to make the text image in the attached file. I want to apply a bevel to the text now that I have alpha masked it to get the gradient effect. But the bevel tool is treating the entire image (not just the text) as my selected object.Â
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When I get done with the alpha mask, how do I get the text only as my selected object so that the bevel tool will apply the bevel to only the text?
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I'm trying to get the text effect in this link: [URL] or something close to it. A previous post asked the same thing but the only answers he got was how to make it look gold, not how to do all the beveling, textures, sparkles, etc. For now though, all I'm wanting to do is achieve the bevel effect before I move on.
edit: the weird thing is, I can use the outline tool and it will apply only to the text. but when i use the bevel tool, it applies to the outer edges of the canvas.
I need a tutoral for colouring in my pencil sketch, and I've already used Alpha Mask/Isolate Lineart on it. The problem is I don't know how to colour it in. I googled, but the results are pretty much all about Photoshop..
I'm trying videostudio pro x5 and it looks very nice, but I have a problem that I think will lead to be a big limitation in the potential this software has, so I guess this is a bug or maybe I am not using it in the right way. I just hope is not that way by design
Anyway, the problem is that when I apply a filter to an animation or to an image (like PNG) that has alpha channel, I can see the filter coverin the whole frame if the clip is in the main video track, while if I move it to the overlay track the filter will only stay inside the picture, for example I've tried this with the lens flare.. please see this image (situation 1 on top and then situation 2 bellow the orange line):
I'd expect the lens flare to go over the transparent area of the clip so that it will be overlaid with the "background" main video track, but it is not. This is just an example but for example the same happens if I apply the lightning filter to a text filter or to a png..
I also have a similar concern with the free TitlerEx plugin that I've downloaded after registering: if I put it on an overlay track I can't just have the text with transparent background overlaid to the main video track.
I have an images and I want some part of this image and it is difficult to use marquee tool for that selection. So I want to know about alpha masking. I heard it is for complex selection.
I want to have an image file on layers one and two and then have the text on layer three. I want the image of layer two to be in the text of layer three but I can not get this effect to work. As of now I am typing the text on layer three an merging it with the image on layer two. I then apply the layer mask and use the magic wand tool in the text.I know there has got to be a better way.
I did a search for this, but couldn't find anything. If there is something, please feel free to send me in that direction. I use Photoshop a lot for my 3D work. Usually, when I render an image sequence out, I have the mask saved in the alpha channel. Unfortunately, ZBrush doesn't allow me to do that, and instead saves the mask out as a separate image. I need to add the alpha mask to the color plate file. Is there any way to do this with batch processing?
how to apply the Mask & Chroma Key. I've dragged a Color into the timeline, and selected OPTIONS and then Mask & Chroma Key, but all I have now is a neon green glob on my screen that covers everything else (because that's the color I chose.)
So how do I blot out the background of a brief video clip?
And - for that matter - I'm trying to find some tutorials so I can try out features without continuing to bother everyone?
when I added a layer mask to a layer, it would display in the palette as the alpha channel, which was very handy. Now, when I add a layer mask, it only appears as the mask icon; i.e., gray square with white circle in the middle. I have no clue what I did to change from the one to the other, but I would certainly like to get the alpha representation back!
The ways you apply vector masks in CS6 is different than in CS5. I knew how to apply a vector mask to a folder of layers in CS5. I cannot figure out how to do it in CS6.
So my question is: How do you apply a vector mask to a folder in Photoshop CS6? Â And while we're at it, what are the best methods for applying vector masks to regular layers?
I have found where / how to apply a background mask to text (listed in the properties box when I highlight text). The list of fill colors does not include white. I was hoping to create a background mask that did not add a shaded box to a black and white print but simply blocked out the contents behind the text.
There's a new feature where you can opt to drag a layer mask to the trash and NOT be prompted to "apply layer mask?". This also has the "do not show again" option -which I clicked by accident. So the default is now to apply layer mask when I drag a layer mask to the trash. I can't think of any way to restore the more traditional function, without restoring all other prefs.  So what I would like is a way to restore the more classic default where dragging a layer mask to trash give me the OPTION to apply or discard.
I am making selections of models off of a white background. I use the quick select tool and refine to make a clean selection. I go in and use the clone tool to remove the "halo" that is still there to make a super clean selection with no light bleed on the model. I put a black layer underneath to make sure that I got all of the remnants. I save the selection and turn it into a channel. I apply the layer mask and everything looks good. I flatten the image and put it on a white background (this is the desired form of delivery for client) Image saved and closed. When reopened, I make a selection using the channel and there is a distinct halo effect still present. I have tried making the selection and going over it a couple times with the brush at 100% and it works a little bit, but not entirely. I have already spent a lot of time going through cloning things out so it looks good, delivering the images, then they are sent back because of the halo.
I've seen instructions to use this but I'm not sure what its core purpose is and I can't seem to find a definition in the user manual, online or in this forum.
How do I take say the black and white version of an image and use the final grey scale value as the alpha value for that pixel on the original? Is this possible to do easily?  If not, what's the hard way?
In PSP 8 I made a circular white clock face with black numerals on green background. I then saved it as a PNG, specifying the green as the transparent colour and specifying alpha channel.
It worked OK when viewed in my video editor, i.e. the green was transparent. But on opening it in PSP 8 I expected to see it displayed with the familiar chequer board background, yet it was a solid white.
So among many other PNGs it's impossible to tell that it does have a transparent area. Is this also the case in less ancient versions? What about other image editors - do they all have this weakness?
It's not really related to Paint.NET usage, but how it calculate the resulting color: Â For example I make red background, call it C1: Â RGBA = 255, 0, 0, 255 Â Then I place a yellow pixel, call it C2: Â RGBA: 220, 216, 0, 200 Â Then I use the Color Picker tool on this pixel, I get C3: Â RGBA:Â 227, 169, 0, 255Â Â I already know how to calculate R, G, and B of C3 Â R = ( (C2.A / 255) * C2.R ) + ( (1 - (C2.A / 255)) * C1.R ) = 227 G = ( (C2.A / 255) * C2.G ) + ( (1 - (C2.A / 255)) * C1.G ) = 169 B = ( (C2.A / 255) * C2.B ) + ( (1 - (C2.A / 255)) * C1.B ) = 0Â Â But for the Alpha channel, it is different and I can't find how to calculate it!
Is paint.net v4.0 still promising color and alpha channel editing / masking? Â I'm sure I read this in the roadmap feature list years ago, though I can't find the place to reference it. In fact this is my favorite anticipated feature for which I've been checking paint.net every month for the last five years! Â I eagerly downloaded the 4.0alpha but see no sign of color channels to go with layers
I have an image I want to edit. It is a png tileset for a game, with opaque icons with semi-transparent background (yep the result in game is just as annoying as it sounds).
I'm not satisfied with background and want to make it more transparent (or maybe completely transparent). How do I do that?
There are adjustment tools in PDN that can modify separate channels; AFAIK alpha is technically identical to color channels but these tools only let me edit RGB.
Is there anyway at this point in time to load a DDS file with alpha set to something other than 100%, alter the alpha channel, and save it back out again?
My situation is this. I'm currently working on a module for a game called Mount and Blade Warband and have created quite a few textures using Paint.net and never had any issues previously with any textures I've created and saved as DDS. However recently I found a texture file that I need to replace with my own version which has it's alpha channel set to something other than 100%. It's used to blend with another texture to give an aged appearance to hair.
Now this texture when loaded into Paint.net appears as a mostly transparent texture, which I cannot make any darker using the layer transparency slider which is set to maximum. i.e. The texture is loaded and displayed with transparency on, but the layer transparency slider in Paint.net is set at maximum opacity as if there is no transparency -- so the only thing I can do is make it even more transparent rather than make it darker. So when I tried to make my replacement for this particular file I created my texture, set transparency for the layer to about 20%, then saved as a DDS file -- however when I load it into the BRF game editor it displays as a completely black texture, while the original file displays fine.
EDIT: Also does it actually create mipmaps when you ask it to when saving? I just noticed that my textures don't seem to have them.
I should point out that while I'm very experienced with programming, 2D etc. I'm pretty new to 3D programming (not that I'm doing so on this project of course -- thought it might be easier working out how to create 3D objects while using someone elses engine to start with) and 3D object creation -- so things like DDS texture formats still create a lot of head scratching.
If I have two images, one is a texture map and the other is a normal map, how do I essentially paste the normal map into the alpha channel?
The stuff I am importing into (OpenSimulator) uses a single image to put texture and normal map information onto an object but so far I can't see anywhere to create the alpha channel. Â I am not using the alpha channel for transparency, which seems to be a source of confusion (elsewhere). The thing is I CAN use it for that (transparency I mean) simply by making part of my image transparent (This is splendid by the way, and is yet another reason why I adore Paint.Net), this implies to me there are alpha channels or that the transparency thing is something different.
I make game textures. What I want to know is if there is a plugin that can create an alpha fade? So that, lets say, on the left side remains no alpha, but heading toward the right is a gradual fade into alpha.
The regular transparency plugin allows either the entire image or a selection within the image to become alpha. A way to simulate this is to make an image half black and half white.
Next select gaussian blur to have both sides bleed into each other from white to black then click black to alpha plugin in and that creates a fade from white to alpha. An alpha fade from the white to the black side of the image.
But I was hoping that there is a plugin that could ignore colors and create a gradual shift into alpha from one side of the selection to the other.