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| Author |
Re: Vintage Postcard Script - PSP 8 version
|
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| Spandex Rutabaga 2006-07-10, 7:46 pm |
| Michelle wrote:
> Nice!!!! Spandex, can this script be used in version 9? I'm
> one of those who are still using it, shhhhh ;-))
I don't see the need for any "shhhh". My script was made in PSP 9.
I don't see why it wouldn't work in PSP X.
Attached to this post is a version of the script for PSP 8. I have
had to come up with a way to emulate the PSP 9 and later Edges >
Find All command, which I think I've done reasonably well, though
at the expense of adding quite a few steps. In addition it was
necessary to change occurrences of True and False in the PSP 9
script to App.Constants.Boolean.X, where X stands for true and
false respectively.
| |
|
| Spandex Rutabaga wrote:
> Attached to this post is a version of the script for PSP 8. I have
> had to come up with a way to emulate the PSP 9 and later Edges >
> Find All command, which I think I've done reasonably well, though
> at the expense of adding quite a few steps.
Below is what I substituted for the FindEdges command when adapting
Matt's Pen & Ink 2 script for PSP 8. The result is a bit darker than
FindEdges, but it was close enough for that. The Pencil effect in v8
does something funny to the right & bottom edges of the image, so I
added a white cutout to hide that.
# Pencil
App.Do( Environment, 'Pencil', {
'Blur': 1,
'Color': (0,0,0),
'Intensity': 9,
'Luminance': 128,
'GeneralSettings': {
'ExecutionMode': App.Constants.ExecutionMode.Default,
'AutoActionMode': App.Constants.AutoActionMode.Match,
'Version': ((9,0,1),1)
}
})
# NegativeImage
App.Do( Environment, 'NegativeImage', {
'GeneralSettings': {
'ExecutionMode': App.Constants.ExecutionMode.Default,
'AutoActionMode': App.Constants.AutoActionMode.Match,
'Version': ((9,0,1),1)
}
})
# Color Adjust HSL
App.Do( Environment, 'ColorAdjustHSL', {
'HSL': {
'Colorize': App.Constants.Boolean.false,
'Master': (0,-100,0),
'MasterColorize': (0,0,0),
'Red': (0,0,0,315,345,15,45),
'Green': (0,0,0,75,105,135,165),
'Blue': (0,0,0,195,225,255,285),
'Cyan': (0,0,0,135,165,195,225),
'Magenta': (0,0,0,255,285,315,345),
'Yellow': (0,0,0,15,45,75,105)
},
'GeneralSettings': {
'ExecutionMode': App.Constants.ExecutionMode.Default,
'AutoActionMode': App.Constants.AutoActionMode.Match,
'Version': ((9,0,1),1)
}
})
# SelectAll
App.Do( Environment, 'SelectAll', {
'GeneralSettings': {
'ExecutionMode': App.Constants.ExecutionMode.Default,
'AutoActionMode': App.Constants.AutoActionMode.Match,
'Version': ((9,0,1),1)
}
})
# FloatSelection
App.Do( Environment, 'FloatSelection', {
'ClearSource': None,
'BackupSelection': None,
'GeneralSettings': {
'ExecutionMode': App.Constants.ExecutionMode.Default,
'AutoActionMode': App.Constants.AutoActionMode.Match,
'Version': ((9,0,1),1)
}
})
# Cutout
App.Do( Environment, 'Cutout', {
'Blur': 0,
'FillInterior': App.Constants.Boolean.false,
'Horizontal': -2,
'InteriorColor': (95,132,120),
'Opacity': 100,
'ShadowColor': (255,255,255),
'Vertical': -1,
'GeneralSettings': {
'ExecutionMode': App.Constants.ExecutionMode.Default,
'AutoActionMode': App.Constants.AutoActionMode.Match,
'Version': ((9,0,1),1)
}
})
# SelectNone
App.Do( Environment, 'SelectNone', {
'GeneralSettings': {
'ExecutionMode': App.Constants.ExecutionMode.Default,
'AutoActionMode': App.Constants.AutoActionMode.Match,
'Version': ((9,0,1),1)
}
})
--
Tanja Säily, http://www.iki.fi/tape/
| |
| Vern Stump 2006-07-10, 7:46 pm |
| Spandex Rutabaga wrote:
> Michelle wrote:
>
>
> I don't see the need for any "shhhh". My script was made in PSP 9.
> I don't see why it wouldn't work in PSP X.
>
> Attached to this post is a version of the script for PSP 8. I have
> had to come up with a way to emulate the PSP 9 and later Edges >
> Find All command, which I think I've done reasonably well, though
> at the expense of adding quite a few steps. In addition it was
> necessary to change occurrences of True and False in the PSP 9
> script to App.Constants.Boolean.X, where X stands for true and
> false respectively.
It work in PSPX!!!
Vern
| |
| Spandex Rutabaga 2006-07-10, 7:46 pm |
| tape wrote:
>
> Spandex Rutabaga wrote:
>
> Below is what I substituted for the FindEdges command when adapting
> Matt's Pen & Ink 2 script for PSP 8.
My solution uses the User Defined Filter to find brightness
transitions in the eight compass directions (e.g. northwards,
southwards, northeastwards, southwestwards, etc.) and combines
the results using the Multiply blend mode. It doesn't suffer
from the problem you found and it doesn't rely on unknown
behaviors inside effect filters. The resulting edge locations
should be within a pixel of the true edge locations. If you
think it would be helpful I could cook up a script that just
does PSP 9 Edges > Find All emulation for PSP 8.
| |
|
| Spandex Rutabaga wrote:
> My solution uses the User Defined Filter to find brightness
> transitions in the eight compass directions (e.g. northwards,
> southwards, northeastwards, southwestwards, etc.) and combines the
> results using the Multiply blend mode. It doesn't suffer from the
> problem you found and it doesn't rely on unknown behaviors inside
> effect filters. The resulting edge locations should be within a pixel
> of the true edge locations.
Cool :-) It doesn't seem to work in PSP X, though - all I get is a bunch
of transparent layers in a group that is then merged into one
transparent layer. A bug in PSP X's UDF? Works fine in 8.
> If you think it would be helpful I could cook up a script that just
> does PSP 9 Edges > Find All emulation for PSP 8.
I do think it would be helpful, as I've seen people trip over the
difference. It would only be helpful if they knew about it, though -
would have to spread the word. I'm a bit out of the loop these days,
don't know where the most vibrant PSP communities are (are there any?)
aside from this one.
--
Tanja Säily, http://www.iki.fi/tape/
| |
| Spandex Rutabaga 2006-07-10, 11:19 pm |
| tape wrote:
>
> Spandex Rutabaga wrote:
>
> Cool :-) It doesn't seem to work in PSP X, though - all I get is a bunch
> of transparent layers in a group that is then merged into one
> transparent layer. A bug in PSP X's UDF? Works fine in 8.
When I try my PSP 8 script in PSP 9 it works just fine. I don't
have PSP X. When you say you got a bunch of transparent layers
that were merged, how do you know this? Did you do File >
Script > Single Step to go through the script step by step?
Are you sure there was data on the active layer at the time
you started the script. Was the active layer a regular layer or
a background layer? If it was the former, please try the script
on the latter.
If in PSP X you open the attached UDF_Input.png, promote it to a
regular layer, and run the UDF filter on it at the settings shown
in the attached UDF_Settings.png, do you get exactly the result
shown in the right preview of the attachment? Zoom in carefully
if necessary.
>
> I do think it would be helpful, as I've seen people trip over the
> difference. It would only be helpful if they knew about it, though -
> would have to spread the word. I'm a bit out of the loop these days,
> don't know where the most vibrant PSP communities are (are there any?)
> aside from this one.
I don't know where vibrant PSP communities exist. As a vegetable
I was never in any loop. I suspect that the day of the community
is over, though according to press releases Corel is interested
in the vibrant community at Webshots. Do *you* want the script?
| |
| Spandex Rutabaga 2006-07-10, 11:19 pm |
| tape wrote:
>
> Spandex Rutabaga wrote:
>
> I do think it would be helpful, as I've seen people trip over the
> difference. It would only be helpful if they knew about it, though -
Here it is if you want it. Comments in the script explain how it
works.
| |
|
| Wow Spandex, great script and it works for me in version X also, Thank you
so much!!
"Vern Stump" <VictorDog@email.suppressed> wrote in message
news:44b28af1$1_3@cnews...
> Spandex Rutabaga wrote:
>
> It work in PSPX!!!
>
> Vern
>
>
| |
| Spandex Rutabaga 2006-07-13, 7:34 pm |
| "hå£ê¥" wrote:
>
> Wow Spandex, great script and it works for me in version X also, Thank you
> so much!!
You're welcome, but it would never have come to pass without Gail.
| |
|
| In-Reply-To: <44B2F3F4.CC49B54@agabatur.xednaps>
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Spandex Rutabaga wrote:
> When I try my PSP 8 script in PSP 9 it works just fine. I don't have
> PSP X. When you say you got a bunch of transparent layers that were
> merged, how do you know this? Did you do File > Script > Single Step
> to go through the script step by step?
Yes. I tried it with several different images and, when it didn't seem
to produce any data on the sketch layer in any of them, I did Single
Step with one of them, watching the Layers palette.
> Are you sure there was data on the active layer at the time you
> started the script.
Yes.
> Was the active layer a regular layer or a background layer?
It was a background layer. Of course, when it's duplicated, the
duplicate is a regular layer. I seem to remember a bug being discussed
in the X forum that had to do with UDF and regular layers.
> If in PSP X you open the attached UDF_Input.png, promote it to a
> regular layer, and run the UDF filter on it at the settings shown in
> the attached UDF_Settings.png, do you get exactly the result shown in
> the right preview of the attachment? Zoom in carefully if necessary.
See my attachment. That's what happens if I, in addition to promoting
the background layer, increase the colour depth to 16 million (your
image was greyscale). If I don't increase it, I get what you get.
> Do *you* want the script?
I see you did post it :-) Yes, of course I want it, I just didn't want
to have you go through the trouble of making it just for me. Off to
check it out...
--
Tanja Säily, http://www.iki.fi/tape/
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Spandex Rutabaga wrote:
> Here it is if you want it. Comments in the script explain how it
> works.
Thankee kindly, ma'am! I don't know what the UDF settings actually do
(well duh, they find edges), but the results seem to look a little bit
but not quite like what you'd get by desaturating a layer, duplicating
it, offsetting the duplicate by 1 in a given direction, and setting the
blend mode of the duplicate to difference.
This script too works in 8, transparent layer in X, too lazy to check in
9. For X I guess one could to a kluge by applying UDF to the background
layer, copying, undoing and pasting as a new layer (if one wanted to use
this as part of a script for all versions). But the important thing is
that it works in 8. The result is a little bit lighter than Find All
Edges in X, by the way.
--
Tanja Säily, http://www.iki.fi/tape/
| |
| Spandex Rutabaga 2006-07-13, 7:34 pm |
| tape wrote:
>
> Spandex Rutabaga wrote:
>
> Thankee kindly, ma'am! I don't know what the UDF settings actually do
> (well duh, they find edges),
A UDF setting like this (only the central portion is shown):
0 0 0
0 1 -1
0 0 0
says "Consider a pixel of interest, the center one in the filter
window. Take its value and multiply it by one. Then add to it
the value of the pixel to the right of it, multiplied by minus
one." That's the same as subtracting the value on the right
from the value of the center pixel. When you have this kernel:
0 0 0
0 -1 1
0 0 0
It means "subtract the value of the center pixel from the one to
its right". UDF can do this for each of the three color channels
in turn or it can do it on grey values. The grey values are
calculated the same way as in the Luminance (Legacy) blend mode.
This is very different from what you get when desaturating with
H/S/L and somewhat different from Image > Greyscale (at least in
PSP 9). You can also desaturate using the UDF simply by setting a
"do nothing" kernel:
0 0 0
0 1 0
0 0 0
and choosing the Grey Values setting. I would recommend this over
the "desaturate in H/S/L" method. Unlike Image > Greyscale this
approach doesn't produce a one-channel image. Instead it makes a
grey image with three channels. That makes it useful as a way of
greyscaling just one layer in a stack of regular layers.
> but the results seem to look a little bit
> but not quite like what you'd get by desaturating a layer,
See what I said about greyscaling above.
> duplicating
> it, offsetting the duplicate by 1 in a given direction, and setting the
> blend mode of the duplicate to difference.
Difference means "subtract one from the other and, irrespective of
whether the result is positive or negative, throw away the sign and
treat it as positive". I think you can see the connection to the UDF
process above.
> This script too works in 8, transparent layer in X, too lazy to check in
> 9.
I don't know why it doesn't work in X. Now you mention it perhaps
I vaguely remember some discussion at one time concerning a bug
in UDF to do with transparency. However, I might be subject to
auto-suggestion here. I am also puzzled why other people say it
works in PSP X. Perhaps they only looked at the overall result and
haven't looked carefully at the contents of individual layers.
> For X I guess one could to a kluge by applying UDF to the background
> layer, copying, undoing and pasting as a new layer (if one wanted to use
> this as part of a script for all versions).
I'm not going to waste my time working around inept itude in the
program ming depar tment and lack of interest in the QA depar tment.
If it doesn't work, then that's what Corel wants for you.
> But the important thing is
> that it works in 8. The result is a little bit lighter than Find All
> Edges in X, by the way.
Well, I don't know what is happening inside the box except by reverse
engineering. If you examined the effect of Edges > Find All and my
script on the square in UDF_Input you will see some strangeness in
the corners. It happens at top left in Find All and at bottom right
in the script. (Maybe that depends on the choice of reference pixel
in the kernels discussed above.) Second, I mentioned that there were
different ways of greyscaling. I have a suspicion about what is done
in Find All but I decided to leave out the extra steps in part to
avoid emphasizing JPEG block edges the way Find All does and to
avoid the extra calculations but also because I thought it was
impossible to do *exactly* the same thing with the tools PSP offers.
Finally, I doubt that Find All combines responses in the different
directions in same way as using the Multiply blend mode. If I had to
guess they combine them as the square root of the sum of the squares,
but they might just use the maximum value for speed. The latter is
more like using the Multiply mode with multiple layers.
> --
> Tanja Säily, http://www.iki.fi/tape/
| |
|
| Spandex Rutabaga wrote:
> A UDF setting like this (only the central portion is shown):
> 0 0 0
> 0 1 -1
> 0 0 0
> says "Consider a pixel of interest, the center one in the filter
> window. Take its value and multiply it by one. Then add to it
> the value of the pixel to the right of it, multiplied by minus
> one."
What a convoluted way of saying a simple thing. From a human
perspective, of course - computers and rutabagas probably find it quite
clear. :-)
> The grey values are
> calculated the same way as in the Luminance (Legacy) blend mode.
Would this be the same thing as having a grey layer below the image
layer and setting the blend mode of the image layer to Luminance (Legacy)?
> Difference means "subtract one from the other and, irrespective of
> whether the result is positive or negative, throw away the sign and
> treat it as positive". I think you can see the connection to the UDF
> process above.
I think I see. Thanks for all the info.
> I don't know why it doesn't work in X. Now you mention it perhaps
> I vaguely remember some discussion at one time concerning a bug
> in UDF to do with transparency. However, I might be subject to
> auto-suggestion here. I am also puzzled why other people say it
> works in PSP X. Perhaps they only looked at the overall result and
> haven't looked carefully at the contents of individual layers.
That would be my guess. I found the UDF thread in the PSP X forum: "UDF
Transparency in X", posted by Davidl1 on 20 September 2005.
--
Tanja Säily, http://www.iki.fi/tape/
| |
| Spandex Rutabaga 2006-07-13, 7:34 pm |
| tape wrote:
> What a convoluted way of saying a simple thing. From a human
> perspective, of course - computers and rutabagas probably find it quite
> clear. :-)
It's only convoluted because it has to be explained with respect
to the possible settings of the UDF instead of just simply describing
the algorithm.
>
> Would this be the same thing as having a grey layer below the image
> layer and setting the blend mode of the image layer to Luminance (Legacy)?
Very, very close. There is (or can be depending on the specifics
of what "grey" is) some slight difference due to rounding errors.
Two layers also use twice the memory of one.
>
> I think I see. Thanks for all the info.
>
>
> That would be my guess. I found the UDF thread in the PSP X forum: "UDF
> Transparency in X", posted by Davidl1 on 20 September 2005.
Well, the thread will expire in two months and then the problem will
spontaneously go away :)
| |
| Lori Davis 2006-07-13, 7:34 pm |
| "Spandex Rutabaga" <SpRu@agabatur.xednaps> wrote in message
news:44B3CCB1.7AD7D744@agabatur.xednaps...[color=darkred]
>
> I don't know why it doesn't work in X. Now you mention it perhaps
> I vaguely remember some discussion at one time concerning a bug
> in UDF to do with transparency. However, I might be subject to
> auto-suggestion here. I am also puzzled why other people say it
> works in PSP X. Perhaps they only looked at the overall result and
> haven't looked carefully at the contents of individual layers.
>
You should be able to get it to work by locking the transparency on the
layer. (I vaguely remember that I tried this when the problem was first
noticed, and that it did do the trick. Can't check right now to make sure,
though.)
Lori
| |
|
| Lori Davis wrote:
> You should be able to get it to work by locking the transparency on the
> layer.
That + the UDF just made the layer all black instead of all transparent.
--
Tanja Säily, http://www.iki.fi/tape/
| |
| Lori Davis 2006-07-13, 7:34 pm |
| "tape" <tape+news@iki.fi> wrote in message news:44b5850a_2@cnews...
> Lori Davis wrote:
>
> That + the UDF just made the layer all black instead of all transparent.
>
Info-gathering question: What do you get on a background layer? On a
Background layer or on a transparency locked true layer, you should get the
same thing.
Lori
| |
| Lori Davis 2006-07-13, 7:34 pm |
| "tape" <tape+news@iki.fi> wrote in message news:44b5850a_2@cnews...
> Lori Davis wrote:
>
> That + the UDF just made the layer all black instead of all transparent.
>
Tanja, does the UDF work if the central value is set to 2 rather than 1?
(With layer transparency locked.)
Lori
| |
|
| Lori Davis wrote:
> Info-gathering question: What do you get on a background layer? On a
> Background layer or on a transparency locked true layer, you should get the
> same thing.
On a background layer I get the correct result, i.e., edges on black. A
transparency locked true layer gives total blackness.
--
Tanja Säily, http://www.iki.fi/tape/
| |
|
| Lori Davis wrote:
> Tanja, does the UDF work if the central value is set to 2 rather than 1?
> (With layer transparency locked.)
Yes, it does, even without locking the transparency. Some values work,
some don't. Interesting.
--
Tanja Säily, http://www.iki.fi/tape/
| |
| Spandex Rutabaga 2006-08-02, 12:09 pm |
| tape wrote:
>
> Lori Davis wrote:
>
> Yes, it does, even without locking the transparency. Some values work,
> some don't. Interesting.
Do the attached presets work in PSP X? Does their behavior differ
depending on the state of the Lock Transparency toggle? Does their
behavior depend on whether they are applied to a background or
regular layer?
| |
|
| I would certainly watch for this to be turned into a 'one step photo fix'
button!
BUzz
"Spandex Rutabaga" <SpRu@agabatur.xednaps> wrote in message
news:44B33199.842A5511@agabatur.xednaps...
> "hå£ê¥" wrote:
>
> You're welcome, but it would never have come to pass without Gail.
| |
| Lori Davis 2006-08-02, 12:09 pm |
| Spandex Rutabaga wrote:
> tape wrote:
>
> Do the attached presets work in PSP X? Does their behavior differ
> depending on the state of the Lock Transparency toggle? Does their
> behavior depend on whether they are applied to a background or
> regular layer?
OK, I'm back home and could check: They work as they should on a
background. On a true layer with transparency locked, all you get is
uniform black. On a true layer without transparency locked, all you get
it 100% transparency.
Lori
| |
| Lori Davis 2006-08-02, 12:09 pm |
| Spandex Rutabaga wrote:
> tape wrote:
>
> Do the attached presets work in PSP X? Does their behavior differ
> depending on the state of the Lock Transparency toggle? Does their
> behavior depend on whether they are applied to a background or
> regular layer?
OK, I'm back home and could check: They work as they should on a
background. On a true layer with transparency locked, all you get is
uniform black. On a true layer without transparency locked, all you get
is 100% transparency.
Lori
| |
|
| Lori Davis wrote:
> OK, I'm back home and could check: They work as they should on a
> background. On a true layer with transparency locked, all you get is
> uniform black. On a true layer without transparency locked, all you get
> is 100% transparency.
Yep, same here. Annoying little bug. Another one that's been hitting me
a lot lately is when you view something full screen (Ctrl+Shift+A) and
come back (by pressing any key), the Materials palette is stretched all
the way across the screen.
--
Tanja Säily, http://www.iki.fi/tape/
| |
| Spandex Rutabaga 2006-08-02, 12:09 pm |
| Lori Davis wrote:
>
> Spandex Rutabaga wrote:
>
> OK, I'm back home and could check: They work as they should on a
> background. On a true layer with transparency locked, all you get is
> uniform black. On a true layer without transparency locked, all you get
> it 100% transparency.
OK, so it is not going to be easy to use UDF. However - and please
correct me if I'm wrong - the only reason to have the UDF stuff is
in PSP 8 where Edges > Find All does not give the black on white
result of PSP 9 and PSP X. In PSP 9 and PSP X you can just use
Edges > Find All. In other words, at the expense of having two
scripts - one for PSP 8 and one for later versions - anyone can
make a vintage postcard successfully. Since this is already done,
no further work is needed. It would be nice to have one script that
works in all versions but that would only be a matter of tidiness.
Is that a correct summary?
| |
| Spandex Rutabaga 2006-08-02, 12:09 pm |
| Lori Davis wrote:
> OK, I'm back home and could check: They work as they should on a
> background. On a true layer with transparency locked, all you get is
> uniform black. On a true layer without transparency locked, all you get
> is 100% transparency.
I think you all should submit more bug reports. UDF is a very
convenient part of PSP for people who know a little about image
editing. To have it be dysfunctional cripples a valuable feature
of the program not easily found elsewhere. Without a push it is
unlikely Corel will fix a "technical" thing like UDF, seeing
more value in simplification and new tools based on presets for
old ones.
| |
| Lori Davis 2006-08-02, 12:09 pm |
| "Spandex Rutabaga" <SpRu@agabatur.xednaps> wrote in message
news:44BABB79.4666E4A9@agabatur.xednaps...
> Lori Davis wrote:
>
>
> I think you all should submit more bug reports. UDF is a very
> convenient part of PSP for people who know a little about image
> editing. To have it be dysfunctional cripples a valuable feature
> of the program not easily found elsewhere. Without a push it is
> unlikely Corel will fix a "technical" thing like UDF, seeing
> more value in simplification and new tools based on presets for
> old ones.
I entirely agree and will post a bug report. Among other things, I think
I'll mention that this behavior is unlike not only that in previous versions
of PSP but also the behavior of custom filters in PS and PSE (and the
equivalent in other image editors as well).
Lori
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