I have this image that was built in pieces and i need to get each of those pieces and use each one as a link in Expression Blend. The thing is everytime I try to use the pieces they have a white background. I cant Use GIF's and bitmaps aren't doing the trick I just need to know if it would be easier to just redraw them in Expression or if I should try to use the existing images.
I done some illustration jobs lately and sometimes have to insoert some logos as bitmaps. when i export to ai everything gets there fine but the bitmap parts are very low res. can i set the bitmap handling somwhere in xara? pdf exports better but layers are lost and everything is grouped and clipped in a very complex way.
I'm working on a print document and do not understand the behavior of Designer Pro X9 concerning image optimizing. When I drag an image from explorer onto my document, I'm being prompted (as expected) to decide, whether I want to import the original size image or a resized version. Choosing the high resolution version gives me the full size bitmap to work with on my page.
But as soon as I drag the same image from the bitmap gallery onto my page, I get a downsized version of 1920 x 1280 pixels, which also immediately appears as a copy in the bitmap gallery. Why this happens and if and where I can prevent X9 from doing this?
Currently running designer Pro X, I am finally getting around to trying to build or add additional bitmaps to my gallery so that I can customize my graphics. I cannot find, the bitmaps Gallery on my original install disk. Where can I find quality bitmaps to add to my gallery? Once I locate either a complete file and/or a single image how do I permanently added to my gallery file so that when I launch Xara the bitmaps will be available any time I want to use them as a fill from the paint menu?
Whenever I open a bitmap in Photoshop, the visual quality of the image is not as good is it is in ImageReady. The bitmap looks exactly right in everything but photoshop. Even ms-paint! The problem doesn't happen to Jpegs though. The effect is something like a stepping-down effect between shades(or colors?) and it ruins the entire image. (eg. a bitmap image of an apple looks like it has obvious lines of shading)
I am struggling with placing different bitmaps on a chamferbox. I can place a bitmap on the top and bottom face, no problem here , the bitmap is displayed, after converting the chamferbox to editable poly. The problem is that when selecting the front poly only (so i select only 1 poly) and when i put a bitmap on it, only a part of the bitmap is displayed. It seems the picture stretches out over front, left ,bottom and right poly. But i want not the streched part of the bitmap , but the whole bitmap to be displayed on the front, and also the same for other bitmaps on left, right and back. What is the trick, that the bitmap is not stretched out over mutiple poly's ?
So the office server where all the maps were stored has been replaced with a new setup, and different file path..
Now I know how to re-link bitmaps within a max file using the superb 'relink bitmaps' script.. But what about relinking the maps within the material library?
I have a technical wireframe drawing that I need to use in an InDesign-built publication. The drawing is a bitmap and when I import it into ID it is light , a little muddy a nearly impossible to read when printed out. I've tried lots of different things to darken and increase the resolution with little or no effect. his includes: mode changes, changing the blending mode on a duplicate of the backgroud layer, increasing the resoltuion, etc. with no success.
I'm using large .exr/.tx bitmaps via VrayHDRI texture nodes. At many points 3dsmax thinks it has to load the whole maps into memory even if I deactivated every texture-display and slate-update that I know of.
Is this a Vray issue or a general max issue? Can I somehow force max to not touch any of the textures and leave it to Vray to handle them?
if there is a plug in that will allow me to save 256 Colour bitmaps? The reason I ask is because I am trying to make map tilesets for a particular game that I like to play and they have to be 256 colour bitmaps. I know I could use GIMP, but I don't find it very user-friendly.
My earliest digital images are monochrome bitmap TIFFs, and LightRoom 4 regards them as an unsupported format, even though they are not excluded in this list of supported file formats [Edit: 1-bit images are not mentioned, so I suppose that is an exclusion]. LR4 won't import them. Â I understand that I won't be able to apply Develop functions unless I convert them to, say 8-bit grayscale, but I'd like them in the catalog in their original form, so I can find them, use them and apply metadata such as tags and captions. Â What is the best way to manage monochrome bitmap TIFFs in LightRoom?
I just noticed that bitmap images always get jagged edges when rotated in Corel Draw X5. I first thought it's just the editing preview on the screen, but I've noticed that the edges are visible even when exported to any bitmap at 300dpi. So now I worry if the jagged images will also be visible in print!?
note that imported images are all in approx 12MP resolution, so when I import them, I actually reduce the size by converting the photo to 300dpi bitmap with anti-aliasing ON. I tried rotating prior to and after the "Convert to bitmap 300DPI" command. The edges are always jagged. Other parts of the image besides the edges are well anti-aliased.
I installed X6 the other day and now and again I notice it prints a faded blue box around a bitmap. I have seen this happen in older versions of acrobat, but not sure why this would happen in X6. I went back to X4 and it prints just fine.
I've found a couple of discussions on creating reflections for vector objects, but what about bitmaps?
Whilst searching through stock photos, I started noticing some of those common isolated images on a "reflective" surface are rather lazily created resulting in just plain wrong reflections. I'm talking mostly about those "people standing around" images, but it could apply to anything.
Here's an example of what I mean:
Now if these folks were standing on a reflective surface, their reflections would meet where they touch. Note how some appear to be standing on one foot, because the reflection of the other foot doesn't meet. Or it looks like they're standing on their toes because the heel is off. Obviously this was done by simply flipping the image and fading it.
Here's a link to the stock photo if you want to see the whole thing. Here's another one where everyone appears to be standing on their toes.
A couple of times I've attempted to correct this by creating my own reflections. With some fudging and distortion of the reflected outline, I managed, but typically had to have a very fast fade. Easier to create a vector trace, then shade it grey and use that. It gets increasingly more difficult the more distinct and clear you want the reflection. Studying reality, if someone were standing on a mirror, their reflection would have the perspective of looking up at them from the bottom.
So how would you approach creating a reflection from a bitmap where there is no straight line defining the reflection line?
I received an PDF file from my client's designer which was generated from AI. When I import it into CorelDraw, the bitmaps are in broken pieces, and the tone element is also broken into solid pieces.
I wonder if the problem is with the PDF or it's CorelDraw.
I have been having an issue with the Lens Transparency effect and bitmaps . When I apply a square lens transparency over a square bitmap and group them it looks fine on my screen but parts of the final image are always missing when I print . I have duplicated this error a number of different ways and with two different video cards . I am running XP and have 3 gigs of RAM .
Is there a way to have Corel Draw re-import images I imported into Draw? I have a bunch of images I imported, power clipped, and did a few other things to but I did not edit the bitmap itself. I'm using CD to outline the bitmap to create a white back ground for the image. Now I adjusted the bitmaps in After Shot Pro so it looks better and now I want CD to use the new bitmap and not the one I imported but I dont want to go through all the power clipping ect ect again.
I named all the files the same so is there a way for CD to re-import all the bitmaps again?
I am trying to convert idw to dwg and dxf format using InventorAPI (TranslatorAddIn). My test.idw document contains 2 sheets with 2 linked bitmap in titleblock. After conversion I get in my output folder:
2 dxf files for each sheet2 dwg files for each sheet8 bitmap files  (2 for each format and sheet) The problem is with names of the bitmap files: test1.png, test2.png, ... , test8.png.
It's really hard to say which bitmap is linked to which file. Is the way to handle the naming problem? Â
The secand problem is if I convert to dwg and dxf in separete folder I have 2 times bimat numberd from 1 to 4. In that case I have naming colision problem but I cannot simply change name of this bitmap because dxf and dwg files keep the reference to that one. Â
Is any simply way to programmaticaly change the reference to linked bitmap in dwg and dxf files?Â
I've brought in an fbx that was created & materials applied in Revit. The bitmaps don't display on the model in my viewports, although they do render. I need to be able to make a list of all the bitmaps that are applied to this model, so I can go track them down and save copies into a folder.
Back when I was using Max 2009, I could open my material/map browser, set it to search the scene, and list only the bitmaps, not the root materials. How can I do this in 2011?
When I place a bitmap in illustrator from Photoshop the colour breakdown changes. In photoshop, it could be set up using a 100% Solid black using CMY 0% and K100% but when I place this in illustrator the breakdown changes to say C:78.89%, M:80.45%, Y:88.90% K:90.45%.
For many years, I've been able to stretch bitmaps with a simple, repeating style (eg. a single block of colour, some lines etc, nothing complex) whenever needed, with no problem. This I do by first selecting the part of the simple bitmap I wish to stretch with the marquee, then using scale (apple + t) to stretch it either horizontally and vertically. End result, the bitmap is extended, looks solid,sharp, all is good.
Lately, and consistently, i've discovered a fresh hell in that this no longer works. When I repeat the process above, all looks good, marquee, stretch... then the second I commit the transform, part of the bitmap beginning where I stretched from gains a feathered/opacity effect. For years, solid, now it's gaining a feathered section highlighting where I made the transform.
Something must have changed (it's not the version of PS) in my settings, which i've hit or shortcut-ed by accident.
The only way I can "fix" the process is by ensuring I only marquee the last 1 pixel strip (either horizontally or vertically) and stretching just that. This works fine, like it used to, but is time consuming and driving me insane. I cannot fathom why it's creating this weird feathered effect when I'm stretching a solid bitmap, when I know it didn't used to.
I have a document which contains around 100 RGB bitmaps arranged in a collage. Now this is going to be printed offset, delivered via pdf with cmyk swopv2 color profile.
Most of the rgb to cmyk converted images look best with relative colormetric as they're fairly close to the cmyk gamut and this maintains the saturation and colors I'm looking for. However, some wider-gamut images look much better with perceptual rendering intent.
Is there any quick way to pick my rendering intent when doing individual bitmap mode conversions in draw, so I can hand select which images are converted using relative colormetric and which using perceptual?
i.e. click one bitmap, menu bitmap, mode, cmyk using perceptual,or menu bitmap, mode, cmyk using relative colormetric?
Right now the quickest way I can seem to achieve this is to manually set the whole color management to perceptual, select by eye and convert those images to cmyk that are well outside the cmyk gamut, then set it back to relative colormetric and generate the pdf cmyk which then makes those rgb images not manually converted while it was set to perceptual be converted via the now set relative colorimetric. It works, but I wish I had more interactive control on the mode conversion bitmap by bitmap.
I have simple outline drawings - like stars or paisleys - that I scan into PhotoPaint X5. So, to turn it into a vector drawing, I manually fill the outline drawing with the paintbrush, convert it to 1 bit, import it into CorelDraw, use the Trace Bitmap - outline trace - clip art, then do a hairline outline and remove the fill. I end up with a hairline outline of the original object that I can send to my laser. The objects must remain the same size as the original drawing.
Here's why I do some of what I outlined above. First, I manually fill the drawing because if I try to do the trace bitmap in CorelDraw X5 using the outline trace, it traces both the inside and the outside of the original line drawing because the line is thick. If I try the Trace Bitmap and select Centerline Trace, I the result is a jaggy line which won't work.
I think what I need most is a way to fill the object automatically rather than paint the inside of it. I thought I could just select the object in PhotoPaint and click on the fill, but it seems that the "object" is the outline drawing plus the background, so the fill ends up being the whole "object" including the background. I can Lasso the outline drawing and move it around on the background, but can't figure out how to do much else.