GIMP :: Creating Image (GIF) By Drawing At Pixel Level
Nov 14, 2012
I am using Gimp 2.8.0 but only understand about 5% or less of it. (It is running on Win.7 Hm. Prm., Vsn 6.1, Sp-1.)
How can I define or adjust the pencil tool so it draws at the one pixel size in a new ".gif" work area. (That would be one pixel in the image to one pixel on the screen.) I found how to define the work area in pixels for a ".gif". The predefined pencil tool sizes (chosen by assorted dots) "went away" several versions of Gimp back as far as I know.
The object of this effort is to produce "TrainGifs" for use in other applications. Should you be interested just Google "TrainGifs" and you will be able to check out multiple site for this hobby.
I managed to remove the background, of an image,(A whit background) and put the image on top of a transparent layer. made a transparent image. When I place this image over a light color background, it looks fine, but when I place it over a dark color background, the edge of the image looks very rough and dirty, I think it's because some of the anti alias from the original image, how can I make it a clean image without going to delete pixel by pixel?
I'm trying to create a soccer field. I searched on google images for examples to learn from and I found this one really good one. The grass looks great and is just what I'm trying to do. [URL] .....
I loaded it into to gimp to have a closer look, and all the artist has done really has used lots of different greens, usually a different color on each pixel. How do you think this person went about creating the grass? Do you they colored each pixel individually then saw what they had done and adjusted it until they got it right. Which would probably take a really long time. Or do you think there is a quicker way?
I have spent hours trying to do this simple task in Gimp without luck. What I'm looking for is the border effect (without outer shadow) seen in the three embedded screenshots in this image: [URL]
In inkscape it's a matter of adding a square on top of the image with identical dimensions and making the stroke colour semitransparent and the fill colour completely transparent, but image quality suffers badly when exporting from svg to png or jpg again, and I'd prefer doing it in Gimp.
So, take image, say 100 by 100, add 1 pixel inner transparent border - how? I have seen this effect enough to suspect it's a filter option but haven't found anything in my filters.
"Image > Print Size" really IS the command you are looking for.
The key is to pay attention to the units-of-measure shown on the Print Size dialogue box:- The "Width" and "Height" values under Print Size are displayed in real-world units (inches, mm, etc.), not image pixels.- The "Resolution" values are displayed in pixels-per-unit.- You cannot change your image's pixel dimensions (aka scale the image) from the Print Size dialogue. That's what the "Scale Image" command is for.Remember the relation between pixel and print sizes is:(print size) = (pixel size) / (print resolution)
When you change the image's print resolution, of course the real-world size (the "width" or "height" shown in the Print Size dialog) of your image will update to reflect the new print resolution -- that value is calculated from your image's actual pixel size and whatever resolution value you just entered. This is totally normal behavior -- in fact, it's expected. If you change an image's resolution from, say, 150 pixels/inch to 75 pixels/inch, this doubles the print size of your image but only the print size; the image's pixel size remains precisely the same as before. (You can confirm this by comparing "Image > Canvas Size..." before and after changing the resolution.)
And as others have stated, if you're using the image for Web viewing then its print resolution has absolutely zero effect on how it will appear onscreen (print resolution only affects, well, actual printing), in which case you'll want to use the "Scale Image" command to actually scale your image larger or smaller.
I am in the process of sorting out some wood engraving and acid etching of some brass plaques. I would like to know if it is possible to produce a cad drawing from a vector image and if so how ?
This is one of the two images I would like to turn into a cad drawing.
I'm attempting to tilt this image for use in a game im writing. I've been using Map Object and rotation (Y) but this then causes pixel color changes on the boundary with the background color. How would I tilt this picture without getting the problem?
I don't even have any single experience in editing images but I can do simple image manipulation like cropping.So what should I do to learn Gimp quickly?
And I am in an urge to create an animated .gif image like the one in the attachment. I have to post to my blog to illustrate a process. So how to create an image like that?
Have a question regarding the preparation of a TIFF image for printing. I would like to take the image and use it as the background for a printed flyer I want to mass-produce.
Currently the properties of the image are:
pixel dimensions: 1600 × 790 pixels print size: 564.44 × 278.69 millimetres resolution: 72 x 72 ppi colour space: RGB Colour file size: 3.8MB file type: TIFF size in memory: 13.2 MB number of pixels: 1264000 number of layers: 1
I have been told I need to provide an image at least 300 x 300 dpi in order for it to be printed at a decent resolution.
My flyer is going to be around 100mm x 200mm and will be printed on both sides. I will be placing text over the image too. I have the text ready so I just need to work out how to get the background image ready.
My question is, how do I get the image into a format which is acceptable for printing?
I have a b&w image (greyscale) that i want to colorize based on the greyscale. Some thing the provides a thermal or in this case a colorized pressure map. I
In this case it is a like a stamp. Replacing the blacks with red and down toward blue as on the grey scale.
I am trying to create a puzzle from an image but I am having some trouble with the edges of each puzzle piece. Basically in short what I am doing is this.
1) I load my image in gimp (image layer). 2) Create new white layer (puzzle layer). 3) Use Filters -> Render -> Pattern -> Jigsaw... 4) From the Jigsaw windows I select; Bevel width; 0, Highlight; 0, Jigsaw style; curved. 5) I then select the white area from the puzzle later, copy this area from the image layer, and paste this on a new layer (piece layer). 6) I duplicate the piece layer (duplicate layer). 7) Paint the piece in white in duplicate layer. 8) In duplicate later I select Filters -> Blur -> Gaussian Blur 9) In piece layer I select Filters -> Map -> Bump Map 10) I select the duplicate layer as layer.
My problem is that the edges look really bad. Is there any way how I can make them look better? That is, not so much crippled?My aim is to have each puzzle piece in a different layer since I have to save them in different files. I checked several tutorials on how to create puzzles but all give me similar results.
I already have an image file in png format..which I want to use as an application launcher icon for my android application.
The android specifies image with following properties for the launcher icon(Will need 4 different image to support different screen size in mobile devices)
Launcher icons should be 32-bit PNGs with an alpha channel for transparency. The finished launcher icon dimensions corresponding to a given generalized
Screen density are shown in the table below. 1. 36 * 36 px 2. 48 * 48 px 3. 72 * 72 px 4. 96 * 96 px
I would like to create 4 png files(with specifications mentioned above) from the already existing image file. How do I do that in GIMP.
I am completely novice to image editing(Never touched any image editing software before) and not sure how to achieve this in GIMP.
Photoshop creates several preview images (more smaller than the original) for displaying the effects and creating histograms. So, I think that if I choose the cache level as 1 in the preference window, Photoshop does not create any smaller preview and it always displays information according to the original file.
But, this is not the case, as far as I can see. I set my cache level to 1 and it still displays histogram for cache level 3. So, my question is ... what is the secret behind the cache level?
I've been using GIMP to make GIFS for a long time now, but recently the "optimize for difference" option I've used is having the reverse effect it should have- ie, it's making the file larger. Here's an example. It's the exact same image, same dimensions, same amount of colors. The first one is unoptimized, each frame is a full picture, and it's file size it ~149kb. The second one is the same as the first, except optimized with about ~50% of the pixels removed from each frame (except the first frame obviously), and yet it's file size is ~155kb. I can not for the life of me figure out why an image with most of it's pixels removed is creating a larger file size. [URL]...
I want to create a collage image with numerous large photos, each in it's own layer during editing. In order to fit, all the images need to be scaled down to varying degrees, but when I'm starting out, I'm not sure what scale each image will need to be. With the default, if I shrink them too much then they get pixellated when I try to enlarge them again. Is there a way of enabling gimp to scale each image, but drop this version and reuse the original data on future scale operations (ie a "lossless" scaling operation)?
Currently I'm having to essentially create the collage twice - first time various shrink and expands til all images fit together, then start again but just rescale once to the required size.
I presume I'm correct in thinking there's no record function in GIMP yet, so I can't record my actions to GIMP then just delete redundant steps and replay...
So I couldn't think of a better place to put this. I have something that I'm thinking of having professionally printed. What are the steps I should take to make sure I produce a high quality image? File format, Dpi and so forth. Make a list of steps to creating a high quality image file that will look good printed from a print shop.
I'm trying to trace around an image to create a line drawing. The object I'm tracing has a lot of curves in it so using the Pencil Tool. Also, I've used the Paths Tool and then clicked "stroke path". That's all fine and well but it's taking FOREVER to trace the picture.
Since the image has a lot of curves is there a tool or gadget in Gimp that can provide a smooth curve, say, around a circle?
How do you create crisp buttons? I have a client that needs a number of buttons saved at 32x32, 24x24 and 16x16 pixels. I have designed the buttons in Illustrator, but when they are placed into photoshop they can end up blurring. I understand they have to pixelate, but the problem I am having is that some of the vertical and horizontal lines end up sitting between to rows of pixels and so spread across both, blurring the line. Is there any magic way to fix this other than fine tuning the position, or altering the vector? Or should these types of buttons be created in a different program?
I am generally very proficient with Photoshop, but I've never had to work at this scale before.
is there a simple way of converting a drawing from a complex draiwng including blocks/dynamic blocks so that it becomes effectively a dumb drawing of lines arcs and text.
the only solution i have is to convert the drawing to a pdf then convert it back to a dwg using a pdf to dwg converter.
the reason being i dont want my client to work out how i construct my drawings.
How to avoid the overlap between the level sign and the drawing?
I’m wondering concerning the default behavior of the Revit regarding the level signs. In the screenshot below, a wall of 9 meters is drafted in the indicated location while its 4 elevations are displayed next to it.
the north elevation has an overlap with the level signs and also the south elevation is at the end of the level signs. how to manage this problem and also based on what these levels are set this way (by design).How the overlap might be avoided?
1.I am working on a project where I need to set all pixels below a level as alpha channel, is there a quick way to achieve this? The level can be both set a prior or adjusted dynamically, the second way is preferred. Right now my workflow includes:1. duplicate layer. 2. use color level in duplicate layer, in menu COLOR -> LEVEL. 3. add alpha mask to original layer 4. copy duplicate layer into the alpha mask of the original. 5. delete duplicate layer. 6. If result is not ok then return to 1.As you can see this workflow is a headache, specially point 6 which is often achieved.
Make beautiful gradients. I know, its by using different colors, but when the times come for saving the image ( i prefer png at compression level 1) you have to make it narrow(if gradient is perfectly vertical).
But if you crop lenght at 1px you always get inferior image after you put it in website as background for example. roping at 10px wide does work but it still not good enough..
I have conducted a level survey on site and once I have loaded it in to aurtocad I need to copy them on to a drawing so can tell where abouts the level are in relation to the site. When I have done this I copy with base point and paste with coordinates but it comes up tiny compared to the drawing.
I do realize this is probably a trivial matter for experienced users but I really cannot figure this one out by myself.
I dragged another GIMP image onto the main one, then tried to enlarge it (it worked) but the visible portion remains within the boundaries of the unscaled image..