photoshop

How does Content-Aware fill work?

﹥>﹥吖頭↗ 提交于 2019-12-02 16:38:42
In the upcoming version of Photoshop there is a feature called Content-Aware fill. This feature will fill a selection of an image based on the surrounding image - to the point it can generate bushes and clouds while being seamless with the surrounding image. See http://www.youtube.com/watch?v=NH0aEp1oDOI for a preview of the Photoshop feature I'm talking about. My question is: How does this feature work algorithmically? I am a co-author of the PatchMatch paper previously mentioned here, and I led the development of the original Content-Aware Fill feature in Photoshop, along with Ivan Cavero

From Photoshop actions to Photoshop scripting?

橙三吉。 提交于 2019-12-02 15:18:11
I would like Photoshop to automatically execute the following task for a given folder: Load all PNG files in a given folder. Convert each file's mode to RGB color Add one layer to each file Save the files as PSD in the same folder I have been told that this can be done with Photoshop scripting, but I don't know how to get started since unfortunately I don't have much experience with JavaScript. One thing I know is that I can't run the task above using Actions because when I record the last step (4), Photoshop records the action to save the PSD files in the folder that I use when recording the

Swift and Xcode - How to Create Custom Tab Bar Icons

十年热恋 提交于 2019-12-02 15:12:13
I have a tabbed application project I am working on in Xcode written in Swift ( Xcode 6.3 and Swift 1.2 ). I am having a lot of trouble with custom Tab Bar icons. I have designed an image in Photoshop (CS6), saved it as a PNG, resized it in Prepo to be 30x30 and imported it into Xcode in the asset library. I then set the tab view controllers icon to that image. However, it doesn't show up. I have looked at these pages but not found any help: https://www.youtube.com/watch?v=4qqqoAWNfZA Custom tab bar icon colors http://www.raywenderlich.com/forums/viewtopic.php?f=2&t=19333 http://www.appcoda

How to create crisp background image for 1x1 Android widget?

我的未来我决定 提交于 2019-12-02 14:58:21
I'm creating an a 1x1 widget, and no matter what I try, I just can't get the background image looking nice and crisp. I've read just about any resource I can find, yet I still can't win. I'm designing for the HTC Desire/Nexus 1, and would love someone to tell me when creating the background in Photoshop, what dpi/height/width to use (currently using 72/100/80). I'll worry about other devices resolutions once I can get it looking nice on my test device first. Also, if there's anything special I need to be putting in the @layout/main.xml and Widget_Provider.xml files. I simply can't find any

Photoshop CS5 not recognising activeDocument

假装没事ソ 提交于 2019-12-02 05:57:12
问题 I wrote a quite big script for Photoshop CS5.1 on my 64bit Vista machine. Now when I run the very same script on my new 64bit Windows 7 machine, Adobe ExtendScript Tool complains about activeDocument (no such element) in this simple script: #target photoshop var pDoc = app.activeDocument; alert("Done!"); I have tried both and without #target and choosing the target in the ExtendedScript Tool. Is there something I have missed, or do I need to install something more. I only installed the 64bit

Is there any sharp style in CSS?

回眸只為那壹抹淺笑 提交于 2019-12-01 22:25:31
I want to style some fonts in my css using the style- sharp found in Photoshop. Does anyone know the way? Photoshop uses a custom font rendering engine which you won't be able to emulate using CSS. Furthermore, each platform has its own rendering engine which CSS cannot control. For WebKit there is -webkit-font-smoothing but what it does is a far cry from what you're looking for. No luck I'm afraid. The only way I know of (perhaps someone knows otherwise) to achieve this is to save the text in question as an image. Fine for headings etc., but not for body text. The "sharpness" of a font is

Resize batch images in PhotoShop

邮差的信 提交于 2019-12-01 21:11:14
I am frequently presented with the task of resizing images (lots of them) to a square and then saving them with PhotoShop. For example, if an image is 400x200 then I would need to resize the canvas to be 400x400. Likewise, if an image is 321x850 then the canvas would be resized to 850x850 if, and if the image is 521x250 then the canvas would be resized to 521x521. Is there a way in PhotoShop to automate this tedious task? I know about PhotoShop automate, which records your actions, but that's not what I want. I have no problem programming the solution if you could point me in the right

Understanding 24 bit PNG generated with Photoshop

浪尽此生 提交于 2019-12-01 18:40:49
A 24 bit .png file with transparency, as those that can be generated with Photoshop , has really 24 bits distributed across each color plus the alpha ? or the 24 bit refer only to the colors and ignores the alpha (RGBA 8888). Is there any tool to examine a PNG file and verify this kind of information? Does Photoshop have any options to verify or configure this? 24 bit + alpha is actually 32 bits per pixel. Meaning you have the Red, Green, Blue and Alpha channels, each being 8 bit, allowing for 256 shades per channel translating to 256 x 256 x 256 x 256 possible colour combinations. That's what

How to encode emission or specular info in the alpha of a open gl texture

旧巷老猫 提交于 2019-12-01 13:29:39
I have an OpenGL texture with UV map on it. I've read about using the alpha channel to store some other value which saves needing to load an extra map from somewhere. For example, you could store specular info (shininess), or an emission map in the alpha since you only need a float for that and the alpha isn't being used. So I tried it. Writing the shader isn't the problem. I have all that part worked out. The problem is just getting all 4 channels in to the texture like I want. I have all the maps so in PSD I put the base map in the rgb and the emissions map in the a. But when you save as png

How to encode emission or specular info in the alpha of a open gl texture

拜拜、爱过 提交于 2019-12-01 12:01:53
问题 I have an OpenGL texture with UV map on it. I've read about using the alpha channel to store some other value which saves needing to load an extra map from somewhere. For example, you could store specular info (shininess), or an emission map in the alpha since you only need a float for that and the alpha isn't being used. So I tried it. Writing the shader isn't the problem. I have all that part worked out. The problem is just getting all 4 channels in to the texture like I want. I have all