers in value mode.
- </p>
- <p>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-normal2.png" /></span>
- <span class="inlinemediaobject"><img src="../images/glossary/modes-value.png" /></span>
- </p>
- </dd>
- </dl>
- </div>
- </dd>
- </dl>
- </div>
- <div class="glossdiv">
- <h3 class="title">P</h3>
- <dl>
- <dt><a id="glossar-path"></a>Path</dt>
- <dd>
- <p>
- A <span class="emphasis"><em>path</em></span> is a one-dimensional tracing, either
- polygonal, or curved, or a mixture of segments of both types.
- In GIMP, the main uses of paths are either to form the
- boundaries of selections, or to be <span class="emphasis"><em>stroked</em></span>
- to create visible curves on an image. See the <a href="ch02s04s07.html" title="4.7. Paths">Paths</a> section for basic information
- on paths, and the <a href="ch03s06.html#gimp-tool-path" title="6.1. Path Tool">Path
- Tool</a> section for information on how paths can be created
- and edited.
- </p>
- </dd>
- <dt><a id="file-pdf-save"></a>
- PDF
- <a id="file-pdf-load"></a>
- </dt>
- <dd>
- <p>
- The PDF format was developed by Adobe to address some of the
- deficiencies of Postscript: most importantly, PDF files tend to
- be much smaller than equivalent Postscript files. As with
- Postscript, Gimp's support of the PDF format is via
- Ghostscript.
- </p>
- </dd>
- <dt><a id="file-ps-save"></a>
- Postscript
- <a id="file-ps-load"></a>
- </dt>
- <dd>
- <p>
- Created by Adobe, PostScript is a page description language
- mainly used by printers and other output devices. It's also an
- excellent way to distribute documents. Gimp does not support
- Postscript directly: it depends on a powerful free software
- program called Ghostscript.
- </p>
- <p>
- The great power of Postscript is its ability to represent vector
- graphicsΓÇôlines, curves, text, paths, etcΓÇôin a
- resolution-independent way. Postscript is not very efficient,
- though, when it comes to representing pixel-based raster
- graphics. For this reason, postscript is not a good format to
- use for saving images that are later going to be edited using
- Gimp or another graphics program.
- </p>
- <p>
- Linux distributions almost always come with Ghostscript already
- installed (not necessarily the most recent version). For other
- operating systems, you may have to install it yourself. Here are
- instructions for installing it on Windows:
- </p>
- <div class="itemizedlist">
- <ul type="disc">
- <li>
- <p>
- Go to the <a href="http://sourceforge.net/projects/ghostscript" target="_top">Ghostscript
- project page on Sourceforge</a>.
- </p>
- </li>
- <li>
- <p>
- Look for package gnu-gs or ghostscript (non-commercial use
- only) and go to the download section.
- </p>
- </li>
- <li>
- <p>
- Download a prepared Windows distribution like gs650w32.exe
- or gs700w32.exe.
- </p>
- </li>
- <li>
- <p>
- Start the executable and follow the instructions of the
- installation procedure.
- </p>
- </li>
- <li>
- <p>
- Copy the executable gswin32c.exe from the directory bin of
- the ghostscript installation to the Windows directory (or
- any other directory that is contained in the PATH). As an
- alternative, advanced users can set an environment variable
- GS_PROG to point to gswin32c.exe
- (e.g. c:\gs\gsX.YY\bin\gswin32c.exe)
- </p>
- </li>
- </ul>
- </div>
- <p>
- Now you should be able to read PostScript files with GIMP.
- Please note that you must not move the directories of
- ghostscript once the installation has finished. Registry entries
- have been created that allow ghostscript to find libraries.
- (These instructions courtesy of http://www.kirchgessner.net.)
- </p>
- </dd>
- <dt><a id="file-png-save-defaults"></a>
- PNG
- <a id="file-png-load"></a>
- </dt>
- <dd>
- <p>
- The format that is supposed to replace the <a href="go01.html#file-gif-save">GIF format</a> and thus provide a
- solution to GIF's trademark and patent issues. Indexed color,
- grayscale, and truecolor images are supported, plus an optional
- alpha channel. PNG also uses compression, but unlike <a href="go01.html#file-jpeg-save">JPEG</a> it
- doesn't lose image information.
- </p>
- </dd>
- <dt><a id="file-psd-save"></a>
- PSD
- <a id="file-psd-load"></a>
- </dt>
- <dd>
- <p>
- PSD is Adobe Photoshop's native file format, and thus is
- comparable to <a href="go01.html#gimp-xcf-save">XCF</a>in
- complexity. Gimp's ability to handle PSD files is sophisticated
- but limited: some features of PSD files are not loaded, and
- only PSD versions XX or less are supported. Unfortunately,
- Adobe has now made the Photoshop Software Development
- Kit ­ which includes their file format
- specifications ­ proprietary, and only available to a limited
- set of developers blessed by Adobe. This does not include the
- Gimp development team; and the lack of information makes it very
- difficult to maintain up-to-date support for PSD files.
- </p>
- </dd>
- </dl>
- </div>
- <div class="glossdiv">
- <h3 class="title">S</h3>
- <dl>
- <dt><a id="glossary-samplemerge"></a>Sample Merge</dt>
- <dd>
- <p>
- Sample Merge is a technique useful when working with more than one
- layer where operations that affect one layer may take advantage of
- color or pixel information on all visible layers. Consider
- selection by color as an example of a time that this function may
- be useful.
- </p>
- </dd>
- <dt><a id="glossary-supersampling"></a>Supersampling</dt>
- <dd>
- <p>
- With this technique Gimp takes more pixels around to calculate a
- transitional color for instance for interpolation. Render is better
- but treating time longer.
- </p>
- </dd>
- </dl>
- </div>
- <div class="glossdiv">
- <h3 class="title">T</h3>
- <dl>
- <dt><a id="file-tga-save"></a>TGA
- <a id="file-tga-load"></a>
- </dt>
- <dd>
- <p>
- The Targa file format supports compression to 8, 16, 24 or 32
- bits per pixel.
- </p>
- </dd>
- <dt><a id="file-tiff-save"></a>TIFF
- <a id="file-tiff-load"></a>
- </dt>
- <dd>
- <p>
- Designed to be a standard, TIFF (Tagged Image File Format) files
- come in many different
- flavors. Six different encoding routines are supported, each
- with one of three different image modes: black and white,
- grayscale and color. Uncompressed TIFF images may be 1, 4, 8 or
- 24 bits per pixel. TIFF images compressed using the LZW
- algorithm may be 6, 8 or 24 bits per pixel. This is a high
- quality file format, perfect for images you want to import to
- other programs like FrameMaker or CorelDRAW.
- </p>
- </dd>
- </dl>
- </div>
- <div class="glossdiv">
- <h3 class="title">U</h3>
- <dl>
- <dt><a id="glossary-url"></a>URL</dt>
- <dd>
- <p>
- Uniform Resource Locator: the "address" format for the World
- Wide Web.
- </p>
- </dd>
- </dl>
- </div>
- <div class="glossdiv">
- <h3 class="title">X</h3>
- <a id="gimp-xcf-open"></a>
- <a id="gimp-file-open-xcf"></a>
- <a id="gimp-file-save-xcf"></a>
- <dl>
- <dt><a id="gimp-xcf-save"></a>XCF</dt>
- <dd>
- <p>
- The XCF file type is special because it is Gimp's native file
- type: that is, it was designed specifically to store all of the
- data that goes to make up a Gimp image. Because of this,
- XCF files may be quite complicated, and there are few programs
- other than Gimp that can read them.
- </p>
- <p>
- When an image is stored as an XCF file, the file encodes nearly
- everything there is to know about the image: the pixel data for
- each of the layers, the current selection, additional channels
- if there are any, paths if there are any, and guides. The most
- important thing that is <span class="emphasis"><em>not</em></span> saved in an XCF
- file is the undo history.
- </p>
- <p>
- The pixel data in an XCF file is represented in a raw,
- uncompressed form: each byte of image data equals one byte in
- the XCF file. Thus, XCF files for even modestly sized images
- can be quite large: for example, a 1000x1000 RGB image with 3
- layers will produce an XCF file of over 10 megabytes. It is not
- at all difficult to get XCF files of over 100 megabytes.
- Fortunately, although XCF files do not intrinsically compress
- their data, Gimp allows you to compress the files themselves,
- using either the gzip or bzip2 compression methods, both of
- which are fast, efficient, and freely available. Compressingan
- XCF file will often shrink it by a factor of 10 or more.
- </p>
- <p>
- The Gimp developers have made a great effort to keep the XCF
- file format compatible across versions. If you create a file
- using Gimp 2.0, it ought to be possible to open the file in Gimp
- 1.2. However, some of the information in the file may not be
- usable: for example, Gimp 2.0 has a much more sophisticatedway
- of handling text than Gimp 1.2, so a text layer from a Gimp 2.0
- XCF file will appear as an ordinary image layer if the file is
- opened in Gimp 1.2.
- </p>
- </dd>
- </dl>
- </div>
- </div>
- <div class="navfooter">
- <hr />
- <table width="100%" summary="Navigation footer">
- <tr>
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- <td width="20%" align="center">
- <a accesskey="u" href="index.html">Up</a>
- </td>
- <td width="40%" align="right"> <a accesskey="n" href="bi01.html">Next</a></td>
- </tr>
- <tr>
- <td width="40%" align="left" valign="top">13.3. Film </td>
- <td width="20%" align="center">
- <a accesskey="h" href="index.html">Home</a>
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