Embellish 2.02 User’s Manual
Copyright 1997 by Dadaware
The Embellish Workspace
Running Processes
User Preferences
Color Wheel
Color Chooser
Colorwell
Color Samples Toolbar
Toolbars
Quick Directories
Creating a New File
File Open Dialog
Acquiring an Image
Screen Capture
Saving Files
Importing and Exporting the Raw Data Format
Printing Files
Display Methods
Magnification
Zoom In/Out
The Unmagnified Image Tool
Slideshow
Slideshow Options
Batch Conversion
Batch Conversion Options
Catalog
Catalog Options
Image Selection Regions
Selector Options Dialog Box
Hand Tool and Object Manipulation
Toggle On/Off
Invert Selection
Store Selection
Custom Rotate
Resizing
Cropping
Auto Crop
Undo/Redo
Copy and Paste
Objects
Object Tools
Importing/Exporting Objects
Masks
Creating a Mask
Saving Masks
Colorspace and Color Depth
Setting Color Types
Color Common Controls
Adjust
Black and White
Borders
Contrast
Gamma Adjust
Grayscale
Histogram
Invert
Palette Edit
Palette Mapping
Palette Swap
Reduce
Remap
Tones
Transpose
Overview of Filtering
Filter Dialog Box
Special Effects Common Controls
Acid
Blocks
Cone
Double Vision
Fish Eye
Median
Melting
Mirrors
Noise
Oil Painting
Random Shear
Polar Coordinates
Ripple
Shear
Slices
Solarize
Swirl
Tiles
Wave
Paint/Draw Tools
Airbrush
Advanced Airbrush
Chalk
Advanced Chalk
Circle/Ellipse/Freehand/Rectangle/Square
Clone
Clone Advanced
Floodfill
Pencil
Advanced Pencil
Rubber Stamp
Text
User Defined
Advanced User Defined
Paints
Adjust
Black & White
Blur
Color
Color Replace
Emboss/Engrave
Erase
Gradient
Grayscale
Pattern
Shadow
Smudge
Stretch
Image Maps
Image Map Dialog
Image Map Region Creation Dialog
Image Map Region Edit Dialog
Multiple Image Maps in File
Image Map Insertion Dialog
Replacing Image Map Dialog
Image Map Setup Dialog
Creating the Actual HTML Code
Overview of Animated GIFs
Animated GIF Options Dialog
Animated GIF Filesize Optimization
Animated GIF Frame Settings Dialog
GIF Animation Dialog
Animated GIF Transition Dialog
Object Animator Dialog
Advanced Animation Dialog
Introduction to File Formats
Embellish Format
Bitmaps
GIF
Kodak PhotoCD
JPEG
MetaFiles
PBM
PCX
PNG
Sun Raster
TARGA
TIFF
Utah RLE
X11 Bitmap
This section will introduces some of the basic skills needed to get around the Embellish workspace.
The Embellish Screen
The Embellish screen consists of several components, listed below.
Title Bar
In addition to the normal operations of the title bar, it also is used as a progress indicator. When a function is being performed, a stick figure runs to the right across the title bar. As the figure progresses to the right, the function progresses to completion.
Workspace
The large area within the Embellish screen is the workspace. The workspace is used to hold the windows that contain the images you are viewing and/or editing. The secondary windows are often called child windows. The default behavior is for child windows to exist only within the main Embellish window. Optionally, the child windows can be made to exist outside the parent, the method for doing this is covered later.
Main Menu Bar
The main menu bar will usually consist of nine menu headings. Each menu is accessible through mouse or keyboard commands. Access the menus with the mouse by clicking on the titles using the left mouse button. Access is available with the keyboard by holding the <Alt> key down then typing the underlined letter in the menu title. Menus in Embellish are dynamic and will change depending on the image currently selected and the operations being performed on it.
Main Button Bar
The main button bar contains some of the most commonly used menu items such a File>Open and File>Save. Other buttons represent shortcuts to functions such a increasing/decreasing magnification. Any command available on this button bar can also be achieved via conventional menu commands, however not always as directly. See Tool Bars below.
Tool Bars
Most of Embellish's image editing functions are accessible through tool bars. Tool bars are opened onto your workspace by clicking on the corresponding button on the main button bar or via the Windows menu. Tool bars are designed to float above any open image, unless the tool bars are attached to the main Embellish window. Many individual tool bar buttons have their own configuration dialogs. These dialogs are accessed by double-clicking with the left mouse button or by single clicking with the right mouse button.
The tool bars can exist as either floating windows or as attached bars to the main Embellish window. As mentioned, the Main Button Bar controls the visibility of the other tool bars, by clicking on the corresponding buttons. Every toolbar will start with the same three buttons.
Resize:
This button is used to configure the tool bar. Embellish can be configured to always save the settings of the toolbars, including positions. This choice is set with the Preferences menu. Alternatively, the toolbar settings can be explicitly saved with the menu command Misc>Save Window Positions. The latter case allows the Embellish to be configured so that it will always start the same way, instead of being in the configuration of the previous shutdown.
Move buttons forward/backward:
These two buttons are used when the tool bar is not large enough to display all the available buttons. Click on these buttons to scroll through the other buttons available on the toolbar. If all buttons are visible, these two buttons will disappear because they are not needed.
Using the Mouse
In Embellish, both the left and the right mouse buttons are used.
The left mouse button is used to select objects, functions and menu items. It is also used to paint.
The right mouse button is used to access tool bar dialog boxes and to access context sensitive menus on your workspace. Never be afraid of trying the right mouse button. Embellish has many shortcuts in place that are only available via the right mouse button.
Depending on the function being used, the mouse pointer will change. For example, if the airbrush painting tool is active, the mouse pointer will display an airbrush.
Using Menus
Embellish uses three types of menus: standard, context and flow through.
Standard Menus
Standard menus are accessed by clicking on the menu headings on the main menu bar.
Context Menus
Context menus are accessed on the Embellish workspace or on a particular image window. When an image is open, click on the right mouse button and a context sensitive menu will appear. The menu contains the functions you are most likely to need for the state of the image.
Flow Through Menus
Flow through menus are sub-menus to standard menus. When an arrow appears to the far right of a standard menu heading, a flow through menu is available. By moving your mouse pointer over the standard menu heading, the flow through menu will appear to the right. You can also use the arrow keys to achieve the same result.
When a lengthy operation is performed, a process is created. This is done so that the user can be given feedback about the operation's progress and so that they can have the ability to alter the process as it progresses. A common process would be the opening of a file. Virtually all of the Special Effects will run as processes (or resizing an image, etc.). Basically, a process runs separately from the main Embellish program so that the user can continue to work on other images or perform other tasks. This is commonly called multithreading.
When a process is running, several visual events will occur. The title bar of the active image window will display a progress indicator (a runner moving towards the right). The menu bar will change to include a new command, "Running Process".
Under the "Running Process" menu bar there are several sub commands. The first is "Abort Current Process". This will cause whatever process is running to stop. If applicable, any changes that were made will be undone. In the case of opening a new file, the image window will simply close.
The second and third commands deal with changing the process priority. Both OS/2 and Win95 are multithreaded operating systems which means they can run multiple processes at the same time. If there are two processing running simultaneously, they will divide the computer's attention. By changing a process priority the user can indicate that more attention is to be focused on a particular process at the expense of the other processes.
Where this becomes useful is with long running processes. For example, the Oil Painting effect could take several minutes to run on a large image. If this process has high priority, other programs would become sluggish. By changing the Oil Painting process to low priority, other programs will get preferential attention and so will be more responsive to user input.
Editable user preferences are accessed by clicking on the Misc>Preference menu. The headings listed below correspond to the preference notebook's tabs.
Background
It is possible to size the image window so that it is larger than the image being displayed. In such a case, blank areas will become visible. Embellish allows the blank areas to be filled with a specific pattern. This option allows the background for both the Main window and the Image window to be set. The scroll bars are used to view all available options. For system limited to 8 bit video cards, the solid color patterns are advisable.
Directories
Normally when Embellish is started, the File Open Dialog will be positioned in the same directory where Embellish is located. The Startup entry is used to indicate that Embellish should change to a particular directory after startup. The check box can be used to cause Embellish to start at the last directory used when Embellish was used most recently. Leaving the entry blank will cause the standard directory to be used. Somewhat similarly, a particular directory can be specified when saving files. In this case, whenever a file is to be saved, the initial directory suggested will be the one indicated here. Otherwise, the most recently used directory is used - typically the directory where the file was located.
Display
These options allow a display method will be specified at the startup of Embellish. Because the display method can be changed for a given image at any time, the value indicated here is only used when the image is initially loaded..
Scale to image, keep perspective:
This option will fit the image to the display window and pad extra space if needed.
Fill with image, perspective can change:
This option will completely fill the display window. This may cause image distortion by stretching more along one axis than the other.
Use Scroll Bars:
This option allows the use of scroll bars, also known as sliders, if needed. The image will not distort. This method also allows the image to be view in magnified states.
Memory
This option checks requests for memory against a limit that is indicated here. If the request is larger than the limit, the user is presented with a warning and given the chance to proceed or abort. Generally, the size should be consistent with the amount of physical RAM memory on the machine. For example, if there is 32MB of RAM, a warning size of 20MB is reasonable. The reason for having such a warning is to prevent Embellish from using excessive amounts of virtual memory unexpectedly. Extensive use of virtual memory can significantly slow down the computer.
Misc
Empty clipboard on exit:
This option will cause Embellish to free the clipboard memory when exiting the program.
File has changed warning:
This option will allow Embellish to monitor when an image has been changed. The user will be notified whenever changes to the file could be lost by a new operation.
Save window positions on exit:
Will cause all toolbar and the main Embellish window positions to be stored for use the next time Embellish is started. If this options is not chosen, the window positions will not change at startup from one session to the next. The window positions can be manually saved via the menu command Misc->Save window positions.
Palette
Maximum Display Colors:
This option allows the choice of the maximum number of colors an image can have - its color depth. The choices are 256 (8 bit) and 16.7 million (24 bit). Embellish is designed to work with whatever video hardware is on the system. Therefore, this setting should normally be 24 bit. If Embellish is being used exclusively for image viewing and the system has only an 8 bit video subsystem, increases in display quality can be achieved by choosing 8 bit. By doing so, all 24 bit images will be converted to 8 bit, usually causing a decrease in quality if the images are later saved.
Gamma:
Gamma is a way of expressing how bright colors are displayed on a display system relative to other systems. For instance, most PCs have an overall value of 2.2 (which is the default value) while many Apple systems have a value close to 1.0. So, a problem can arise because an image that displays fine on an Apple will seem muted on a PC. To counter this problem some file formats allow a gamma specification to be included so that the system reading the file will know the image's intended gamma display value. With such formats the gamma value entered here is used to adjust the image as needed for proper display.
Photo CD
The Kodak PhotoCD image file can contain a variety of image resolutions. This option allows the user to specify at which resolution the image should be loaded. See Kodak PhotoCD.
Saves
This sets some of the default settings for saving a file. All can be overridden at the time of the file save. Refer to the file save section for further explanation.
Thumbnail
This controls the size of the thumbnails when they are created. The default size is 32 pixels square. Larger values will increase the thumbnail’s quality, but will use more disk space. Thumbnails are miniature (icon) sized versions of the image. They are used to catalog images so that they can be referenced visually in addition to filename.
Undo
Embellish allows multiple levels of Undo/Redo. The actual number available is set here, up to a maximum of 256 levels. Each level of undo can require significant amount of memory to be used, for this reason specifying a large number of Undo levels is discouraged.
Using Undo/Redo. Each time an operation is performed, the Undo submenu (available under the Edit menu) is updated to reflect that operation. For example, if the airbrush is used to draw a line the Undo menu will show that a New Object was created. Selecting Undo will cause that object to be erased. This in turn will cause the Redo menu to show that executing Redo will cause the object to be recreated. Multiple Undo levels can be traversed and then backed out of with the Redo command. However, all Redo commands are lost once a new operation is performed. An example best illustrates this:
Start with an new image. A filled square is added. Next a filled circle is added. Last an outline of a rectangle is added. Undo is performed twice. The display will be of the image and the filled square. Redo can be performed twice to revert to the square, circle and rectangle. Again Undo two levels. Now swirl the image. At this point you can no longer perform Redo to restore the filled circle or outlined rectangle because the Swirl transformation was performed after those two objects had been undone.
The color wheel is an interface to allow the selection of a single color. A color can be entered directly by specifying values for the chosen colorspace. Alternatively, a pick and choose method can be used.
The interactive method for selecting color involves the use of two controls. The first is the circular area of color on the upper left of the dialog. This represents all colors in HSV colorspace when their intensities are at a maximum. With this control the "type" of color is selected, that is will it be red, green, yellow, etc. As stated, these colors all have maximum intensity, so a method of choosing intensity is needed. The rectangular box to the circle’s left provides this, it is the intensity slider. By dragging the mouse on the slider, the intensity value is set, up being higher intensity. The actual color being created is displayed in the colorwell on the lower right side of the dialog.
Somewhat analogous to the colorwheel is the color chooser. This dialog is a quick way of selecting color for the image that is currently active. The colors displayed in the chooser will vary depending on the type of image being displayed. For instance, a black and white image will only display two colors. A palette image will only display the colors that actually make up the palette and a RGB image will display somewhat unlimited colors. The dialog can be resized as desired.
The dialog can be broken into two sections, the selection part and the current color part. The current color is represented in the colorwell at the top of the dialog. The available colors are displayed in the lower control on the dialog.
Selecting colors
For black and white images, simply click on the black or the white color. If a color is placed in the colorwell (either by dragging and dropping or by double clicking) it will be mapped to either black or white.
Palette based images. The palette of the image is displayed as a a series of solid color blocks. By definition, a palette based image contains a maximum of 256 colors. If the image is using less than 256 colors, the unused entries are placed at the end of the series of color blocks. To select a color for use, simply click on the desired palette entry. A new color can be added to the palette by double clicking in this area where no colors are present. In such a case, the colorwheel will be presented allowing the new color to be specified. If the palette is completely full, no new colors can be added. However, double clicking on the colorwell (or on the solid color in the selection area) will bring up the colorwheel and allow the current color to be changed. It is important to understand that changing a palette color will cause all parts of the image that contain that color to change to the new color.
RGB images. The dialog chooser control will somewhat mimic a colorwheel. On the left side of the chooser control will be displayed a representation of all colors in HSV colorspace with intensity at maximum. Dragging the mouse in this section will move a cross hair onto the selected color. This color's intensity is set by choosing a value indicated on the vertical edge of the right side of the control A triangle pointer represents the current selection, and is changed by dragging the pointer up or down.
The colorwell is a type of control unique to Embellish. They are present in many dialogs and for that reason are described here. A colorwell’s purpose is simply to display a single color. That color can be manipulated by double clicking on the colorwell. This brings up the Color Wheel dialog, which will do the actual user interaction to change the color. In addition to the use of the colorwheel, colors can be drag/dropped into or out of colorwells by using the right mouse button.
The Color Samples toolbar is made up of sixteen colorwells. By dragging colors to the sample holder, these colors can be quickly accessed for reuse.
This toolbar is meant to hold colors that will be frequently used. It is common to constantly use a small number of colors during an editing sequence. By storing these colors in the sample toolbar, they can be easily retrieved instead of constantly having to recreate colors through the color wheel or color chooser. Since the sample toolbar is made up of colorwells, the colors are accessed by dragging and dropping.
Toolbars are simply collections of buttons that allow quick access to frequently used functions. Their appearance can be altered to meet certain preferences. First, they can be attached or free floating. Free floating means they are separate windows that will always appear on top of other Embellish image windows. An attached toolbar becomes part of the main Embellish window. A toolbar can be attached to the Embellish main window on any side.
The toolbar’s buttons can be set to a variety of sizes.
Quick directories are available in several dialogs that use the nonstandard file manipulation dialog. In the listbox that displays available directories, a right mouse button click will display a menu that allows the user to jump to a specific directory. These directories are stored by using the quick directory dialog, which is also accessed via this popup menu. With this tool, the user can quickly access a variety of frequently used areas.
To create a new file, click on File menu and then the New submenu. The dialog box allows the specification of the various parameters needed to create an image. The new image will start as filled with a single solid color. The parameters that need to be specified are:
Width, Height and Units:
These dictate the size of the new image. Width and Height are used in conjunction with the Units combobox. The unit abbreviations are ppi for pixels per inch, and ppmm (RES) which stands for pixels per millimeter. Your computer monitor is made up of discrete patches, or pixels. This is the basic unit when dealing with images on a computer. Most computer monitors are between 640 and 1024 pixels wide for example.
Color Type:
The type of image to be created is chosen here. There are four basic colortypes to choose from. The Palette type offers a special case. Normally creating a Palette type image will start the palette for the image as having a single color, the Fill Color described later. By specifying the Load palette option and entering a valid palette file via the Browse button, a preexisting palette can be used as part of the new image. This can be helpful if the new image must match palettes with other images.
Fill Color:
The image will initially be a single solid color. That initial color is set by the Fill Color. This color is set by double clicking on the colorwell and using the colorwheel to choose a value.
Image Name:
The name to call the new image.
The file open dialog is meant to encapsulate the basic functions of the default system file open dialog. They operate in similar ways to the default dialog, but add additional features. Multiple files can be selected for opening at one time.
Options
Browse:
This check box allows the dialog to remain open after a file opening has been completed. This is so that multiple files can be viewed quickly.
Preview:
This check box will allow a file to be loaded in the quickest possible manner. Usually the colors will be reduced to grayscale and the size of the image may be smaller than designed.
Replace Current Image:
This check box can be used in conjunction with the browse or preview option. It replaces the currently active image with the selected file.
Free image:
The image will be created in a window that is not a child of the main Embellish window. These windows can be manipulated outside the main Embellish window.
Priority:
Low/Med/High:
These options manipulate the priority of the thread used for opening the file. These set the initial priority of the thread. After the process has started, the priority can be changed via the Running Process menu item.
Buttons:
Open:
This button opens the currently highlighted file.
Cancel:
This button closes the open dialog box.
Next:
This button loads the file immediately following the currently selected file.
Previous:
This button loads the file immediately preceding the currently highlighted file.
Info:
This button will bring up a dialog box that lists information about the currently highlighted file: filename, width, height, color depth, color type, format and file size. The file is not loaded, it is simply examined. This is particularly useful for testing unknown files without the risk of actually loading them.
For the OS/2 system, file utilities are available through the right mouse button on several of the listboxes.
To acquire an image from an external source, click on File>Image Acquire. Images can be acquired from either a TWAIN supported device, such as a scanner or digital camera or from your computer screen by the screen capture utility.
Acquire (TWAIN).
TWAIN is an industry standard. Its purpose is to create a "plug and play" interface between programs and external devices such as scanners and digital cameras. Under Win95 the TWAIN interface is provided for free by the TWAIN working group. Drivers are required that will work with the particular hardware involved, these are supplied by the hardware manufacturer. For OS/2, TWAIN is only available from third parties. Both the drivers and the TWAIN interface DLL are supplied by these firms - currently retail only.
Embellish supplies two commands to the user. The first is "Select Source", the second "Acquire".
Select (Acquire) Source
To select an image acquisition source, click on File>Image Acquire>Select (Acquire) Source. This command allows the user to choose the hardware that will be used to acquire the image. The user will be shown a dialog listing all available TWAIN devices.
After a source has been selected, choose Acquire to indicate that image acquisition should begin. At this stage a dialog box generated by the scanner drivers will be shown. Typically it will have options about settings for the hardware device. Because this dialog is supplied by the drivers, consult their documentation for details..
Acquire Dialog:
Once image acquisition has begun, the hardware takes over. Control returns to Embellish upon completion of the acquisition.
NOTE:
Most scanners can support resolutions much greater than your computer can display. The net effect is that scanning at a high resolution (typically expressed in dots per inch or dpi) results in huge files that may overwhelm the computer. Besides slowing the computer and wasting disk space, the images will be too big to view on the monitor. Choose a resolution of under 100 dpi unless there are specific reasons that a higher resolution is needed.
To perform a screen capture, click on File>Image Acquire>Screen Capture. Screen capture is used to create snapshots of selected areas of the screen. There are two basic options to be set for the screen capture: the trigger to initiate the capture and what image to capture.
Hot Keys:
On the left side of the screen capture dialog are choices for Hot Keys. These are the triggers. The designated key will be used to signal the start of the screen capture. See Set Timer below.
Combine With Hot Key:
The Hot Keys can be combined with the Control, Alt or Shift keys if desired.
Set Timer:
A timer can also be used to initiate the capture. The timer is the most reliable way of initiating a capture and is recommended if problems occurs when using Hot Keys.
Capture Options:
There are several choices regarding which areas of the screen to capture.
Active Window:
This captures the entire active application window, including sliders, etc.
Active Client Area:
This is similar to Active Window, except the title bar, menus and sliders will be ignored.
Entire Screen:
This captures everything on the computer screen.
Selected Area:
With this option, a Hot Key is used to initiate the capture. After the Hot Key sequence has been pressed, the mouse cursor will change to a scissors cursor and the left mouse button is used to outline the area of interest.
Capture Cursor:
This allows the mouse pointer to also be part of the screen capture.
If the file currently has a filename and a file format, choosing Save will simply update the current file. Otherwise the Save As dialog will be displayed. This dialog is described below.
File saves occur in a separate thread from the main program. This means that they occur in the background and the user can immediately begin editing the image even while the save is occurring. To signal that the save is occurring, the image window border will change colors and the title bar will change text.
Save As:
Either directly type a path and filename or use the listboxes to determine the desired name. The directory and subdirectory listboxes have additional commands available via the right mouse button.
Formats:
Choose a file format from this scroll list in which to save the current file. Be aware of the limitations of various formats. Many formats have limited capabilities and as such will require your image be changed during the save process. A format may or may not have selectable options associated with it. The ability to set these options will be via the Options button. If a format has options, the options will initially be set to either the system default or the options in the file when it was first loaded.
For example, to store the image in the GIF file format you would first select the GIF listing in the formats listbox. Because the GIF format has options available, the Option button would become enabled. Clicking on the Options button would then bring up a dialog showing parameters that would affect the creation of the GIF.
Displayed size:
If the image is being scaled for viewing purposes, this option will cause the image to be saved at the viewing resolution instead of its true size.
Low priority:
This check box sets the save priority thread to low.
Thumbnail:
This check box indicates that a thumbnail of the image will automatically be created.
Selected Area:
If an area is currently selected, this option will cause only that area to be saved into the file.
Zoomed Area:
This check box allows you to save only the zoomed area in the current image.
Options:
If available, this will bring up a dialog showing options specific to the file format selected. To get format specific information, refer to the File Format section.
Importing and Exporting the Raw Data Format
The importing and exporting raw data dialogs are started from the File menu, submenu Import/Export. The ability to handle raw image data can be useful when incorporating images into third party applications or for customized image processing. The format of the data can vary slightly and it will be up to the user to understand the particular format needed for a given purpose. Raw format should never be used for the general storage of images because it is inefficient and lacks the ability to be automatically read.
In the most general sense, raw image data is stored uncompressed in the same way that it is stored in computer memory. Because the data is simply unformatted data, the file created does not contain information about the data it contains. This means that when reading such a file the user must specify all parameters pertaining to the data, such as the image width, height, depth, etc.
Common parameters for importing and exporting raw data will be covered first, with specific parameters for importing or exporting covered later.
Byte Padding:
Some computer systems, such as OS/2 or Win95, require that a given row of image data must be aligned on a given number of bytes. For example, OS/2 requires that each row of image data must be a multiple of 4 bytes. The Byte Padding parameter will cause each row of image data to be padded as needed in order to be a multiple of the specified value.
Color Order:
This is only relevant for images with bitdepths greater than or equal to 15 bits. Each pixel of data is stored as a triplet of primary colors, red, green and blue. Color Order allows the specification of the writing of the order of the primary colors. For example, Win95 requires 24 bit data to be in blue, green, red order (BGR).
Bitdepth:
This specifies the number of bits a given pixel will require for storage. 4 or 8 bit images use a lookup table (Palette File) to determine the color a given pixel will use. 15 bit color uses 5 bits of data for each color primary while 24 bit colors uses 8 bits of data for each primary. 16 bit color is somewhat unusual in that the first and third primaries will use 5 bits of data, while the middle primary will use 6 bits of data (5 + 6 + 5 = 16).
Orientation:
Specifies whether data is stored bottom up or top down.
Palette File:
Both 4 and 8 bitdepth image data require the use of lookup tables or palette files. If one is not specified during the importation of raw data, a grayscale palette will be assumed. A lookup table works by storing the actual color a given pixel will need in order to be displayed. When the image is displayed, the raw data is examined to determine a value for a given pixel location. This value is then compared against the lookup table from which the actual pixel color is determined. Lookup tables are used because they allow image data to be stored in a more efficient manner.
Settings specific to exporting:
When exporting raw data, the Palette File has two additional optional settings.
Binary Format:
The palette file can be written in either binary or ASCII format. For binary format the file is made of byte triplets for each color. The order of the bytes is red, green, blue with 0 being the minimum value and 255 the maximum. For ASCII files the first line is the string "Embellish Palette File". The second line the number of color entries and each subsequent line is the RGB triplet. An example 2 color file would look like:
Embellish Palette File
2
0 0 0
255 255 255
Pad Palette:
A given image may use less than the maximum amount of colors available for a given bitdepth. A 4 bit image can have up to 16 colors while an 8 bit image can have up to 256 colors. Choosing this option will cause the created palette file to have entries for the entire palette even if the image does not use the maximum amount of colors.
Settings specific to importing:
When importing raw image data, the user will needed to specify all the parameters listed previously plus the Width and Height of the image in pixels.
Most of the default settings that Embellish provides are usually optimum,. However, sizing and positioning information will most likely need to be fine tuned. The print dialog is accessed under the File menu, Print submenu.
Printer:
This displays the name of the currently selected printer.
Image:
This displays the name of the image that is to be printed.
Setup Printer:
printer:This button brings up a dialog box that allows a choice of printers and their setup. The actual setup dialog will vary depending on printer type.
Units:
This sets the units used for arranging the page layout. When the units are changed, all the values in the dialog box will change to reflect the new units.
Physical Characteristics:
This displays information about the raw image data and the page size for the printer. The values shown will be in terms of the units previously selected. The values are the width and height of the actual image and of the printed page.
Image Dimensions:
This is used to set how the image will be printed. Embellish allows the image to be scaled and shifted during printing.
Print Width/Height:
The width and height of the image as it should be printed.
No distortion:
Because there is control over both the width and height of the printing, distortion of the image is possible. This check box causes the width to height ratio to remain constant, eliminating distortion.
Margins:
These dimensions are used to indicate the amount of white space that will exist between the edge of the page and the printed image. Only the Left and Top margins can be set. These values are combined with the Image Dimensions to calculate the Right and Bottom margins which are shown for informational purposes.
Center Image:
This check box will keep the image centered on the page as values are changed.
Colors:
These check boxes allow conversion of the image colortype (24 bit, 8 bit, grayscale, black & white) during printing. This may be beneficial when printing a color image on a black and white printer. Optimal results will depend on the printer and operating system.
Selected Area:
If the image currently has an area selected, using this check box will cause only that area to be printed.
Invert Colors:
This check box becomes available if the image will be printed as Black and White. This choice is available because some printers invert image colors relative to screen appearance - choosing it will invert black and white..
Use Mask:
This check box becomes available if an image has a mask. Setting this option will cause the image's mask to be used to determine which areas should not be printed.
To choose a display method, click on View>Display method. There are three methods for displaying an image. They differ based on how or if scaling of the image is used.
Use Sliders
This is the default display method and it is also the most typical method. Sliders, or scroll bars, allow images to be viewed that may be too large for the screen. In addition to viewing images too large to fit onscreen, the image can be viewed at various magnification states.
Scale to Window
This method will scale the image so that it will fit into the display window. The aspect ratio (width divided by height) will stay the same so that no distortion of the image will occur. If the image shape is different from the window's shape, the extra space will be padded. The advantage of this method is that the entire image will be seen at one time. The disadvantage is that because of scaling, the true image size is lost. Scaling can also reduce image clarity. However, the underlying image data does not change because of the view scaling.
Fill Window
This forces the image to completely fill the window. Because the aspect ratio can change, no padding is used. The disadvantage to this method is that it can distort the displayed image. This method is mainly useful when just viewing images. When editing an image it is recommended that the other display methods be used.
To Magnify an image, click on the View menu, Magnification submenu. Magnification allows the image to be displayed at an enhanced or reduced size. Magnification is only available when sliders are being used as the display method.
Magnification levels range from 25% to 3000%. The magnification will affect the entire image, not just the area inside a selection path if present. However, if the image is currently being Zoomed only the zoom region will be magnified. Magnification is a display effect only. It has no effect on the actual image data.
When magnifying an image at factors greater than 100%, the image window, in pixels, must be a multiple of the magnification level. The effect of this is the window may need to adjust its size by growing or shrinking. This behavior is normal. If the image window is maximized, the window cannot change size as magnification is changed. In this instance, a row or column of garbage pixels may become visible on the left or top sides of the image.
Magnification button:
The magnification button on the main button bar is activated with the mouse buttons. To magnify an image in 100% increments, click on the button using left mouse button. To de-magnify the image in 100% increments, click on the button using the right mouse button.
Unmagnified View:
The main toolbar allows access to the Unmagnified View Tool. This brings up a small window that shows the image in its normal state.
Zoom In and Zoom Out can be accessed by clicking on View>Zoom In and View>Zoom Out. Zooming allows attention to be focused on one particular section of the image. An area of the image must first be selected as the target of the zoom . Next click on the Zoom In command. This will cause all areas outside the selection region to disappear. Zooming can be used in conjunction with Magnification. Operations performed while a zoom is active may affect the entire image. For example, if the number of colors of the image were reduced to 2 while a zoom was active, the entire image would be reduced to 2 colors, not just the zoom region. Zoom In can be applied multiple times, however Zoom Out will undo all previous Zoom Ins.
The Unmagnified image viewer is accessed by clicking on the unmagnified image view button on the main menu bar. It is a secondary window that is designed to aid the user when working with a magnification setting of greater than 100%. The image viewer appears as a floating window and displays a copy of the active image in an unmagnified state. The copy displayed will correspond to the area of the image being viewed in the normal image window. When viewing a magnified image, often the window will not be large enough to display the entire image. In such a case, the unmagnified image viewer will show an outline indicating the portion of the image that corresponds to the magnified image.
The purpose of the unmagnified image viewer is twofold. First, it allows easy orientation as to what part of the image is being worked on. When view at a large magnification level, it is very easy to loose orientation. Second, the viewer will show the results of painting in on the image at its true size, even while working at a magnified state in the normal window.
A slideshow displays a selected group of files in sequence in a single window. The display method is user definable.
The main slideshow dialog is used for several functions, including batch conversions and catalog creation. The use of the main dialog is the same for all, it is the options that will differ depending on function.
Open an Existing Slideshow:
Slideshows can be saved for future use. These slideshows can be started by loading them in the Slideshow dialog, by dragging and dropping the file onto the main Embellish window, or by opening the file with the normal file open dialog.
The main dialog shows the files on the current drive and directory. From these files, the user highlights the files to be added to the slideshow and then presses the <-Add button. In addition to selecting individual files, groups of files can be selected by extension.
From the main dialog, options can be selected via the Options button.
Time:
This sets the time interval when using a timer for advancing files in the slideshow.
Timed/Manual:
New images can load in two different ways, at a specified interval or via manual interaction. To manually advance the slideshow, double click on the display window with the left mouse button. .
Window Options:
This option dictates how the display window will resize when a new image is loaded.
Fixed Window Size:
This option ensures that window size will not change when a new image is loaded.
Aspect Ratio Can Distort:
This option makes the image completely fill the display window.
Keep Aspect Ratio True:
This option makes the image fill the display window as much as possible without distorting.
Use Scroll Bars:
This option allows the use of scroll bars in order to see parts of the image that cannot be displayed if the display window is too small.
Auto Resize With Constant Width/Height:
This option sets the display window at a fixed width/height. If the width is fixed, the vertical dimension will change to reflect the dimensions of the new image. The image will be scaled accordingly. Works similarly with fixed height.
Misc Options:
Loop: Causes the slide show to repeat indefinitely.
Randomize Files: Causes the files to be presented in random order.
Low Priority: Causes the slide show to run at low priority.
System Colors: Causes the images to be displayed using your video system's default palette (256 colors). Use this so that the images will take up as little memory as possible and also to prevent color flashing on systems using 8 bit graphics video.
Slide Show Pop-Up Menu
Once a slide show has begun, the main Embellish menu will change, providing commands unique to slideshows. The Options command will bring up the Slide Show Options Dialog previously described. Toggle Titlebar will turn on or off the use of the title bar on the display window. Float Window will cause the display window to remain on top of all other windows. It does not take focus away from other applications, so for example you can keep typing on a word processor even though the display window is on top of the text.
This is used to convert a group of files to a different file format. The use of the main Batch Conversion Dialog is very similar to the Slide Show Dialog.
Directories of interest are scanned by use of the directory listbox and then files of interested are highlighted. These files are then transferred into the selected files listbox.
The main details for how the conversion will be carried out are set via the Options button.
Only one batch conversion can operate at one time per Embellish session.
Options:
Save Directory:
Specify the directory location in which the new files will be saved. If this is left blank the files will be stored in the same directory where they are currently located.
Formats:
This listbox shows available file formats and is used to select the format to be used for the conversion. There may be options associated with a given file format. If so, these can be set via the Options button.
Colors:
This option allows a color change to be specified for the conversion process. Full indicates that whatever color depth the original file uses will be preserved. Grayscale will cause the image to be converted to grayscale during the batch conversion. B/W Dithered will cause the images to be converted to black and white before saving.
Option:
This button is linked to the particular file format selected. Depending on that format, options may or may not be available.
Other:
Low Priority: This will use a low priority thread for the conversion process.
Thumbnail: This will create an icon version of the image and associate it with the created file.
Delete source file: This will delete the original file after conversion into the new file has been accomplished.
Warn on overwrite: This will allow the file conversion to be aborted if the file that will be created already exists.
Overwrite target: This is the opposite of Warn on overwrite. It means that any existing files will automatically be overwritten without protest.
The Catalog feature is used to create a sampling of images. The catalog allows a person to quickly scan a group of images without having to have access to all the images. The initial dialog for creating the Catalog is the almost identical to that used for Slideshows. It is used to select the files that will be used to make the catalog.
Directories of interest are scanned by use of the directory listbox and then files of interested are highlighted. These files are then transferred into the selected files listbox.
The main details for how the conversion will be carried out are set via the Options button.
The Catalog feature is used to create a sampling of images. The options for a catalog are:
Options:
Size:
Images will automatically be resized and proper aspect ratio will be retained. The smaller the thumbnail, the smaller the created catalog file will be. A balance is required to keep enough detail.
Spacing:
Image spacing dictates the amount of padding between thumbnails. Some spacing makes the thumbnails standout and so easier to view.
Catalog Margins:
Margins dictate the spacing that will occur on the outermost edges of the entire image. Aesthetically, it may be desirable for the margins to be slightly larger than the spacing between images.
Thumbnail layout:
Square will cause Embellish to automatically layout the thumbnails so that they form a square. For example, if the catalog will be made from 16 thumbnails, choosing square will result in the thumbnails being arranged in 4 columns and 4 rows. The alternative is to specify the Number Across. In our previous example of 16 source thumbnails, choosing 8 across will result in a catalog with 2 rows of 8 columns.
Font:
The filename of the image will be placed beneath the thumbnail. Choose both the font and color with which to display the filename.
Background fill:
Because there will be spacing between the thumbnails, the background areas will need to be filled. They can be filled with a simple color or by a pattern located in another file. If a pattern is chosen, it can be tiled or stretched as needed.
Most of the functions included in Embellish can be performed on the entire image or on a portion of the image that has been selected. This section describes the methods available for selection. The method used for creating a selection region will vary depending on the type of region desired. The type of region to be selected is designated by the appropriate button on the Selector Tool bar. All types of regions can be created independently or added/subtracted from one another.
Square, Rectangle, Circle and Ellipse
Square, rectangle, circle and ellipse are very similar. To create any of these selection regions, place the cursor over the desired starting point on the image. Press the left mouse button and while keeping it pressed, drag the desired outline. Once created, control points will exist so that the region can be modified. The points will be white with black outlines. Place the mouse over the desired control point, press the left mouse button and drag to make the desired changes. The center point, draw in red, allows the movement of the selection region.
Freehand
Freehand allows any closed shape selection to be created. To create a freehand region, place the cursor over the desired starting point and press the left mouse button. Keeping the left mouse button pressed, as the cursor moves about the image a single straight line will connect the starting point to the current cursor location. To add a point to the freehand path, keeping the left mouse button pressed, press the right mouse button or press the space bar. If you simply click the right mouse button, a single point is added. If the right mouse button (or space bar) is continuously pressed, a path will be created that precisely tracks the mouse movements.
When the path is satisfactory, release the left mouse button. The path will automatically join the last point and the starting point. If during the path creation the most recently added point should be deleted, hit the escape key.
Once the path is created, it a red square will become visible in the center of the region. Moving this square will cause the entire selection to shift. The points that make up the selection will be shown by white rectangles with black outlines. These squares can be dragged to move the point to a new location. If there are too many points to be comfortably shown, the rectangles will not be visible. In order to make the points visible, the magnification level of the image will need to be suitably increased.
Magic
Magic is applied by performing a single left mouse click at the desired starting point. Magic creates a region based on the color of the starting point. Magic looks for the starting point color within a tolerance range in the surrounding area. If the color (or similar color) is found, the section is added to the region.
Because the exact point where a color is no longer similar is subjective, a tolerance value for Magic is used. This value is set in the Selector Options dialog box. This dialog box is accessed by either double-clicking on any of the selector buttons with the left mouse button or by clicking once on a selector button with the right mouse button.
Replace old selection with new:
This option disregards the first selection and replaces it with the new selection.
Add new selection to old:
This option adds the area of the next selection region to the previous selection region.
Subtract new selection from old:
This option subtracts the area of the next selection from the previous selection.
Magic Tolerance Slider:
This slider changes the value of the magic tolerance. The higher the tolerance, the more of the image that will be selected during magic selection.
NOTE:
Performing additions or subtractions of selected areas can also be achieved by using keys during the selection process. To add the new area to the existing area, press the Alt key at the start of the selection. To subtract the new area from the old, press the control key at the start of the selection.
Hand Tool and Object Manipulation
The Hand tool is used for both selecting and manipulating objects. The Hand tool is made active from the selection toolbar and is represented by the image of a hand with finger extended.
Selecting objects:
Objects can be selected in two ways using the Hand tool. To select a single object, a single click of the left mouse button is used while the tip of the mouse cursor is located over the object in question. Alternatively, the mouse can be dragged over the objects to be selected while the left mouse button is depressed. All objects which touch the dragged area are then selected. Each time a new set of objects are selected, the previously selected objects are unselected.
Manipulating objects:
Once objects are selected they can be moved or resized with the hand tool. If multiple objects are selected, the objects are treated as a group and will be sized as a group. Once objects are selected, an outline of the objects is displayed. In addition to the outline, 9 squares will become visible in around the object(s).
The squares in the perimeter are white with black edges and are used to resize the objects. Placing the mouse pointing over any of these squares causes the mouse pointer to change and dragging the square will cause the object(s) to change size proportionate to the movement of the square. If the shift key is held while dragging any of the corner rectangles, the resizing will be restricted so that the aspect ratio of the object(s) is preserved.
In the center of the object is a red square with black edges. This is used to move the object(s). Placing the mouse over this square will cause the mouse pointer to change to movement arrows. Dragging the square will cause the outline of the objects to move and when the drag operation is complete the objects will shift to the new location.
If the objects are particularly small, the sizing and movement rectangles will not be visible. In order to make them visible, the view will need to be set to a higher magnification level.
When objects are selected, they can also be moved by using the arrows keys on the keyboard. These cause the selected objects to move in one pixel increments. The image window must be active for this to occur and the Control and Alt keys must also be pressed when using the arrows..
This button turns the selection on or off. Once a selection region is in place, it can be temporarily disabled with this button.
This button reverses the selection area. An image will have parts that are either selected or not selected (inside or outside the selection region). Using the Invert Selection will cause all parts of the image that were previously selected to be treated as if they were not selected and all parts that were not previously selected to be treated as if they were. The outline of the selected areas will not change appearance, but this button will remain in the depressed state while it is active.
This button allows storage of different selection paths. When clicked with the left mouse button, it will bring up a dialog that will allow the naming and storage of current selection paths or retrieval of previously defined paths. These selections will be saved with the file when saving in the Embellish format. (*.eff or *.emb).
This dialog is accessed via menu Edit->Rotate->Custom. The dialog box allows the image to be rotated an arbitrary amount. Either the image or selected objects can be rotated. The units are in tens of degrees, so an entry of 100 would rotate the image 10 degrees.
Priority:
This slider is used change the priority of the rotation process task. See multithreading.
Background:
Rotation of the entire image will usually result in blank spaces being created. A background fill color can be chosen for use in these areas.
To access this dialog, click on Edit>Resize. Resizing is used to change the dimension of the image or selected objects. While objects can be resized with this dialog, they can also be sized by selecting them with the Hand tool and dragging the outline to the desired size.
File:
This displays the current image’s filename that will be resized.
Current Width/Height:
This displays the current size of the image or the bounding rectangle of the objects to be resized. The units are in pixels.
Size to fit screen:
These values will cause the image to resize to fit these screen resolutions as closely as possible without distorting. Size is in pixels.
Custom:
To create a custom size, click on the custom radio button. Enter the height and width in pixels. As the size is adjusted, the Scale will display the percentage of image size compared to the original image size. To prevent image distortion, click on Constant aspect ratio, otherwise width and height can be changed independently.
No Jaggies:
Choose this check box to make curved surfaces in the image smoother. This affect is most pronounced when increasing image size. For example, when a diagonal line is scaled larger by 1000%, a blocky or jagged look will be present. Turning this option on will cause the line to appear much smoother, but it will also begin to blur the line. The penalty for using this option is that it may cause blurring of the image.
Selected Objects:
This option causes the resize to be performed only on the selected objects.
Base Image:
This option causes the resize to be performed on the base image only.
Select All:
This option causes the resize to be performed on the base image and objects.
Priority:
This slider is used to change the priority at which the process will run / is running.
Resize It:
This button initiates the resize operation.
To crop an image, create a selection region, then use menu Edit>Crop. For accuracy reasons, using a rectangular selection path is advisable, but any selection method will work. All areas inside the region are preserved, all outside the region are discarded. In cases where a non-rectangular selection region is used, a rectangle that bounds the selected area will be used as the outline for the crop.
To autocrop an image, use menu Edit>Autocrop. Autocrop works by detecting differences between color regions of an image. For example, consider a black square in the middle of a white background. These crop methods will detect a constant color (white) until the edge of the black region is reached. It is this transition point that delineates the cropping boundary.
To access Undo and Redo, click on Edit>Undo or Edit>Redo. The Undo command allows the most recently performed change to the image to be undone. Multiple levels of undo may be present, in such cases the image can be restored back through multiple levels. The number of undo levels available will be a function of both the number of changes made to the image and also the number of undo levels the user has specified as available (set in the Preferences section).
When an action has been undone, the Redo menu command will become available. This command will redo the command undone by the Undo command.
If Undo has been performed and the image is then edited with a new function, all edits up to the current undo point will be lost. For example, start with an image that is resized and then mirrored. Issuing undo will remove the mirror effect. If the image is then painted upon, the mirror edit will be completely lost, it can never be redone.
To copy information into the clipboard, use the menu Edit>Copy. Copy creates a system type bitmap. Such a bitmap can be read by most other applications because it is a format defined by the operating system. This is the method that is appropriate when the goal is to export information into another application.
OS/2 users: This operating system creates bitmaps that are device dependent. This means that it is possible that colors will be converted during the clipboard process. This is a system limitation that cannot be avoided. However, the system may work better with different colortypes. Some experimentation will show if this is the case. Try images at 8 bit color and 24 bit color to see if distortion occurs. The Copy Special feature will eliminate any of these problems.
Copy Special
To copy special, choose menu Edit>Copy Special. The Copy Special method will create clipboard data that is in a format unique to Embellish. The advantage of this is that there is no loss of data quality when this method is chosen. It can also support the use of non-rectangular selection areas and also preserves objects. Only Embellish will be able to use paste this information though.
Paste
To paste a clipboard image, use menu Edit>Paste. Pasting will access bitmap information in the clipboard regardless of whether Copy or Copy Special was used to place the information there. The data will be placed into the currently active image if available.
Paste As New
The will operate similarly to Paste, however the data will be used to create an entirely new image.
What is an object?
Embellish is built around the concept of objects. An object is a separate image layered on top of a base image. It is independent in that editing and special effects can be done on the object, separately from the base image. It is dependent in that it cannot exist without a base image.
Every time the image is edited, an object is created. Imagine that when the image is first opened, a transparent film is laid on top of it. A paint stroke is then applied with the airbrush. This paint stroke is attached to the film, not to the image beneath the film. After the first paint stroke, another transparent film is laid on top of the previous layer for the next edit to be performed. This continues throughout the image editing session.
The power in objects is that then can be moved, have special effects performed on them or even change their properties. Another benefit is that objects provide a virtually unlimited levels of undo. If a particular object is not needed, simply delete it. The original image remains unchanged.
As you work with Embellish, you will begin to appreciate the flexibility that objects provide. For instance, when pasting from the clipboard, the pasted image becomes an object which can be moved around, resized, etc.
Object Specifics
1. Objects must be the same colortype as the base image. Thus, a black and white image can only have black and white objects, etc.
2. Except in a few cases, any function that can be performed on an image can be performed on an object. For example, when using the special effect swirl, instead of swirling the entire image, swirling could be limited to a particular object.
3. Only the Embellish file format supports object storage. For example, if the image is saved as a GIF file, all the objects get merged into one image. When the GIF file is opened, there will only be the base image. By saving to the Embellish format all objects are preserved for future editing.
Objects would not be powerful if they could not be manipulated. Therefore, two tools are specific to objects: the Hand tool and the object master utility.
Hand Tool
The Hand Tool is accessed by clicking the left mouse button on the hand button on the Selection Toolbar. This tool is used to select objects and move them. For a detailed description of the Hand Tool, see the section on Selectors.
Objects Master Utility
The Object Master Utility is accessed from the Objects menu. Alternatively, the Objects Master Utility dialog can be accessed through the Hand button. With the left mouse button, double click on the Hand Tool or click once with the right mouse button. This dialog is used to control aspects of objects and also to give feedback about their settings.
At the top of the dialog is a control containing all object's used by the currently active image. The objects can be scrolled into view by use of the slider. The display shows objects on a hatched background.
Arrow Buttons:
These buttons work on the currently selected object(s). The single up arrow will cause the selected object(s) to move on top of the object directly above it. The double up arrow will cause the object to move to the top of all other objects. The down arrows behave similarly.
Opacity:
Opacity is the property of an object that makes it less transparent. When an object is created, by default it is completely opaque. If the object is True color (RGB) or is grayscale, the opacity can be changed to cause the object to blend into the image or other objects. Opacity is given in percentage terms. 100% would be completely solid, 0% would be invisible.
Feather:
Feathering will cause the edge of the object to blend into whatever is beneath it. Like opacity, this will only be available on RGB or grayscale objects. This is useful in making objects appear more realistic. A typical value for feather is 1 to 3 pixels.
X Position and Y position:
These are the position in pixels of the lower left corner of the object relative to the lower left corner of the image. These values can be changed via the spin boxes but will also change if the object is moved by dragging with the Hand tool. It is important to understand that all objects are rectangular and achieve a particular shape by hiding parts of the rectangle The lower left corner of the object may be invisible but the positioning will still be relative to that corner.
Besides entering values directory, objects can be moved in one pixel increments by using the arrow keys while holding down both the Control and Alt keys.
Move all selected:
If multiple objects are selected and this check box is set, then all the selected objects will be moved according to the values entered. The indicated values will be initially set to zero and the position will be relative to the current position at the time the check box is set. All selected objects will move the same amount.
WEB Links:
The URL and ALT text can be associated with the object for use in creating Web pages. One of the Web tools supplied with Embellish is an Image Map creation tool. If so chosen, the object's web link info can be used to automatically create a web image map. For the purposes of the image map, an object will always be considered rectangular.
Visible:
This check box is used to hide objects. This is used when there are many objects on top of one another and access the ones in the middle is desired.
Selected:
This check box shows the objects that are currently selected and so are available for moving or other operations.
Arrow Keys:
When objects are selected and the image window has focus, the arrow keys on the keyboard can be used to move the objects in one pixel increments if both the Control and Alt keys are held down.
Object Menu Commands
The following commands are available under the Objects menu. These are all used in the manipulation of objects.
Object master util:
Brings up the object master utility. This is used to set specific characteristics of objects, including detailed positioning.
Delete object(s):
Will delete selected objects.
Duplicate object(s):
Will create copies of selected objects. The new objects will be placed next to the current objects.
Hide object(s):
Changes the visibility state of the selected objects to invisible. This is used when a working on complex scenes with many overlapping objects. The objects are still present and can be made visible again (see Show All Objects).
Merge objects together:
This combines all selected objects into a new single object. Once objects are merged they cannot be unmerged.
Merge objects into base image:
The selected objects become part of the base image. Once merged, the objects cannot be unmerged. This is useful because fewer objects make the image easier to work with. Also, each object uses a certain amount of system resources. By merging into the base image, these resources are freed. It is particularly useful to do this when doing fine tuning of an image by painting individual pixels. As each pixel is changed it becomes a new object. These objects are usually too small to be easily manipulated and so once they are satisfactorily created they are best merged into the base image.
Invert objects display order:
Objects are always in a particular Z order, where Z is the display axis coming out of the computer screen. The base image is the bottom of the Z order, the first object is on top of the base image, the next object is placed on top of the first, etc. This command causes the Z order of the selected objects to be reversed, bottom goes to top, etc.
Alignment: Once an object or several objects are selected alignments can be performed on them. When several objects are selected, the following alignments are available:
Left Side: Objects are shifted so that each object's left most point aligns along the same position as the left most point of all the objects.
Right Side: Objects are shifted so that each object's right most point aligns along the same position as the right most point of all the objects.
Top Side: Objects are shifted so that each object's top most point aligns along the same position as the top most point of all the objects.
Bottom Side: Objects are shifted so that each object's bottom most point aligns along the same position as the bottom most point of all the objects.
Center Horizontally: The objects are shifted so that the center of each object along its horizontal axis aligns with the center of all the objects when taken as a group.
Center Vertically: The objects are shifted so that the center of each object along its vertical axis aligns with the center of all the objects when taken as a group.
The following alignments are available to when one or more objects are selected.
Center in Window Horizontally: The object(s) are centered along their horizontal axis to be in the horizontal center of the entire image.
Center in Window Vertically: The object(s) are centered along their vertical axis to be in the vertical center of the entire image.
Select all objects:
Causes all objects to become selected.
Unselect all objects:
Turns off selection of all objects.
Show all objects:
Changes the visibility state of all objects to on or visible. An object can still be positioned so that it is outside the base image and so can't be seen.
Hide all objects:
Changes the visibility state of all objects to off or invisible.
Copy object to clipboard:
Copies selected objects to clipboard. This allows the objects to be pasted into another image. The format that objects are stored in for the clipboard is proprietary to Embellish, so only Embellish will be able to paste objects from the clipboard.
Export object:
Copies the selected objects to a file, the Embellish file format will be used.
To import or export an object, use menu command File>Import/Export. Importing an object allows it a previously saved object to be used as part of the current image editing project. Exporting an object allows existing object(s) to be saved for later use in other image editing projects. It turns out any image file can be imported as an object, however non-object files will always become rectangular objects.
Once the object is imported, it can be manipulated like any other objects.
One way of creating objects is through the use of masks. Let's say the goal is to copy one area of an image and paste it into another and the section desired is non-rectangular. The fastest and easiest way is to select the area of interest, copy and paste. This approach will work fine with simple graphics, but the results of this method are poor if the areas of interest are complex. The solution is to use masking.
What is a Mask?
Bitmaps, and hence your images, are by definition rectangular. The problem is that many times the desired image is non-rectangular. Masks allow a rectangular bitmap to appear non-rectangular.
Imagine that the image is a square photo. The photo is then covered by a piece of paper that has a circle cut-out. Now, the only portion of the photo that is visible is the portion under the circle cut-out. This is masking. A mask will have the same dimensions as the image. However, the mask contains information about which part of the image will be shown and which part will be transparent (hidden).
All objects use masks, although the mask cannot be directly edited by the user. The base image can optionally use a mask, and this mask can be edited by the user.
To create an object by using masks, the user would create a mask for the base image. This would then be exported, or copied to the clipboard, and pasted into another image creating an new object.
Masks stay hidden until they are needed for use in creating objects or when printing.
There are several ways to create a mask. The easiest way is to choose a color to represent the mask and use this color to paint onto the image. Once the color has been applied, the Mask Edit dialog is used to convert the color into a mask.
In film processing, the color of true Blue (RGB of 0, 0, 255) is often used because it is easy to distinguish from other colors and it is relatively uncommon in most scenes. The key is to choose a color that is not being used anywhere else in the image.
Creating a Simple Mask
(This assumes your image of interest contains no solid blue. If it does, choose a color that is not used).
1. Set the paint color to solid Blue and paint the areas of the image that should appear transparent.
2. Click on Edit>Mask Editing to show the Mask dialog.
3. In Creation by color, indicate the color that will be the basis for the mask. Place the color in the colorwell by double clicking on the colorwell. In our example this would be blue.
4. For this case, choose Replace the mask. This will make a brand new mask.
5. Once everything is set, press Go! and the mask will be created.
6. To see the mask, select Show only mask and then check Turn on mask editing and then exit the dialog. The mask will be displayed. When finished looking at the mask, choose menu Edit>Done Mask Editing.
Creating an Advanced Mask
The second method for creating a mask is analogous to using tracing paper. In this case the underlying image is not edited in order to create the mask. Instead, the mask edited while it sits on top of the image. This gives easy reference to what part of the mask is being edited.
1. Go to menu Edit>Mask Edit.
2. In Mask Editing Options section, choose a tint color. The tint color is used to represent the mask. Choose a color that is most different from the image.
3. At bottom of the dialog, check Turn on Image Mask Editing.
4. Click on OK to start editing.
The image will now be tinted the color selected above. This is a representation of the mask in one color channel, while the image is represented in the other two channels. If a blue tint is being used, areas that are bright blue mean that the mask is fully opaque - showing all of the image. Areas that have no blue indicate the mask is fully transparent, it will show no of the image.
5. Edit the mask using any of the normal painting tools. If the base image is grayscale or RGB, the mask will be a grayscale mask. If the image is palette based or black and white, the mask will be treated as binary.
The benefit of using this masking method is that the underlying image is not affected, only the mask. This also allows the mask to have levels of transparency (only masks associated with RGB or Grayscale images). This means that when painting the mask, shades of gray are sued represent degrees of transparency.
When painting the mask, the following colors anchor the limits of mask color.
White: mask is completely transparent - image shows through
Black: mask is completely opaque - image will be hidden
By having transparency taper off at the edges of the image you a more realistic effect can be achieved than if the mask abruptly changes at the edges.
When creating an image with a mask, be sure to save it to a file format that supports mask information: The Embellish and PNG formats support masks.
Importing/Exporting Masks
To save a mask separately from the image, select menu File>Import/Export. This enables the creation of create special effects with masks. Masks can also be edited without an associated image and saved in the Embellish mask format.
EXAMPLE: Creating flowered text.
1. Create a new image that is made up of white letters on a black background.
2. Create a mask based on the white characters. Use the Mask Edit dialog to do this.
3. Export the mask to a new file.
4. Open an image of a flowered background.
5. Import the mask you just created into the flowered background.
6. Choose menu Edit>Copy Special.
7. Create a new image (or open a saved image) by choosing menu File>New.
8. Choose menu Edit>Paste while the new image is active.
The result will be flowered text in the new image.
In Embellish, there are four different colorspaces or colortypes, which are in turn based on color depths.
Black & White
The most basic colors are black and white. Images that are only made of black and white colors are known as binary or 1 bit. Binary images require the least amount of memory to store. The downside of black and white images is the ability to edit them is limited. Colors cannot be blended and most special effects can not be used.
Grayscale
The next level of image storage is called 8 bit color. 8 bit refers to the amount of space each pixel uses in memory. 8 bit translates into 256 different colors. On a computer there are only 256 shades of gray. This means that an 8 bit Grayscale image can represent every possible shade of gray. Each pixel in a grayscale image can be changed without affecting other pixels in the image, as opposed to the 8 bit palette type listed below. This allows all special effects to work correctly, paint tools can work with differing levels of transparency, etc.
Palette
The other type of 8 bit image is Palette. Like Grayscale, the image is limited to 256 different colors. This means the image can use any 256 colors, but no more than 256 unique colors. The 256 colors does a good job of representing most images. Unfortunately, because the colors are fixed into a palette (a table that stores the 256 colors being used), changing colors is not a simple process. If a a color is changed in one part of the image, all parts of the image that use the color will change. This means that some special effects can not be used on Palette type images. Also, color changes can have unwanted side effects.
Embellish will sometimes allow the image’s palette to be saved in a separate file. The palette file can be written in either binary or ASCII format. For binary format the file is made of byte triplets for each color. The order of the bytes is red, green, blue with 0 being the minimum value and 255 the maximum. For ASCII files the first line is the string "Embellish Palette File". The second line the number of color entries and each subsequent line is the RGB triplet. An example 2 color file would look like:
Embellish Palette File
2
0 0 0
255 255 255
RGB
The last color type is RGB or True color. This type is also known as 24 bit color. As might be guessed, 24 bit images take up three times more space than 8 bit images. In terms of computer color, RGB images have no restrictions. They can use any color the computer can display and can have any number of colors in the image. Any operation can be done on an RGB image and every function Embellish provides is optimized for use with RGB images.
For any serious editing, the image's color type should be either RGB or Grayscale. Once the image editing is complete, it can easily be converted to any other color type.
It is important to understand that changing the colors of an image does not change the color type of the image. The color type dictates how the image is stored inside the computer. The colors an image uses only affect how the image appears.
To see an image's color type, select menu Color>Color Type. Embellish will try and identify the type of image when the file is loaded. Alternatively, the Image Info dialog will display the type of image. The type can be changed at any time, but tradeoffs will occur. The color type is changed by using the above mentioned menu commands.
The color type of your image can have a strong impact on how color functions are applied to the image. Specifically, Palette type images can not have changes in color applied only to selected regions or objects. Since all parts of the image are tied into a common color table, any changes to that table affect all parts of the image. This is not a limitation of RGB or grayscale images.
Black & White
Black and White forces the image to display in black and white.
Grayscale
Grayscale forces the image to 256 distinct shades of gray.
Palette
Palette limits the image to a maximum of 256 unique colors. Because of the limited number of colors, the image is also limited in quality. The advantage to using palette is that it takes less memory. Also some file formats are limited to 256 colors, most notably GIF images.
RGB
RGB allows the image to contain up to 16 million unique colors. The advantage to using RGB is better image quality. The disadvantage is the increased memory use.
All functions provided in Colors will have a common set of controls. A control is considered to be a push button, a slider, a check box, etc. Once a color function dialog is open, it can be applied to any open image. Also, the image can still be manipulated while the dialog is open. This allows the user to change the selected area without having to exit the dialog.
Below is the portion of the dialog box that is common to all color functions.
Preview Checkbox:
This check box applies the function in use to a miniature version of the image, allowing the user to see how various parameters will affect the image. As changes to parameters are made, the preview window will update.
Preview Window:
This small rectangle displays the preview of the image. Normally this window is quite small. Double clicking on this control will cause a larger child preview window to become visible. This allows a more detailed preview to be judged, however the larger preview takes more time to evaluate.
Priority:
This slider allows changing the priority of the current running task. Priority refers to thread priority. Higher priorities will execute faster, but may make the computer feel sluggish. See multithreading.
GO!:
This button will apply the current function to the image.
Done:
This button indicates that the current function is no longer needed. The dialog will be closed.
Stop:
This button appears while a function is being applied. It will cause the currently running application to be aborted. It does not cause the dialog box to close.
Help:
This button is the link to context sensitive help.
Base + Objects:
Applies the function to the base image and all the objects. Note that the objects are often affected separately from other objects or the base image. For example, running the contrast function would operate on the base image, then the objects. Because each are operated upon separately, the image may appear discontinuous at the object locations. The only way around this is to either merge all the objects into the base image or to select Create New Object, described below.
Selected Region:
Applies the function to the selected region only. See Selection Regions section below.
Base Image:
Applies the function to the base image only. The objects will not be affected.
Create New Object:
Applies the function to the image (or selection) to create a new object on top of the original image.
Selection Regions
Virtually, all the functions provided in Color can be applied on parts of the image as well as the entire image. Simply select that portion of the image of interested in by using the selection tools (e.g.. rectangle, freehand, magic wand, etc.)
This color feature allows the manipulation of image colorspaces. It contains controls common to all Color Dialogs. A colorspace is a simply a mathematical way of expressing color. In Embellish, there are more than one colorspace to choose from. Different colorspaces are better for different applications. Some are good for programming computers, for instance the RGB (Red Green Blue) colorspace is the way a computer represents color. But, RGB isn't very intuitive for people, because we perceive colors in terms of brightness more than level of blue. The following colorspaces are included in Embellish.
Adjustable Parameters:
Sliders:
The sliders will show an adjustment amount that will be added to the pixels being adjusted.
Colorspaces:
Red Green Blue
This is the method computers use to refer to color. These three colors are known as primary colors. All other colors can be created by mixing different amounts of these colors together. For instance, yellow is a combination of equal parts red and green. Each of the three primary colors is expressed in terms of shade. In Embellish there are 256 different shades. A blue shade level of 0 is extremely dark, so much so that it appears black. A shade level of 255 blue would be the brightest blue possible. Because the computer works in RGB color space, this is a very accurate in expressing colors. Unfortunately, because humans do not experience color in RGB terms it is the least user friendly.
Hue, Saturation, Value (Hue Saturation Brightness, HSB):
Whereas RGB is designed to work with computers, HSV is user oriented. It is based on concept of tint, shade and tone. Hue refers to the dominant aspect of the color. It is how you specify that the color will be red or green, etc. Saturation is used to indicate the purity or strength of the color. It can also be thought of as the amount of white in the color. Finally, Value is used to specify the brightness or amount of black in the color. Because of the HSV colorspace's intuitive nature, it is the most common way of interactively defining color. Embellish's color wheel displays color based on HSV. For technical reasons, it is not a practical colorspace for printing purposes.
Cyan, Magenta, Yellow, Black (CMYK):
This is very similar to the description of RGB. Whereas in RGB you create a color by adding some red, green and blue, CMYK works by subtracting colors from each other. The color white is actually a combination of all visible colors. By removing all the Magenta and Cyan from white, yellow is the result. This colorspace is used for printing color. Like RGB, it is not intuitive.
Hue, Lightness, Saturation:
This is very similar to HSV, but instead of Value, a Lightness component is used. The user interacts with HLS in the same way as HSV, but in theory HLS represents color much more intuitively than HSV. The more intuitive a colorspace, the more likely changes in a colorspace values appear as we expect. If you double the lightness level and the color appears twice as bright, the colorspace is intuitive.
Luv:
This colorspace is widely used for specifying color in television. Luv is not an acronym like most other colorspaces. L stands for Luminance, while u and v are related to chrominance. Luv is also popular with color printing. It is very unintuitive and should only be used when communicating colors between machines.
Low/Mid/High Tones:
These check boxes apply the color adjustments to specific range of tones which refer to the color intensities.
Contrast:
This control allows the user to additionally specify a contrast adjustment that will be performed in addition to the color adjustments.
This tool is used to convert parts of the image to black and white. It contains controls common to all Color Dialogs The Black and White tool will not change the color type of the image. It only changes the colors the image uses for display. There are four methods provided to convert colors to black and white. All conversions are done by first converting the image to grayscale. In the upper left corner of the dialog box is a control curve that is used in the initial conversion to grayscale.
Adjustable Parameters:
Color to Gray Control Curve:
There are 256 possible levels of gray. The mapping of a given color into the corresponding gray level is accomplished by matching the intensity of the color with that of the proposed grayscale value. However, aesthetics are often improved by shifting that mapping. The "S" shaped curve presented at the top of this dialog is used to adjust the grayscale mapping. A straight line from lower left to upper right would mean no mapping. The "S" curve means that some of the dark but not black colors get mapped to black and some of the light but not white colors get mapped to white. Use the right mouse button to choose the type of curve and the left mouse button to adjust the curve's control points.
Methods:
Threshold
A grayscale shade will have a range of 0 to 255, where 0 is black and 255 is white. Threshold compares the grayscale shade to the user set value. All shades of gray less than this value are set to black, all other are set to white.
Dithering
All three of the other methods use what is known as dithering. When the human eye views a group of black and white dots from a distance, the perception is a gray color. The more black dots, the darker the gray. As mentioned, the color image is first converted to grayscale. The number of black dots needed to represent a shade of gray is called dithering. The difference between dithering methods is how they arrange the black and white dots to approximate shades of gray.
Fast Speed - Lower Quality:
This method is based on Floyd Steinberg dithering. This method creates dots by examining a particular pixel and comparing it to the pixels to its left, lower left, lower right and directly beneath. Since it is only doing a few comparisons, the method works fairly quickly. This method is the most widely used method and often provides excellent results.
Medium Speed - Medium Quality:
This method is based on the Stucki dither. It is similar in principle to Floyd Steinberg dithering, but does more comparisons. Because of this, it takes longer to run but potentially creates higher quality results.
Slow Speed - High Quality:
This method uses the Stevens and Arce dither. It too uses the same concept as Floyd Steinberg, with even more comparisons. It results in the highest quality image, but also takes the longest to run.
This function is used to add borders to the edges of an image. It contains controls common to all Color Dialogs. This might be used if image should always be a certain size because they are used as backgrounds, etc. This is one of the few functions where the entire image must be used. Borders CANNOT be performed on selected parts of an image.
Adjustable Parameters:
Border Color:
To change the border color, double-click on border color.
Border Padding:
Enter the amount of padding for each side by entering the amount in the appropriate spin field. Units are pixels.
Equal Sides:
This check box sets all sides based on the value indicated in the Left spin field.
Pad to Fill Screen:
These four buttons represent screen dimensions. By selecting one, the padding needed to fill the image to so that is matches the indicated screen is automatically calculated.
Contrast is the difference in extremes of colors in an image. By increasing the contrast, an image can appear more vibrant and details can become more visible and vice versa. Contrast enhancement can reach a limit in terms of brightness, at such a limit a color shift distorting colors will occur. It contains controls common to all Color Dialogs.
Adjustable Parameters:
Manual Slider:
The contrast slider has a range of -100 to 100. A value of 100 means increase contrast as much as possible, while negative values decrease it.
Auto Enhance:
Instead of setting a contrast value, Embellish can adjust contrast automatically. This algorithm works by computing a histogram (a record of how many times each color is used) of the image and then forcing a percentage towards black and a percentage towards white. The higher the percentages indicated, the greater the contrast that will be achieved.
This color function is used to correct how colors are displayed on the monitor. It contains controls common to all Color Dialogs. Ideally, an electronic display will be linear for luminance with respect to voltage. For many Apple computers this is the case, but for most PCs it is not. The result of this is that an image that displays well on one screen may look murky on another. Gamma correction simply alters how an image's luminance is actually displayed.
Adjustable Parameters
Gamma Value:
Gamma correction is really an aesthetic question, it is best to just try different values. Greater than 1.0 will brighten the image, less than 1.0 will darken it.
Adjust to system gamma:
This is used to quickly convert the entire image (including objects) to the gamma settings indicated in Misc>Preferences. A gamma correction to this system value will be the most common gamma operation.
This color function transforms the colors used by the image to shades of gray. It contains controls common to all Color Dialogs. It does not change the color type of the image. There are 256 possible levels of gray. The mapping of a given color into the corresponding gray level is quite simple and is accomplished by matching the intensity of the color with that of the proposed grayscale value.
Adjustable Parameters
Color to Gray Control Curve:
The "S" shaped curve presented at the top of this dialog is used to adjust the grayscale mapping. A straight line from lower left to upper right would mean no mapping. The "S" curve means that some of the dark but not black colors get mapped to black and some of the light but not white colors get mapped to white. Use the right mouse button to choose the type of curve and the left mouse button to adjust the curve's control points. For aesthetic reasons the "S" curve often provides the most pleasing results.
This function is useful for bringing out detail in parts of an image when those parts are faint and have little contrast. Using contrast enhancement would cause the details to get lost because the rest of the image would overwhelm these faint areas. It contains controls common to all Color Dialogs.
A histogram is a measure of the color intensities the image uses. Equalizing an image means to modify the image's intensities by trying to make the distribution more uniform or "flat". Embellish provides two methods of equalization, AHE or X/Y Regions.
Adjustable Parameters
AHE:
This option allows Embellish do all the calculations. It stands for Automatic Histogram Equalization.
Preserve Min/Max:
This option means that the image's minimum and maximum color intensities will not change, otherwise they will be set to black and white.
X/Y Regions:
This method breaks the image into smaller subsections. The number of subsections is controlled by X regions and Y regions. Basically, a grid is laid onto the image and X regions dictates how many rows will be on the grid and Y regions dictates how many columns. By breaking up the image, each subsection can be isolated from its neighbors. This allows more refined equalization to be accomplished.
Clip Limit:
With X/Y Regions, this value is used to decide when there are too many intensities. This value will depend on the size of the image, and should be set fairly high - 3000 to start. Unfortunately, the optimum setting will vary by image and experimentation will be necessary.
This color function inverts an image's colors. The result is the inverse of the image. Or, for you photographers, this would be the photographic negative. Remember that color is represented as a number between 0 and 255, so inverting a color means to subtract its value from 255. It contains controls common to all Color Dialogs.
This function allows the individual colors in an image's palette to be edited. It is only applicable for images that have 256 or fewer colors and have color type Palette. Palette editing can also be achieved by editing the colors in the color chooser.
Adjustable Parameters
Color Palette:
Double click on the color to be changed. This brings up the colorwheel so that the new color can be specified. The changes will take place over the entire image, not just a selected area.
Swap/Copy:
You can drag and drop colors within the color palette. These selections are used to indicate what will occur when colors within the displayed palette are dragged and dropped. If Swap is selected, then the color that is picked up will be swapped with the color that it is dropped onto. This would mean that for a two color image, the colors in the image would be switched. Copy will cause the color that is dropped onto to become the color that was dropped. This means that if your original image had two colors, copying one onto the other would cause the number of unique colors to be reduced to one.
Find Color:
This button will cause the dialog to become invisible and the mouse to change to the eyedropper (the color sampling tool). Position the mouse over the color to be sampled and hit the left mouse button. If no exact match can be found, the closest color is used.
Sort button:
There is a slim button at the top of the palette control. By clicking on this button, it will allow the palette to be sorted in different ways.
Palette mapping is used to convert an image's color to a specified palette of colors. The original image can be either any color type. Palette Mapping is activated from the Color menu, Palette submenu. The resulting images will have color type Palette.
Unlike most other color functions, Palette Mapping requires the user to explicitly indicate which images will be modified. This is because the Palette Mapping can create optimum palettes based on multiple images. The list of images to be modified is created by using the Add and Remove buttons.
After selecting which images will be modified, the user chooses what palette to use. There are three options.
1) The user can choose from many stock palettes provided by Embellish. These include:
Netscape 216 Color Browser: The 216 colors that will display correctly on Netscape's web browser running under OS/2, Win95, Macintosh and some UNIX platforms. Use this palette when creating GIFs that must display correctly on as many web displays as possible. See Netscape 256 Color Browser.
Netscape 256 Color Browser: The 256 colors that will display correctly on Netscape's web browser running under OS/2 and Win95. When Netscape runs on a computer with 8 bit video only 256 colors can be displayed at a given time. If all images use the Netscape palette, the display will be able to show the images correctly. If images uses different sets of color, the total amount of color needed can exceed 256. To counter this, Netscape will automatically convert images to use the Netscape colors in many instances. By converting images to the Netscape palette ahead of time, higher quality images can be created and display times will be reduced. While the computer system can display 256 colors, different computer systems reserve certain colors for system use. Because of this, there are only 216 free colors that will definitely exist on different computer systems. These 216 colors are presented in the Netscape 216 Color Browser.
OS/2 System 256 Color: The 256 colors that make up the OS/2 8 bit palette.
OS/2 System 16 Color: The 16 colors that make up the OS/2 4 bit palette.
Windows System 256 Color: The 256 colors that make up the Windows 8 bit palette.
Windows System 16 Color: The 16 colors that make up the Windows 4 bit palette.
Macintosh 256 Color: The 256 colors that make up the Apple Macintosh 8 bit palette.
Grayscale: 256 shades of gray.
All Red: 256 shades of red
All Blue: 256 shades of blue
All Green: 256 shades of green
7R 8G 4B: The standard palette used on the 8514 video card.
6R 6G 6B: A common palette on low end systems.
Fire: A palette of warm colors.
2) The second option is for a User Defined palette. Such a palette is stored in a previously created file. See user defined palettes.
3) Alternatively, an Optimal Palette can be created. This is particularly useful for creating a single palette to be used on multiple images. In such a case all the images are examined and a single common palette for all the images is created.
There are three main options to be set when converting the images.
Use error diffusion:
This will cause a shifting of pixels to occur which tends to break up blocks of a single color. The net effect is more lifelike images, however such images tend not to compress as well as non-diffused images.
Remove unused colors:
The user may choose a palette that contains 256, colors but when the image is converted it turns out that only 128 (an example number) colors are actually used. This options will cause the palette to shrink so that it only contains the colors that are actually used by a particular image. This can result in a smaller stored file size. However, since the palette shrinks the colors stored in the palette may no longer be in the order originally intended. For example, if the goal is to make five different images use the exact same palette, removing unused colors could cause a problem.
Maximum Colors:
Indicates the maximum number of colors the converted images should use. The actual number of colors used may be less than the indicated maximum.
This color function completely replaces the image's current palette with a new palette. This can only be used on images of color type Palette. Typically, this is performed on images with full palettes (256 colors). This function is run by first arranging the image's current colors in terms of intensity. Thus, the most intense color (the whitest) will be in the upper left corner of the displayed palette. The darkest color will be in the lower right corner.
This function is used to perform wholesale color changes without trying to match colors to the closest values in the new palette, which is what is performed with Palette Mapping. This is done mostly to achieve aesthetic looks and it can be quite startling. For example, start with an image that is made of mostly shades of gray (or use the Grayscale function to turn a palette based image to shades of gray). Now choose the Fire palette and see what happens.
Adjustable Parameters
Current Palette:
The current palette to be used is displayed. Any color in the display palette can be edited by double-clicking on it.
Palettes:
Built-in palettes are available by double-clicking on any of the palettes listed in the list box. The palettes included are described in palette mapping.
Swap/Copy:
These buttons dictate what happens when a color is dragged from one part of the displayed palette to another. Swap causes the position to be changed. Copy will replace the target color with the source color.
Load/Save buttons:
These buttons are used to load or save a palette for current or later use. The palette is stored in ASCII text format and can be edited by hand if desired. See palette mapping.
This color function is used to reduce the number of colors that the current image is using. If the current image is 24 bit, it can be reduced to either 16, 15, or 8 bit color depth. As far as the computer is concerned, there are only 24 bit and 8 bit images. So, there is no memory savings for going to 15/16 bit. It is useful to go the those color depths if the computer video hardware only displays 16 bit (65000 colors). This dialog contains controls common to all Color Dialogs.
Adjustable Parameters
8 bit:
Click on this check box to reduce to 8 bit. A reduction will often cause large patches of the same color to be used. This causes images to lose detail.
Error Diffusion:
This runs an algorithm to counteract potential problems where patterns may become visible. It will break up blocks of color to make the image look more realistic.
Maximum Colors:
This option specifies the maximum number of colors for the reduction when reducing to 8 bit. The actual number of colors used may be less than this.
15/16 bit:
Click on these check boxes to reduce to 15 or 16 bit.
Diffusion Method:
This is similar to error diffusion as described above.
Jitter Method:
This is similar to diffusion, except it specifies a noise level to dictate how much random color will be added. It is used to break up bands of color.
This color function shifts or converts one color into another. Remapping is one of the most versatile functions. It allows the ability to do very controlled contrast manipulations as well as color inversions. This dialog contains controls common to all Color Dialogs.
Adjustable Parameters
Remap Curve:
All changes are input through the curve control. All three color channels (RGB) can be manipulated at once or can adjusted independently. When a single channel is selected, the other channels will still be mapped as displayed, however their curves cannot be changed. This is so that a particular channel can be manipulated and yet still have the others displayed for reference. Use the right mouse button to change the types of curves available.
This color function allows the addition of color tones to images. Adding color tones is like putting a drop of color into a bucket of white paint. That first drop will look really pale because there is very little color. By adding a second drop, the entire color has gotten darker. By adding more drops, the color becomes more apparent. The color that is added can be any color. When only a single color is added, it is called a monotone image. When two, three or four are added, it becomes dualtone, tritone or quadtone. This dialog contains controls common to all Color Dialogs.
Adjustable Parameters
Colorwells:
This is the colored box next to the adjustment curve. To change the tone color, double click on the colorwell and a colorwheel will appear.
Tone adjustment curve:
The curve window indicates how the color gets added. The horizontal axis represents color intensity and the vertical axis represents how much color will appear.
EXAMPLE (dualtone):
Choose black for the first color. This will give a grayscale image to start. Next, drag the black color in the first colorwell onto the second colorwell. Test the result. This is basically putting two copies of the same color image on top of each other, resulting in a dark image. To reduce the amount of color, take the color control curves for both colors and move them up and test the image again. This should brighten the image. Now try the same thing using a different color in the second colorwell, such as a magenta-like color. This can add warmth to a grayscale image.
Just as the method outlined above applies to dualtone, it applies to the tri and quad tones. Each one is effectively adding another layer of color for each additional tone used. Therefore, as more colors are used (dualtone to tritone) the amount of color added by each tone will need to be reduced.
This function is used to replace a color or range of colors with one new color. This dialog contains controls common to all Color Dialogs.
Adjustable Parameters
Original Color:
This colorwell represents the base color, i.e. the main color to be changed. Colors are input into a color well by double-clicking with the left mouse button. Doing so causes a colorwheel to appear.
New Color:
This colorwell represents what the base color will be changed to. Colors are input into a color well by double-clicking with the left mouse button. Doing so causes a colorwheel to appear.
Tolerance:
A tolerance value is used with the original color to determine when a color should be replaced. A tolerance of "0" means that only colors that exactly match the original color will be changed. A tolerance of "100" means all colors would be replaced (a loose tolerance in other words).
Shifting:
These options dictate what happens when a color is found that should be replaced. Shifting means that the found color is replaced with the New Color.
None:
For Palette type images, only this option is available. None indicates that no shifting occurs. The new color simply replaces the original color.
Error:
This option will examine the difference between the Original color and the found color. This error is then used to modify the New Color before it replaces the found color.
Intensity:
This option will cause the intensity of the found color to remain intact when it is replaced by the New Color. If intensity shifting will be used, the New Color should be as bright as possible. Its intensity will be changed as needed.
Filters and special effects are basically the same thing. They both alter the look of the image. However, special effects are preset and only slightly modifiable; filters give a framework that is completely user editable. Filters provide a powerful way of applying user defined special effects.
The filtering of an image is also referred to as convolution. It is the process of calculating a new value for a pixel (a single color unit) based on the old value of the pixel and its surrounding pixels. Surrounding pixels contribute to the modified pixel based on some percentage criteria that is specified in the filter.
The filter dialog box is used to define the filter matrix and specify how it is to be used.
Filter Matrix:
This matrix of numbers it the actual filter to be applied to the image. Only positive or negative integer numbers (no decimal values) can be input. The center value is the value that will be applied to the pixel that is being modified. The other values are applied to surrounding pixels.
Divisor:
Using a value larger than the sum of all the matrix numbers will decrease the effect. Using a value smaller than the sum will increase the effect. After the filter matrix is multiplied onto the pixel, its sum is divided by this value.
Offset:
The offset is added to the result of the matrix calculation after the it has been divided by the divisor. The result is always scaled to be between "0" and "255", the allowed range of RGB colorspace. Normally offset will be "0". The few cases when a non-zero value are needed will be when the matrix is expected to yield negative values or values greater than "255".
Replace/Add/Subract:
These options control how the result of the matrix calculation will be used on the image.
Replace:
Replaces the current pixel with the results of the matrix operation. This option is used 99% of the time.
Add:
This will take the result of the matrix operation and add it to the existing pixel.
Subtract:
This will take the result of the matrix operation and subtract it from the existing pixel.
NOTE:
Add/Subtract can be used to achieve subtle results.
Channel:
These check boxes control which color channel will be affected by the filter: Red, Green, Blue.
Operation:
Normal:
This option will apply the matrix as specified in one pass. This option is used in most cases.
Unsharpen Mask:
This runs the filter and at the same time, looks at the difference between the original and filtered image, then uses their difference.
Deconvultion:
This option is intended to be used with problematic image/photos. It is used to restore an image to its desired appearance. The cause of the distortion may be if the camera was slightly out of focus, atmospheric problems (e.g.. fog), a dirty scanner, etc.
This method works by having the user guess which filter most likely approximates the problem with the image. The method then uses this filter to reverse its effect. If the filter truly approximates the problem, the image can be largely restored.
By choosing a filter that best approximates the distortion that the image has been subjected to, the deconvolution option will allow the output to be subtracted from the image. Thus, correcting the fault. Because the subtraction causes only subtle changes, the filter may need to be run from 4-9 times.
EXAMPLE:
To correct a problem where the image is out of focus, apply the Gaussian Blurs filter using the Deconvulution option.
Built-in filter families:
Contour
This filter is used to aid in edge detection. For instance, coins lying on a desk can be more easily discovered after a contour filter is used. These are given as 7x7 filters, reduce the size to increase the speed.
Embossing North, South, ...
These filters give the image an embossed look, that is as if the image where pressed out of the paper. The directionality (North West vs. South East) can cause the emboss to look like engraving instead.
Engrave
This filter is almost the same filter as Relief. Examine them both and you will notice it is only the placement of the numbers that change. Engrave makes the image appear as if it has been pushed into (engraved upon) some paper. The colors of the image will be lost, making the image look similar to grayscale. Best results are achieved if the image if first made grayscale.
Gradient South, North, ...
This is a directional filter used to find areas where the changes in pixel intensity are greatest. These filters are particularly sensitive to the size of the filter. Those listed are all based on 3x3 sizes but their quality can be increased by expanding them to the full 7x7 size. Simply duplicate the pattern in the listed filter.
Gaussian 3x3, 5x5, 7x7
These filters do an averaging of the neighboring pixels, but with a gaussian distribution - the center pixels gets weighted more heavily than the neighboring pixels. It produces a blurring effect, though not as strong as the Smooth filters.
High Pass Filters
These filters have an effect that is somewhat opposite to that of the Low Pass Filters. These tend to make the bright colors brighter and the dark colors darker. The downside to these filters is an increase in the noise of the image. The filters are arranged strongest to weakest.
Laplacian 3x3, 5x5, North, ...
The Laplacian is a well known mathematic operator. When used as a filter it is a type of edge enhancer with the advantage that it will highlight edges in all orientations.
Low Pass Filters
These filters all act to cut off high frequency components of the image. They have no effect on areas where colors are constant or change very slowly. They act more aggressively in areas of the image where colors are changing rapidly. They are useful in reducing noise in the image. The Smoothing filters listed elsewhere are a subtype of these filters. The filters are arranged strongest to weakest.
Mean Removal
This is a type of High Pass Filter.
Relief
Gives the impression that the image has been embossed onto a piece of paper. The colors of the image will be lost, making the image look similar to grayscale. Best results if the image if first made grayscale. See Engrave for comparison.
Shift and Difference
These filters are a type of edge enhancement filter. Their purpose is to discern the edges of the image, that is areas where there is a change in items in the image. For instance the outline of a person against a blue sky.
Smooth 3x3, 5x5, 7x7
These filter do an averaging on the neighboring pixels. This smoothes the image, but causes a blurring. The larger the matrix, the smoother the result.
Sobel (North, North West, 3x3,...)
These filters do a type of edge detection. See Contour filters.
Special Effects Common Controls
All functions provided in Special Effects will have common controls. A control is considered to be a push button, a slider, a check box, etc. Below is the portion of the dialog box that is common to all special effects functions.
Preview Checkbox:
This check box applies the function in use to a miniature version of the image, allowing the user to see how various parameters will affect the image. As changes to parameters are made, the preview window will update.
Preview Window:
This small rectangle displays the preview of the image. Normally this window is quite small. Double clicking on this control will cause a larger child preview window to become visible. This allows a more detailed preview to be judged, however the larger preview takes more time to evaluate.
Priority:
This slider allows changing the priority of the current running task. Priority refers to thread priority. Higher priorities will execute faster, but may make the computer feel sluggish. See multithreading.
GO!:
This button will apply the current function to the image.
Done:
This button indicates that the current function is no longer needed. The dialog will be closed.
Stop:
This button appears while a function is being applied. It will cause the currently running application to be aborted. It does not cause the dialog box to close.
Base + Objects:
Applies the function to the base image and all the objects. Note that the objects are often affected separately from other objects or the base image. For example, running the swirl function would operate on the base image, then the objects. Because each are operated upon separately, the image would have different areas of swirl. The only way around this is to either merge all the objects into the base image or to select Create New Object, described below.
Selected Region:
Applies the function to the selected region only. See Selection Regions section below.
Base Image:
Applies the function to the base image only. The objects will not be affected.
Create New Object:
Applies the function to the image (or selection) to create a new object on top of the original image.
Selection Regions
Virtually, all the functions provided in Effects can be applied on parts of the image as well as the entire image. Simply select that portion of the image of interested in by using the selection tools (e.g.. rectangle, freehand, magic wand, etc.)
This effect can be described as either transforming the image into a kind of sixties psychedelic look or as if acid had been spilled on the picture. The effect of acid is hard to predict because the outcome depends on the image size and color. This dialog contains controls common to all Effect Dialogs.
Adjustable Parameter:
Acid level:
Higher values means more acid is applied, lower values means less acid is used.
This effect could be called reduce resolution. It takes the image and replaces a group of pixels with the color of a single pixel. The effect is commonly used on television to hide someone's identity. This dialog contains controls common to all Effect Dialogs.
Adjustable Parameters:
Width/Height:
These variables set the size (in pixels) of the blocks that will be created.
This effect warps the image so it appears as if the image was stretched to fit onto the inside (or outside) of a cone, while the viewer's position is looking down into the center of the cone. This dialog contains controls common to all Effect Dialogs.
Adjustable Parameters:
Power:
This spin box sets how fast the image (or how much of the image) shifts towards the center. Higher power causes a greater shift, thus a more pronounced effect.
This effect makes the image appear as if it is viewed through a pane of glass that varies in thickness. This dialog contains controls common to all Effect Dialogs.
Adjustable Parameters:
Horizontal/Vertical:
These options refer to the orientation of the distortion.
Size:
This option refers to the number of pixels of a given slice of distortion. higher values adds makes the ridges of distortion more pronounced.
This effect makes the image appear as if it is being viewed through the peephole in a door or through a round magnifying glass. There is a size limit, and a permit is required to use this function. This dialog contains controls common to all Effect Dialogs.
Adjustable Parameters
Fishiness:
The greater the value, the more pronounced the distortion will be. There is a slight speed advantage to using a value of 2.
This effect works as a smoothing filter used for image corrections. Median eliminates noise from the image by eliminating colors that are too different from their neighbors. For example, imagine that you have a black image with a few specs of white scattered about. The median (the middle number) value of most groups of pixels would probably be black. Therefore, white pixels would be removed. This dialog contains controls common to all Effect Dialogs.
Adjustable Parameters:
Radius:
All the pixels within the radius specified will be used to find a median color value. The processing time goes up dramatically as radius increases. If a radius value of 2 takes 30 seconds to run, a value of 4 would take 120 seconds to run.
Median:
Uses the median color value.
Maximum:
Uses the maximum color value.
Minimum:
Uses the minimum color value.
This effect shifts groups of pixels, giving the impression that the image is melting or that wind is streaking it. This dialog contains controls common to all Effect Dialogs.
Adjustable Parameters:
Strength:
This option indicates how much melting will occur. A larger number means more melting.
Direction:
This option specifies in which direction the melt will occur.
This effect creates a duplication of the selected areas in a mirrored format. The entire image can be reflected.
Adjustable Parameters:
Direction:
The mirror can be placed in 4 different positions: left, right, up, down.
This effect adds noise to an image. This can actually make the image look better. It improves the image aesthetics because in real life there is always some distortions in our vision. This can be attributed to dust in the air, dirt on a window, etc. By adding noise to the image, it appears closer to what we are used to seeing, therefore making it appear more real. This is particularly useful for computer generated images. This dialog contains controls common to all Effect Dialogs.
Adjustable Parameters:
Frequency:
This controls how much noise is added. It is a percentage value, so 100 means that every pixel will have the chance to get noise.
Amplitude:
This controls the amount of noise a pixel receives. Since RGB colorspace has a range of 0-255 for each channel, the range of amplitude is 0-255.
This effect converts images to look as if it is they are oil paintings. In an oil painting the artist doesn't have fine control and so tends to blur sections of the painting. This effect is particularly CPU intensive and gets more so as the oiliness value increases. This dialog contains controls common to all Effect Dialogs.
Adjustable Parameters:
Oiliness:
This setting indicates how much blurring should be used. High values may be input, but anything above a value of 6 will result in very slow performance.
This effect randomly moves a line of the image a distance of one pixel either up, down, left, or right. The distortion is somewhat similar to a printed image that was heavily creased and crumpled, then smoothed out. This dialog contains controls common to all Effect Dialogs.
Adjustable parameters:
Background:
Blank spots will open in the background of the image and will be filled with the color indicated.
This effect gives a weird round result. The image on your screen is 2 dimensional and is represented in Cartesian coordinates (each pixel's position is represented by an X coordinate and a Y coordinate). Another way of representing a pixel's position is to use Polar coordinates. Instead of an X and Y system, polar coordinates are expressed by an angle that is measured from the horizontal axis, and a Radius which is measured from the origin. Therefore, every point that is in Cartesian coordinates can be expressed in Polar coordinates. What this function does is convert the image coordinates into Polar coordinates, but it takes the converted values and displays them as if they were Cartesian coordinates (it also does some scaling to make things stay relatively the same size). A side effect of this distortion is that the image will appear to have rotated -90 degrees or so. It may be desirable to rotate the image after the transformations has taken place. This dialog contains controls common to all Effect Dialogs.
Adjustable Parameters
Background Color:
Pixels outside the area where the coordinate system transformation takes place (the corners of a bounding rectangle for instance) get mapped to the indicated color.
This effect can be visualized by imagining that the image is painted onto the bottom of a pool. While looking down into the pool, a rock is dropped into its center causing waves. This effect simulates the rippling distortions of the water. This dialog contains controls common to all Effect Dialogs.
Adjustable Parameters:
Height:
This controls how big the waves will be. It is a percentage term, based on the entire size of the image.
Phase:
This is expressed in degrees and will almost always be "0". If ripples are viewed from the side, some parts will be higher than others. This is known a peak and trough of a wave. Phases sets the initial point, "0" as a trough and "360" as a peak.
Length:
This is length of the ripple. It is expressed as a percentage of the size of the entire image.
Waves fade to edges:
This will cause the ripples to get smaller as they get farther away form the center of the image. Using the rock analogy from above, waves will typically get smaller the farther away from the starting point they are.
This effect is like putting your hand on top of a cube of Jell-O and pushing sideways. If mom had put a copy of the image inside the Jell-O instead of banana slices, the view of the image from the side would be sheared. This dialog contains controls common to all Effect Dialogs.
Adjustable Parameters:
Angle:
This value is measured in degrees. It indicates the amount of shift that will take place from the given axis. The axis is determined by choosing X Shear or Y Shear.
Background:
Shearing causes blank spaces in the image to be created. These blank spots will be filled with the color indicated.
This effect acts as if the image was cut it into strips and then put back together in a somewhat random fashion. This dialog contains controls common to all Effect Dialogs.
Adjustable Parameters:
Min Size/Max Size:
These values refer to the range of sizes for the width of the strip that is shifted (or cut using the above analogy). The actual size is a random number that lies within that range. Units are in pixels.
Max Shift:
This value places an upper limit on the amount that a strip can move. Since the shift is randomly generated the actual shift will vary between zero and this maximum value. Units are in pixels.
This effect mimics an effect in photography where partially developed film is exposed to light. When this happens, the developed portions of the film are unaffected, while the undeveloped regions turn from position to negative (they invert color). This dialog contains controls common to all Effect Dialogs.
Adjustable Parameters:
Threshold:
This represents the intensity of the pixel. If the intensity is less than the threshold value, a pixel is treated as undeveloped. The range is 0-255, the range of colors in RGB colorspace.
Direction:
This creates a threshold value that varies with the position of the pixel relative to a particular edge of the image. Choosing Left will cause the threshold value to change as distance from the image's left edge increases. Other directions are similar.
This effect makes the image appear as if someone had started twisting it its center. This dialog contains controls common to all Effect Dialogs.
Adjustable Parameter:
Swirl:
This setting specifies the amount of swirl to be used. It is based on percentage. Example: A value of 100(%) is approximately one rotation in the center.
This effect takes the image, cuts it up into tiny squares (tiles) and then haphazardly glues the squares back together. This dialog contains controls common to all Effect Dialogs.
Adjustable Parameters:
Tile Size:
This specifies the size of squares that the image will be cut into.
Max Shift:
This specifies how far a tile can shift before it is pasted back.
Background Color:
Blank spots will be filled with the color specified.
This effect distorts the image by causing it to be displaced along either the vertical or horizontal axis in a wave form. This dialog contains controls common to all Effect Dialogs.
Adjustable Parameters:
Height%:
This specifies amplitude of the wave. It is given in percentage terms of the image. The actual height of the wave in pixels will depend both on image size on wave directions.
Phase:
This sets where the zero height of the wave begins. Waves are based on the trigonometric sine function. Phase simply controls if where the peaks and troughs of the wave are. It is in units of degrees.
Length%:
This specifies the wavelength or the distance between two peaks of the wave. It is given in percentage terms, based on the size of the image and the wave’s direction.
Horizontal/Vertical:
This specifies the direction of the waves.
Background:
This color fills the areas between waves.
The following sections describe the various paint and draw tools available. Tools are used to apply paint. However, there are some special cases where the tool is both the tool and the paint.
Tools are accessed by clicking on the tool button on the main button bar. All the tools are accessed by clicking on the appropriate button with the left mouse button. To access dialog boxes associated with each tool, click on the tool's button with the right mouse button, or double click with the left mouse button.
Tool Common Controls & Features
Three controls are common to all the tool dialog boxes:
Preview:
The preview window shows the modified tool as the tool's parameter(s) are adjusted.
Strength:
This slider adjusts how strongly the paint will be applied by the tool. A value of 100 means the paint will be completely opaque. A value of 50 means it will be half paint, half image, therefore somewhat transparent. Strength will only have an effect on RGB or Grayscale images.
Store Opacity:
This is only available on some tools. It is related to the Strength parameter mentioned above and exists because of the object based method that Embellish uses. It is best explained by example. Let the user apply a stroke of solid color with a strength of 50. This stroke would then be blended into the image underneath it. When the stroke is created, it becomes an object that can be moved, resized, etc. What happens if the user moves the stroke to the right? Should this object simply move to the new location and appear exactly as it does when it was originally applied, or should it reblend at a strength of 50 at the new location? This is what Store Opacity decides. When Store Opacity is selected, the strength with which the tool is used is remembered so that when the object is moved, the strength is used again. When Store Opacity is not selected, the new object may initially blend but after its creation it will simply take on the characteristics of the area it is applied onto.
Spacing:
This setting is always found under the Advanced settings, and is available for most tools. It controls how frequently a given tool applies paint. For example, if this setting is 1 then every time the tool moves 1 pixel the tool will apply the current paint. Using a value of 5 would mean the tool would need to move 5 pixels before the tool would apply a new squirt of paint.
This becomes significant it two situations. The first is when painting at reduced strength. If the spacing between squirts is small, the paint will be applied on the same areas many times. This will eventually cover the area completely, negating the reduced strength setting. The second circumstance is related to speed. Having the paint squirt at every pixel is CPU intensive, especially when working with large sized tools. As tool size increases, the need for frequent paint squirts is reduced. Thus spacing can be increased given a much responsive paint stroke. For example if the paint tool is the airbrush with diameter of 50, a spacing of 5 would give almost the same look yet dramatically faster responsiveness.
Finally, Spacing can be used as an artistic variable. By using very large values a sputtering effect can be achieved.
Pressure Sensitive Features:
Embellish was not only designed for computer users that use a mouse as a pointing device, but also for users who use pressure sensitive digitizer pens. The digitizer pen has a special tip that sends information to the computer about how much pressure the user is exerting at any given time. If the user was drawing with chalk on paper, they would expect that pressing harder would result in a darker line. Embellish will create that same effect. Most of the tools (and some of the paints) have options related to pressure sensitivity.
These options are uniformly found under the Advanced settings for a given tool. The options are fairly similar from tool to tool, so we will only look at one in detail. Let's look at the airbrush tool's advanced settings.
Two examples of adjustable parameters based on pressure are as follows.
Opacity:
This the most common parameter, it is related to Strength. Opacity is the opposite of transparency. No pressure means no opacity and so the airbrush would be completely transparent. As pressure increases, the opacity increases giving a darker and darker line. Set zero pressure to correspond to zero opacity. The Opacity value is multiplied against the Strength value to achieve the actual strength of the tool.
Size:
This parameter varies the size of the airbrush with pressure. The minimum is based in percentage terms, not absolute pixels.
All parameters listed in the dialog can vary with pressure simultaneously. The only disadvantage is that this will slow the processing speed of the painting. Potentially, this may cause a lag between when the stroke is made and when it is drawn.
An Airbrush uses compressed air to force paint through a nozzle and onto a canvas. Because the paint is coming out mixed with air, the density of the paint can fall off as it gets farther away from the point at which it is aimed.
Adjustable Parameters
Rotation:
This slider allows the brush to be rotated in units of degrees.
Squish:
This slider distorts the airbrush output by squishing or squashing it.
Solid Size:
This slider adjusts the size of the diameter of the airbrush.
Fade Size:
This slider adjusts the measure of paint density away from the center. Fade radius is measured from the edge of the Solid diameter. For example, if the solid diameter is 10 (pixels), then adding a Fade radius of 5 will cause 5 extra pixels to be partly painted all around the airbrush.
Spacing:
As the airbrush makes it stroke, the airbrush spray is repeated over and over again. Spacing allows the brush not to paint for a given distance as it moves. This can be a sputtering effect for instance. Spacing is described earlier in the general description of painting parameters. See spacing.
The other options are related to pressure. These basically relate to other options that relate to airbrush. The minimums are useful because zero values are often difficult to work with.
This tool approximates the look of chalk being used on a blackboard. Like chalk, the tool is round.
Adjustable Parameters
Quality:
This slider adjusts the roughness or smoothness of the chalk. The tip of a piece of chalk can be very smooth or rough. The rougher the surface, the more uneven will be the line drawn by the chalk. Quality is given in percentage terms, with 100% meaning a completely perfect piece of chalk. Values around 10%-25% typically yield the most chalk like results.
Diameter:
This slider adjusts the size of the chalk diameter.
Spacing:
As the chalk makes it stroke, the chalk mark is repeated over and over again. Spacing allows the brush not to paint for a given distance as it moves. This can be a sputtering effect for instance. Spacing is described earlier in the general description of painting parameters. See spacing.
The other options are related to pressure. These basically relate to other options that relate to chalk. The minimums are useful because zero values are often difficult to work with.
Circle/Ellipse/Freehand/Rectangle/Square
These tools create outlined or filled shapes. Shapes are first outlined, then applied. This method is used to allow for adjustments and fine tuning. This also allows shapes to be created, applied, moved and then recreated. This is an easy way to create shadows or other special effects.
To create a shape, the type of shape must first be selected. Both filled and non-filled shapes are created in the same way. Once the shape is selected, the outline is created in the same way as a selection region is made. For most shapes, the left mouse button is used to drag out the area. Freehand shapes use a combination of the left and right mouse (or space bar) buttons.
Once the outline is created, it can be adjusted or moved as needed. After the outline is ready, the right mouse button will bring up a context sensitive menu of available options.
Delete Shape:
This simply destroys the shape outline.
Apply Shape:
This option applies the shape to the image using the current paint and erases the editable outline.
Apply Shape, Recreate:
This option applies the shape to the image and then erases the editable outline. It then recreates the same shape along with the editable outline. The shape can then be moved and/or reapplied.
Adjustable Parameters
Line Thickness:
This setting increases/decreases the line width. Units are pixels.
Edge Feathering:
This setting will cause the edges of the shape to blend with the background. The value is the number of pixels over which the fade will occur. Recommended values are "0" to "3".
Antialiasing:
This option is available for use on RGB or grayscale images. This helps to reduce the jagged edges that can result when lines are drawn at angles.
Corner Rounding (Square & Rectangle):
A corner rounding value of "0" will create a standard rectangle. By increasing the corner rounding, the corners begin to curve, giving a rounded effect.
Invert Corners (Square & Rectangle):
This is used with corner rounding to create a beveled look. The larger the value, the greater the size of the bevel.
This tool is both a tool and a paint. Cloning is the process of copying one part of an image onto another image. The clone tool uses an image as its source for paint, therefore any paint that is currently selected is ignored. The clone tool takes the form of a circle with adjustable size.
To clone, a starting point is needed on the source (paint) image. To designate the starting point, press the left mouse button down on the source image at the same time depressing the Control key. A cross hair will appear over that point. The starting point can be changed by repeating this procedure. As cloning is performed, this cross hair will move to reflect the area being used as the source.
The source image can be the same as the target image or completely different. Embellish will work with images of different colortype, however if the target image is palette based, the source image should use the same palette.
Adjustable Parameters
Align:
This option will cause the starting point to be updated as the last point referenced. This allows cloning of a particular area while making multiple stokes.
Non-Align:
This option will cause each new stroke of the cloning tool to be treated as if it were the first one. In this way each new stroke will use the same starting point on the source image.
These options all relate to pressure digitizers. Pressure can be used to vary either opacity and/or size.
This tool works on a spreading principle. Start by specifying a starting pixel. Next, neighboring pixels are compared to see if they are similar. Those that are similar also get changed. Thus, only pixels that are similar in color and also touch one another will be changed.
Adjustable Parameters
Tolerance:
This option controls how close two colors need to be in order to be considered similar. These can be set for each individual color channel or all channels can be set at once by locking them. The units of tolerance are distance in RGB colorspace. A tolerance of 255 would be very loose and would select all pixels. A value of 0 would be extremely tight, and only colors that matched exactly would be selected.
This tool is a simple rectangle. For technical reasons paint applied with the pencil can go on much faster than with other tools, as long as the rotation is set to "0".
Adjustable Parameters
Width/Height:
These sliders adjust the size of the pencil. The units are pixels.
Rotation:
This slider rotates the pencil. The units of rotation are degrees.
Lock width & height:
This will cause width and height to be linked and change together.
Spacing:
As the pencil makes it stroke, the pencil mark over and over again. Spacing allows the brush not to paint for a given distance as it moves. This can be a sputtering effect for instance. Spacing is described earlier in the general description of painting parameters.
The other options are related to pressure. These basically relate to other options that relate to pencil. The minimums are useful because zero values are often difficult to work with.
This tool allows a copy of a selected area to be made and used to stamp out copies wherever desired on the image. Once a new stamp is created, it stays in effect until a new stamp is created. Once created the stamp is applied like any other tool. The stamp is a paint and tool in one, so it does not use the currently selected paint.
Adjustable Parameters
Single Hit:
This option designates that the stamp can only be applied once per mouse click. Otherwise, it can be stroked onto the image.
Stamp Style:
These options are used to define what kind of outline to use for the stamp. A stamp must be created, or Grabbed, before stamping can begin. Once a stamp style is selected, the user then outlines the area of interest. The Grab Stamp button is pressed to use that area as the basis for the stamp.
This is used to create text based shapes that will then combine with the current paint when being applied. Logically it is just like creating any other shape, such as an ellipse. Similar methodology is used for both.
Adjustable Parameters
Use antialias:
This option is the same as "no jaggies". It smoothes the edges of the fonts giving a more aesthetically pleasing result. It is only effective on RGB or Grayscale images.
Use font in edit box:
Because the desired font may be difficult to view in the text entry box, a standard small font can be used for entering the desired text.
Justification:
These options allow the user to define orientation of multiple lines of text. The left justify button will cause multiple lines of text to all align on the left border. Middle and Right Justify buttons will work similarly.
Angle:
Text can be rotated by a given angle. The units are degrees.
Skew: (OS/2 version only)
Text can be skewed (sheared) by a given angle. The units are degrees.
Choose font:
This button causes the system font selection dialog to appear. The user can select any font provided by the system. Only one font can be used at a time.
Create text:
Once the desired settings and text have been enter, choose this button to actually create the text. An outline of the text will appear in the active image window. It can be moved as desired. It can also be used to create a new object by selecting the appropriate action via the right mouse button. Text has to be created instead of just typing it on the image because of antialiasing and/or justification.
Object Outline Maker:
This check box converts the use of the Text Tool. The Outline Maker is primarily for use with text like objects, although it can be used with any object. The Outline Maker takes a selected object and creates a new shape by tracing the outline of the object in a user specified thickness. This shape is then applied, like an other shape.
To use the Outline Maker, the check box is selected. The Text Tool will change appearance. Where the text entry box was located will be a display of available objects. The user chooses the object the outline shall be based upon. Use the Edge Size spinbox to decide how thick the outline shall be. Units are pixels. The Fade Edge option will cause the outline to lose strength as the it approaches its outside edge, creating a blend effect. When the Create Edge button is pressed, the outline shape will be created on top of the target object. The shape can be moved as desired before applying. Unselecting the Outline Maker check box return the Text Tool to its standard appearance.
NOTE:
Not all fonts can be rotated or skewed. Such capabilities have to be built into the actual font description file. Because of this, some fonts may appear to print correctly in the text entry box, but will deform when the Create Text operation is performed.
A tool is actually no more than a series of dots with intensities, usually on or off. To that end there is nothing that prevents the user from creating their own specialized tools. The format for such tools is any image file format that Embellish supports. Such a file is automatically converted to grayscale, which is the way a tool’s intensity values are stored. Pixels that appear black will be applied, those that are white will be ignored. Shades of gray in between carry the according strength.
Invert:
The tool's intensities can be inverted by using this button.
Scale:
The size of the tool can be adjusted using this setting. This scales the tool in terms of percentage of its original size.
Single Application:
This option designates that the tool should not be used for stroking. It should only be applied once, each time the mouse button is depressed (button down, not unhappy).
Spacing:
As the tool makes it stroke, the tool marks over and over again. Spacing allows the tool not to paint for a given distance as it moves. This can be a sputtering effect for instance. Spacing is described earlier in the general description of painting parameters.
The other options are related to pressure. These basically relate to other options that relate to the user defined tool. The minimums are useful because zero values are often difficult to work with.
The following paints can be applied once a tool has been selected. The paint available will change depending on the image color type. Images that are type Palette will only have access to a subset of all paints available. Paints can be chosen by clicking directly on the Paint button bar.
The adjust paint is only available to 24 bit images. Adjusting takes the area under consideration and adjusts each pixel by color channel, by the amount indicated.
Adjustable Parameters
Red/Green/Blue:
These options adjust colors with each channel value set separately.
Adjust Intensity:
If this option is selected, the color settings are ignored and the intensity of the area under consideration is set to match the indicated value. This is useful for brightening a specific area or bringing out highlights in target areas.
Black and White requires your image to have 24 bit color depth or be grayscale. This paint converts the pixels in question to black and white. The conversion is based on the intensity of the underlying color.
Adjustable Parameters
Threshold:
Pixels with intensities beneath the indicated Threshold are mapped to black, while others are mapped to white.
Blur and Sharpen operate only on RGB or Grayscale images. The blurring paint takes the pixels being modified and performs an averaging function on the colors. The sharpening paint cause the pixels in question to become more defined from their neighbors.
Adjustable Parameters
Blur:
The stronger the blur, the more likely that all the pixels will be turned into the same color.
Sharpen:
The stronger the sharpen, the more it tries to magnify the differences in color. Sharpen is best applied sparingly with low strength.
This paint applies simple color, it is the most common and basic type of paint. The actual color to be used is set in and linked to the Color Chooser tool.
Adjustable Parameters
Single color:
Will use the color specified in the Color Chooser tool as the basis for the paint.
Vary color with pressure:
This option allows two colors to be input. The first corresponds to when no pressure is being applied, the other color corresponds to maximum pressure. As pressure varies, the color being applied will shift between these two.
Constant Intensity:
For RGB images, this option applies the new color while preserving the intensity of the original colors.
Constant Saturation:
For RGB images, this option applies the new color while preserving the saturation of the original colors.
This paint works with both 8 and 24 bit color depth images. Replace takes an indicated color and replaces it with a user defined one.
Adjustable Parameters
Current:
This colorwell contains the color to be replaced. A colorwell's value is changed by double-clicking on it with the left mouse button or by dragging a new color onto it.
New:
This colorwell contains the color that will replace the current color. A colorwell's value is changed by double-clicking on it with the left mouse button or by dragging a new color onto it.
Tolerance:
This option ranges from 0 to 255 and works in the RGB colorspace. By using a tolerance, not only will colors that exactly match the Current color be replaced, but a range of colors around the Current color (the range defined by tolerance) will be replaced. A higher tolerance means more colors will be replaced.
Preserve Intensity:
This option is only effective on RGB images. It causes the new color to use the intensity of the replaced color. This can give a more realistic look.
This paint gives the illusion of raised or shadowed areas that have a sense of depth. The illusion is created by determining how parts of the image would appear if a distant light source was shining on them. The options available in Emboss deal mainly with setting the direction of this light.
Adjustable Parameters
Configure for Emboss/Engrave:
These buttons setup the paint to mimic embossing or engraving.
Light Direction:
The light source is specified in three dimensions. Light direction is the angle the light makes with image when looking down upon the image. An angle of "0" means the light is shining from the right side. The units are degrees.
Elevation:
This option is the angle for the third light dimension. As you read this page, your face is close to a 90 degree angle to it. If you tilted the page so it was almost flat, the angle would be 0. The effect of embossing is dependent on the creation of shadows. When a light source is directly above an object, the object will not cast shadows. Because of this, low angles of elevation will give the most pronounced embossing.
Blend Mask:
The emboss paint can look at both the image data and the tool being used to create the effect. This option allows the use of the tool data in addition to the image data.
Thickness:
This option is used with Blend Mask. It is used to express how deep the tool will be considered when the embossing effect is determined.
Depth:
This option deals with how pronounced the shadow will look and thus how deep the engraving or embossing will appear.
Rounded Sides:
This option softens the edges of the embossed figure. The edges are typically sharp or have high contrast.
This paint copies the original base image back onto the painted area. This gives the effect of erasing. It has no adjustable parameters. Erasing can also be achieved by holding down the delete key while painting or by using the eraser feature of a suitably equipped digitizing tablet.
This paint is a blend of colors, transitioning smoothly across one edge to another. The gradient direction can have several geometries. The gradient dialog has four colorwells located at each corner of the displayed gradient. These colors control the extremes of the gradient. A fifth colorwell is available at the center of the gradient, but is only visible for certain geometries. These gradient corner colors are referred to by:
L left = lower left corner
U right = upper right corner
U left = upper left corner
L right = lower right corner
Adjustable Parameters
4 Point:
This option uses all four corner colors to make the gradient. Each color has an equal impact and the sliders are not used.
Left to Right:
This option uses the upper left color and the upper right color. The other colors are ignored. If Use 3 point is selected, the colorwell in the center of the gradient will become visible. The effect of this color is dictated by the horizontal slider. Color will transition from the first edge to the center and then the last edge. The slider causes the center color to be treated as if it was shifted towards one edge, causing a shift in the gradient.
Radial:
This option uses the center colorwell. It is used in conjunction with the upper left color.
L left to U right:
This option uses the lower left color and the upper right color to create a diagonal gradient. The Use 3 point option is available and is implemented as described in Left to Right.
U left to L right:
This option uses the upper left color and lower right color to create a diagonal gradient. The Use 3 point option is available and is implemented as described in Left to Right.
Up to Down:
The upper left color and the lower left colors are used to create a vertical gradient. The Use 3 point option is available and is implemented as described in Left To Right.
This paint will turn whatever it is applied onto into its grayscale equivalent. Grayscale is only available when working with 24 bit images. It has no adjustable parameters.
This paint is actually user defined image files. The pattern chosen is tiled to fit the size of the image currently being painted. Initially, the pattern is aligned to start at the lower left corner of the image.
Adjustable Parameters
X offset/Y offset:
These options allow the origin of the pattern to be changed by the amounts entered. The offsets have units of pixels.
Load:
This option allows load a new pattern. As mentioned, a pattern can be created from any image file. While there are no limitations, if the image is of type Palette, then the pattern should be based on the same palette.
This paint is only available for use on RGB or grayscale images. Shadow creates the look of shadows by darkening the area being painted. Unlike simply painting with a dark color, a shadow preserves the hue and saturation of the section being worked upon.
Adjustable Parameters
Darkness:
This value is a percentage term. It indicates how dark to make the shadow. A value of 100% is completely black.
Type:
Click on Uniform to apply the shadow evenly over the area. Click on Radial to apply the shadow outward from a central point.
Angle:
This option allows the shadow to increase in strength along a given direction. The direction is specified as an angle.
This paint simulates the effect of taking your finger and dragging it across a penciled surface.
Adjustable Parameters
Strength:
Using the finger analogy, this parameter is similar to how hard the finger is pressing on the image. The harder the press, the more the area under the finger gets dragged during the move.
This paint is sometimes called "pulling". It takes part of the image and pulls it along as the tool is moved. It has no adjustable parameters.
Image maps are created by using the Image Map tool, located in the Web menu. Image maps are used in the creation of web sites and have no direct use in image editing.
Image maps link different parts of an image to different parts of a website. Image maps are a small subset of using HTML, the language that "runs" the WEB. The principle of image maps is quite simple. Areas of the image are associated with links to parts of the web. When the user positions the mouse over a part of the image, the browser (or Web server) uses the image map data to decide if something should be done.
The actual image map is made up of several parts: the image file, the data that defines the regions that makeup each region or hot spot, and the HTML IMG entry which is used to both indicate the placement of the image on the web page and to indicate that the image will be used for mapping.
There are two main types of image maps, client-side and server-side. Additionally, a combination of both types can be used for reasons explained later.
Server side:
The original type of image map was the server side. These exist as separate text files from the main HTML page. All browsers will support server side maps. Unfortunately, these run as CGI scripts. Some ISPs (service providers) charge extra for the ability to run CGI scripts and you made need special authorization from your ISP to be able to place files into the CGI script area. An additional disadvantage for server side maps is that they require the Web server to perform the calculations involved with the map. Client side maps run on the machine running the browser and so tend to be faster.
Most Web servers require server side maps to be in the NCSA or CERN form, both of which are supported by Embellish. You will need to find out the form your Web server requires and the location where the map files need to be stored.
The entry in the HTML code to use a server side map would look like this:
<A HREF="my_server_map_file">
<IMG SRC="my_image" ISMAP>
</A>
where my_image is the name of the image file and my_server_map_file will be the file containing the server side map coordinates.
Client side:
Because of the limitations involved with server side maps, client side maps were created. These run on almost all browsers today, but may not work on older versions. They solve the two disadvantages of server side maps because they run on the local machine. They are faster and don't require CGI access. Because there is no control over the browsers viewing a web page you can never be sure that client side maps will work.
A client side map entry would look like this:
<IMG SRC="my_image" USEMAP=#my_client_map>
where my image is the image file and my_client_map would be a reference that is used to link to data stored in another part of the HTML file.
Combination map:
The combination method acts like a client side image map when the browser supports client side maps. Otherwise it runs the server side map. It gives the advantages of both types of maps, but will still require CGI access.
This type of hybrid would look like this:
<A HREF="my_server_map_file">
<IMG SRC="my_image" ISMAP USEMAP=#my_client_map>
</A>
This is the most basic overview of image maps. There are many other special tags that can be used with image maps and these tags will change over time as new ones are added. If you are interested there are many books and on-line resources available that discuss image maps in detail.
The Regions Listbox
At the top of the main image map dialog is a box containing information about all the regions making up the image map. This box has three headings, Region, URL and Type. Each region will occupy a row of the box. There will always be at least one entry and that first entry will always be for the Base region. It will have a Type listed as background (See Base Region for more info on this entry).
Region:
This column will often show the same information as the URL column. However, if the user wishes to place comments about a particular region (See Comments under the Region Edit dialog description), they are displayed in this column. This allows an easy method of differentiating regions.
URL:
This is the Web link associated with the particular region. The value is set via the Region Edit dialog.
Type:
When the region is first created, the geometric type will be specified. This will be listed here. Once created, it cannot be changed.
Regions and their creation.
There are several different types of regions or hot spots. They differ by the geometric shape they use but otherwise will be similar.
The initial part of creating a region is the same for all types. The Create New Region button is used to bring up the creation dialog.
Once a region has been created, it can be changed it two ways. If only the outline of the region is to be changed, the region path is adjusted like any selection path by use of the mouse. If the links for a given region are to be changed, the Edit button will bring up the Region Edit Dialog.
Display of Regions
The active region (the region highlighted in the region listbox) will be displayed on the image by a blinking outline. Other inactive regions will be displayed as hatched areas. Specific colors can be set in the Setup dialog.
If a region is set to active (highlighted) but no region is outlined, then the region is empty. Simply layout the region as described in Regions and their creation.
The Background (Base) Region and Region Ordering
One region always exists, even before any regions are created. This is known as the Background region or Base region. This is always the first region listed in the region list box of the main dialog. This region a rectangle that is the size of the entire image. It can also be thought of as the default region. When the user clicks on the image in an area where no other region has been defined, the Base region is hit. This region is optional, and can be turned on or off by choosing the Edit button while the Base region entry is highlighted in the region list box. Along with the usual parameters to be set with the Edit Dialog box, a check box labelled "Use background" will be shown. Checking this box will cause the Base region to be used.
As mentioned, the Base region is the first region. New regions are created on top of the Base region. This brings up the concept of region ordering, what is sometimes called Z ordering because it takes place along the Z axis. When two regions overlap, one must be on top of the other, otherwise clicking on the overlapped region would be indeterminate. When the regions are listed in the region listbox, they are listed in bottom up order. That is, as you go down the listbox the closer to the top region you get.
Because the ordering of the regions is important, it may become necessary to rearrange the order. To achieve this, the Shift Up and Shift Down buttons are provided. By using the Shift Up button, the currently active region will move up one position in the region list box. Remember that this means the region will be moving closer the Base region, not on top of the other regions. The Shift Down acts in similar fashion.
Setup and Testing
Image Map Setup Dialog:
This dialog is started from the Setup button on the main dialog. It is used to customize the Image Mapper. It deals mostly with how testing of the image map should be performed, and also deals with the handling of objects that have URLs associated with.
Testing the Image Map:
Pressing the Test button on the main dialog will create a test version of the image. Depending on the settings chosen in the Setup dialog, overlapped regions and areas where no regions are present may be highlighted. Regions are displayed as hatched areas in a color specified in the Setup dialog. The test window will update to changes made in the editing window automatically. As regions are moved, added or sized, their changes will be shown on the test image. If object URLs are being used, they will also be active although not displayed with a hatched area.
As the mouse moves over the test image, the window's title bar will change to reflect the URL of the region under the mouse. There is no need to press the mouse button to cause this change. When the left mouse is clicked, the Hit Test specified in the Setup dialog will be performed, assuming that a region is under the mouse at the time.
It is important to realize that the test image cannot be edited directly, it merely reflects the settings of the regular image.
Creating the Actual HTML Code
Once the regions have been created and tested, the actual image map can be created. The process is started by pressing the Create Map button on the main dialog. This will bring up the dialog for setting tags specific to the image map.
Image Map Region Creation Dialog
At the top of the creation dialog is the geometric type of region to create. These are:
Circle, Rectangle and Ellipse:
These are all work the same as the normal Embellish selection tools of the same type. The left mouse button is depressed and the mouse is dragged to create the desired region. Once the region is created, 8 white squares located on the perimeter of the region will become visible. These squares are used to adjust the size of the region. In the center of the region will be a single red square. By dragging this square with the mouse, the region can be moved.
A special note about Ellipses: Image maps do not know about ellipses. Embellish synthesizes ellipses by making a polygon based version of them. Because of this, the edge of the ellipse may shift when the actual image map is run on the browser. Also when an image map is saved and then reloaded, all regions that were previously ellipses will have been converted to polygons.
Polygon:
This works the same way as the freehand selection tool. The starting point is created by depressing the left mouse button. While keeping the button depressed, move the mouse to the next desired point. Once there click the right mouse button or use the space bar. Repeat this procedure until the desired outline is created and then release the left mouse button. Embellish will automatically close the polygon. Each polygon point will be represented with a small white rectangle. Dragging the rectangle will shift the point. There will also be a single red rectangle in the center of the polygon. Dragging the red rectangle will move the entire polygon. If the rectangles are not visible, it is because they are too closely spaced to be easily seen. Increase the magnification level and the rectangles will eventually become visible. Server maps limit the amount of text a single line can hold, because of this polygons are limited to a maximum of 100 points.
Magic Polygon:
This region uses the magic selection tool to create a polygon outline. Just like with magic, increasing the tolerance value will cause more of a given area to be included in the polygon creation. This region type is best used to automatically select small simple regions that are in high contrast to their background. For example, it works quite well with white text on a dark background. Because of the 100 point limit mentioned in Polygon, this type of region does not work well when the region is made of many curves. The region is initially created by placing the mouse over a pixel inside the desired region and doing a single click with the left button. The polygon representing the region will automatically be generated. The polygon can then be manipulated as described in Polygon.
Once the geometric type has been selected, the links for the region can be filled out.
URL to activate:
The first entry field is labeled "URL to activate". This field is required for proper working of the image map and is the Web link that will be activated when the user clicks on the region. Since most URLs will begin with the same text, the Setup dialog will allow a default prefix to be created.
Frame:
The second area is labeled "Frame". This entry is optional and refers to the HTML TARGET tag. If text is entered, when the image map is created the region will have a TARGET tag associated with it. The TARGET has to do with the use of frames, see third party HTML resources for more information.
Comment:
The third area is labeled "Comment" and is optional. Text entered here will be shown in the main dialog's region listbox under the heading Region. This provides a simple way of differentiating regions based on text description. Having a comment will also create an ALT tag in the image map. The ALT tag causes a text description of the region to be shown while the image is downloading. This allows users to knowledgeably click on areas of the image map before the image has completely downloaded. This makes navigating the Web much faster and is strongly encouraged. Brief descriptions are best, such as "Downloads" instead of "Link to the downloads area".
Other HTML Tags:
The final area is a multi-column entry area labeled "Other HTML Tags". Into this area place any HTML tags desired. Each tag must be complete and multiple tags can be on the same line or multiple lines. Any entries here are optional. Any tag possible can be used here, even those not existing at the time of this writing.
Display of Regions
The active region (the region highlighted in the region listbox) will be displayed on the image by a blinking outline. Other inactive regions will be displayed as hatched areas. Specific colors can be set in the Setup dialog.
If a region is set to active (highlighted) but no region is outlined, then the region is empty. Simply layout the region as described in Regions and their creation.
This dialog is displayed when a region is to be edited after creation. It is accessed via the Edit button of the main dialog.
The top line of the dialog will display the geometric type of region being edited. This will be Rectangle, Circle, etc.
URL to activate:
The second area of the dialog is labeled "URL to activate". This field is required for proper working of the image map and is the Web link that will be activated when the user clicks on the region.
Frame:
The third area is labelled "Frame". This entry is optional and refers to the HTML TARGET tag. If text is entered, when the image map is created the region will have a TARGET tag associated with it. The TARGET has to do with the use of frames, see third party HTML resources for more information.
Comment:
The forth area is labelled "Comment" and is optional. Text entered here will be shown in the main dialog's region listbox under the heading Region. This provides a simple way of differentiating regions based on text description. Creating a comment will also create an ALT tag in the image map. The ALT tag causes a text description of the region to be shown while the image is downloading. This allows users to knowledgeably click on areas of the image map before the image has completely downloaded. This makes navigating the Web much faster and is strongly encouraged. Brief descriptions are best, such as "Downloads" instead of "Link to the downloads area".
Other HTML Tags:
The final area is a multi-column entry area labelled "Other HTML Tags". Into this area place any HTML tags desired. Each tag must be complete and multiple tags can be on the same line or multiple lines. Any entries here are optional. Any tag possible can be used here, even those not existing at the time of this writing.
Magic Polygon Tolerance:
When the region being edited is the Magic Polygon, the value listed here can be set to the change the level of tolerance used in the polygon process.
Use background
One special case exists for the Region Edit dialog. When the Base region is edited, a check box labelled "Use background" will be visible and the Type will be listed as Base Image. The check box is used to designate whether the Base region will be used in creating the image map. The Base region is also known as the Default URL and is used when the mouse is clicked on an area with no region defined.
This dialog is called when the user has indicated an image map should be loaded from an existing HTML file and that file has multiple image maps defined. A list of the image maps is displayed and the user will choose which one should be used.
This dialog is called when the user is trying to save the image map into an existing file that does not currently have the IMG tag for the indicated image URL defined. (i.e. they want to add a brand new image). By using the cursor, the user will indicate exactly where to insert the new image map. This will also position the image, it is up to the user to understand where in the HTML to place the new information. The placement can be anywhere, not just the beginning of the lines.
This dialog is used when the user is saving into an existing client side image map and will be replacing image maps. This allows the user to choose which maps get replaced.
This dialog is started from the Setup button on the main image map dialog. It is used to customize the Image Mapper. The first area of the dialog deals with testing of the image map. The details of testing are described in Testing the Image Map, but the options available can be described here.
Testing of the image map involves the creation of a new image window which displays the image and the regions. The regions are displayed in a cross hatched pattern of a particular color. The color to use is set in the Region Color colorwell. This color is also used to display non-active regions in the normal image window.
The testing image can optionally show areas where no region is defined. To display such areas, the Show check box in Uncovered Areas must be set. The color shown in Uncovered Areas will be used to tint the uncovered areas.
The testing image can optionally show areas where regions overlap. To display such areas, the Show check box in Overlapped Areas must be set. The color shown in Overlapped Areas will be used to tint the overlapped areas.
As the mouse is moved in the test image, the URL under the mouse will be shown in the titlebar. Additional feedback can be achieved when the mouse button is clicked.
When the mouse is clicked on a region in the test image, there are two choices for feedback. This is listed under the Hit Test group. Choosing Show link text will simply cause a small window to appear which displays the URL assigned to the region. The alternative is to Launch the link. This can be used to launch the browser of your choice to go to the URL link. To do this the browser program must be entered in the Launch link entry field. The entire path is recommended, such as c:\program files\netscape\netscape.exe, and any optional command line arguments can be entered here as well. Consult your web browser documentation on how to execute it from the command line.
Base URL for regions:
Most URLs that are entered will share a common prefix, such as http://www.my_site.com//. This can be entered here so that when a new region is created, this prefix will be shown as the URL. The URLs can be changed to any value desired at that time, this is merely a time saving device.
Objects:
When creating objects, the Object Master Utility provides the ability to associate URLs and ALT text with each object. If your image has objects and the objects have URLs associated with them, they can be automatically included in the image map. If they are to be included, they can be either on top of the manually entered regions, or underneath them. See Region Ordering for more info on Z ordering.
Once the regions have been created and tested, the actual image map can be created. The process is started by pressing the Create Map button on the main dialog. This will bring up the dialog for setting tags specific to the image map.
Type of map:
First, the type of map needs to be decided. This can be a server side map in the NCSA or CERN style, or a client side map. A combination client side - server side map can be created by checking the Combination check box. In such a case the type of server side map format still needs to be selected.
After the map type is decided, various tags and other information can be set. These are:
IMG Tag:
The IMG tag is the reference to the actual image, which exists separately from image map information. An IMG tag will always be created for a client side map, unless you are updating an existing image map and don't want the existing tag updated. The use of the IMG tag will vary if creating server side maps and will depend if the data will go to the clipboard or to a file.
Map Name:
Used when creating a client side map. This is the reference name used for the actual map data. The IMG tag line will refer to this map name. The actual map data can then be located in another section of the HTML file, allowing the HTML code to be grouped in more easily followed sections. The name is irrelevant but should be unique in the file. It cannot contain spaces.
Image URL:
This field is the name of the image file. It is a URL and must be written as such. This field is a required part of the IMG tag, but it is only used if an IMG tag is being created.
LOWSRC URL:
This is an optional field that points to a second version of the image file. This image file should be a much smaller or lower quality version of the main image. This image is downloaded first while the browser is first generating the web page. The browser uses this image to give the appearance of faster page creation. This field is only used if the IMG tag is being created.
Server Map URL:
This field is used if you will be creating a server side image map, this should be the URL to that file. It is only used if the IMG tag is being created.
Image ALT:
This optional field is the ALT tag for the entire image. The text is displayed whenever the mouse pointer is over the image but not over any of the regions that are defined. It is only used if the IMG tag is being created.
Description:
This field is optional and included as a comment in the HTML code.
Other HTML Tags:
This field is optional and only used in the IMG tag. On each line of the entry field, tags can be placed that will be included in the IMG tag. By default, the BORDER=0 tag is placed here. This tag indicates that the image should have no border placed around it by the browser. By default, some browsers will place a border around the image if the BORDER tag is missing.
Once the desired and required fields are filled in, the map can be created either to a file or to the clipboard.
Saving to The Clipboard:
When copying to the clipboard, there are several possibilities for the data created.
Client side map:
The entire HTML code is generated, with or without the IMG tag as specified.
Server side maps:
If the IMG tag is to be generated, the first line in the clipboard will be the IMG tag. Following the tag will be several blank lines and then the server side map data, which will need to be placed in a separate file from the IMG tag. If no IMG tag is to be generated, the clipboard simply contains the server side map.
Combination map:
The entire HTML code is generated, with or without the IMG tag as specified. After the HTML code, several blank lines are inserted after which is placed the server side map.
Saving To a File:
Server side maps:
The file is created if new or overwritten if it exists with the server side data. No IMG tag is created.
Client side maps:
If the file is new, the HTML code is generated, with or without the IMG tag as specified. If the file already exists, the file will be examined for existing image maps. If one is found that has the same name as the Map name specified, it will be replaced. If several IMG tags exist, you will be prompted about which ones should be updated. If no IMG tags exist, you will be prompted about where to insert the new IMG tag.
Combination maps:
The procedure will be the same as with the client side map, the first file name asked for will be the HTML file to hold the client side map. A second file name will be requested to hold the server side map, this file will simply be overwritten with the server side data.
The GIF file format (Graphics Interchange Format(sm))
was originally created by CompuServe as a method of storing raster image data so that it could be quickly transmitted via phone lines and viewed as the file was downloading. It limited itself to the most common hardware architectures of the day, namely 8 bit video and became extremely popular. Unfortunately, the format used a form of compression commonly referred to LZW. At the time this meant very little, but later on Unisys asserted its right to the patent on LZW compression and so free access to LZW algorithms has become limited.The Web came along and the GIF format became even more popular. Although GIFs originally had the capability to store multiple images, such files were extremely rare until Web browsers used the format to create small animation sequences. Most animated GIFs today actually deviate slightly from the official GIF description and different browsers may implement GIF features in different ways or choose not to support them at all. Because of this, the animation sequence as presented by Embellish may appear different on a particular browser (or older versions of browsers). Remember, the Web did not create GIF and so it often bends GIF a little to suit its own needs.
The animation in a GIF file is achieved by storing multiple images in sequence. These images are then shown one after another (like a child's flip book) to create the illusion of animation. Typically at the end of the sequence, it starts over again (it loops). There are actually two versions of GIF, GIF87a and GIF89a. The 89a version is the one Embellish uses for animation sequences because it contains numerous enhancements over 87a. Aside from simply storing the image data, the GIF contains the following parameters which are useful for the animation:
The overall size of the animation is specified. Within this rectangle, each frames position can be specified relative to the upper left corner of the rectangle. This means the upper left corner is the origin, or 0, 0 position. This allows a large background image to be defined and then small sections to be animated.
A delay between the display of each frame is specified in 100ths of a second.
Should user input be required to proceed to the next frame.
A transparent color can be set, allowing parts of the GIF to show background images.
How should the current image be handled when the next image is ready to be displayed.
One of the main advantages of animated GIFs relative to other animation formats such as AVI or QT is that the software to view them is built into the browser. This means the web designer can be close to certain that people viewing the Web page will see it as intended. Animated GIFs are not suitable for doing full screen animation sequences, mostly because of bandwidth limitations. As long as a simple quick animation is the goal, animated GIFs do nicely.
As mentioned, the animated GIF consists of several independent images that appear in sequence. There is no requirement that the images be similar in terms of size or colors used, as long as the total number of colors for any given image is 256 or less. While such a configuration is possible, it is fairly uncommon. The reason for this is that such a configuration is inefficient in storing information. First, a common palette of colors can reduce the file size considerably and also allows a more fluid viewing on computers with limited color display. Second, it is rare that one image is completely unique from the next image in the sequence. Instead of storing each image separately, it is more efficient to store the changes in each image in the sequence. Thus, the most common animated GIF file will consist of a global palette of colors that all images use and then a sequence of images representing the changes in going from image to the next.
Embellish can perform all the palette manipulation and image differencing automatically during the GIF creation. However, the user will often receive superior results if they convert the source images to the desired palette before performing GIF creation.
All GIF animation tools will have the same set of options available for creation of the actual animated GIF file. The first consideration is the palette to use. As mentioned, GIFs are limited to 8 bit color and so will always use a palette. A still GIF image must consist of 256 or less colors and an animated GIF consists of a number of still GIF images. While each image that makes up an animated GIF can consist of a unique set of colors, doing so requires the storage of each image's palette. Each palette will take approximately 756 bytes of storage. The advantage of using these individual palettes is that each image will display as best as possible, if the browser can display multiple palettes (not all do). The alternative to using individual (referred to as local) palettes is to have a single global palette. In such a case all the still images will use the same palette, and so it need only be stored once. For Embellish's GIF options, there are three choices for a global palette: the Netscape palette, an Optimum palette, and a user defined palette.
Palettes
The Netscape palette is made up of 216 colors designated by Netscape. There are only 216 colors because the browser needs certain colors for use in drawing buttons and other screen elements and these colors will change depending on the platform the browser is running on. The advantage of using the Netscape palette is that it guarantees that the image will display correctly on almost all Netscape browsers. The colors cover a decent range of all available colors and provide adequate results.
The Optimum palette will vary depending on the images present. Embellish examines all the images to be placed in the animated GIF file and calculates a series of colors that will best represent all the images. The images are then converted to the optimum palette. While the optimum palette will likely give good quality images, it is possible that the Web browser may not display the palette correctly. Both the Netscape and the Optimum palettes will produce files of similar size for a given number of colors.
The User palette consists of file that has previously been created. This palette can consist of any number of colors, up to 256. All the images will be converted to use these colors. It can be useful to use a specific palette for all images in a given Web site, as this can create a uniform look.
The final Palette Option is for Local palettes. In this instance, each image will be quantized as needed but will use colors independent of other images. As mention, this will increase file size and may only offer moderate quality increases if the images are fairly uniform.
Other Options
Looping
Animated GIFs can be set to loop back to the start of the sequence after the last image has been displayed. The number of times the loop will be repeated can be specified or infinite. If the number of loops is specified as 0 (zero), then the looping will be infinite. If Loop is not checked, no looping is performed.
Normally, the GIF will start playing as soon as the file is loaded. The GIF file specification does allow the animation to wait for a mouse click to begin, however this is not supported by all browsers.
Interlacing
GIF allows the image to be stored sequentially or in an interlaced manner. Interlacing breaks the image into rows and then stores those rows out of sequence so that the file will contain the first row, then the fourth row, then the eight row, etc. This produces the effect of the user being able to approximate how the image will look before the image has completely loaded. Interlacing will slightly increase the file's size, but can allow the image to give the illusion that it is being downloaded at a faster rate. With Embellish, only the first image in the sequence will be interlaced if this option is chosen. This is because the interlacing is performed each time the image is shown, even after it has downloaded. This can produce unintended distortions in the look of the image.
Background color.
The animation can be assembled from images of different sizes. For this reason, the GIF standard requires that a bounding rectangle be specified into which the individual images will be placed. Embellish automatically calculates this bounding rectangle. This rectangle is initially filled with the Background color. Typically this value is ignored because the individual images will completely obscure the background. You may need to be concerned with how the browser will interpret this color if you are also specifying transparent color.
Comment
Finally, GIF files allow the storage of a comment up to 255 characters long. This comment is not displayed when the GIF is shown, but it often contains information about the creation (and owner) of the images.
Animated GIF Filesize Optimization
Optimizing the size of the animated GIF file is achieved via the Optimize GIF File Size dialog. This dialog is started via the Optimize Size button on the main dialog. This dialog gives real-time feedback on how the large the GIF will be given the images that make it up and the settings of the parameters available on the dialog.
In the Statistics area of the dialog will be listed the expected file size and also the approximate download time for a given modem speed. Changing the listed modem speed will have no effect on the GIF file, it is provided for feedback purposes only. As various parameters relating to the animation are changed, the file size will update automatically. This allows for real-time feedback in order to easily optimize size.
Palette
The Palette section has parameters which affect the colors of the GIF. The first parameter is labelled Use diffusion. Depending on the choices set under GIF Options, the image will likely need to be converted to a new palette. During this conversion, the quality of the image will often degrade as subtle color changes become solid expanses of color. To avoid this, diffusion can be used. This causes a mixing of colors which often times mimics the way our eyes expect to see images. The downside of diffusion is that it works poorly with the GIF compression algorithm, which causes larger file sizes. Ideally, images will be converted to the desired palette before being assembled for the animation. In such cases, diffusion would be turned off.
No unused colors
No unused colors has to do with the palette associated with an image. For example, the images may be set to use a common palette that contains 256 colors. It may turn out that the images only use 100 of those colors. The No unused colors option will examine for such a case and eliminate any unused colors from the images' palette. This will result in smaller file size. However, this will also change the ordering of the colors in the palette.
Max Colors
Max Colors is simply the number of colors used. Less colors will produce smaller size files, but will also produce lower quality images. Although any reduction in colors will reduce file sizes, the biggest reductions will occur each time the number of colors is reduced by half, starting at 128 colors. This means that if you will use less than 256 colors, go all the way down to 128, then 64, 32, 16, ...
Maximum compression
Maximum compression will allow Embellish to use comparison algorithms when writing the GIF file so that only differences between images are stored. This causes the file size to decrease, often times dramatically when the images are similar to one another. When creating the final version of the animation, turn Maximum compression on. It may be desirable to leave it off during the design process of the animation. It takes more processing time to run the algorithm and it will also change the images when they are stored in the file. If at a later time the images need to be restored from the file, they may have been altered to a point where editing is difficult.
Animated GIF Frame Settings Dialog
The Frame Setting dialog will also be the same for all GIF animation tools. Frame is the term used to specify the display characteristics of a given image in the animation sequence. For the GIF Animation tool it is accessed via the Frame button. For the Object Animation tool, it is accessed via the Info button in the Frame group.
Frame counter
At the top of the dialog is a readout showing which frame number is being displayed. The first frame is number 1 and the last frame will be dependent on the length of the animation.
All frames same
This check box will allow changes made to one frame to be copied to all other frames.
Delay
Just like with a cartoon flip book, the faster the frames of an animation are displayed the more fluid the animation will appear. This also means that the time the entire animation takes to run will decrease. The delay value entered here, in units of 0.01 seconds, is the amount of time after the current frame is displayed to wait before continuing on to the next frame. With large images it may not be possible to display the next image as quickly as indicated when running on slower machines.
Frame Removal
This has to do with how the currently displayed frame will be disposed before the next frame is shown. What is particularly important to understand is that the GIF standard (and Embellish) provide the following four methods
Do nothing: The browser is not required to take any action.
Leave as is: The frame is to be left in place.
Restore to background (color): The area used by the frame must be restored to the background color.
Restore to previous: The browser is required to restore the area overwritten by the frame with what was there prior to rendering the frame.
Browsers on the other hand, do not always implement all four methods. In particular, Do nothing and Leave as is are treated the same by most browsers. Some browsers do support Restore to background but few support Restore to previous. This may change in the future but for now this leaves issues about how an animation will appear on different browsers. The vast majority of the time choosing Do nothing will work. In fact, the only advantage to using the Restore type options is that a smaller file size can be achieved in some cases. Given the probability that some browsers will not display the animation correctly, it hardly seems worth the risk.
Transparency color
This value is set by double clicking on the colorwell and using the colorwheel to choose the desired color. GIF images can have a specific color designated as transparent. When such a color is found, instead of displaying the image's color the browser's background color and/or pattern is displayed instead. Using such a color, one can create non-rectangular shapes. Use these with care in animations as it is easy to have the transparency color used in unintended areas. Always make the transparency color as unique as possible, like bright green or blue.
This dialog is labelled Manual GIF Animations and is accessed via the Web menu, GIF Animation submenu. This tool is used to assemble preexisting images into an animation sequence. This tool also provides the ability to load an animated GIF, allowing individual frames to be edited.
The editing of images is still functional while the animation is being assembled. Individual images can be painted or edited and these changes are automatically reflected in the animation sequence - even automatically updated into the preview window if it is running.
The most prominent area of the dialog is the upper left section which is dominated by a scroll region. This control displays the images (frames) that will makeup the animation. From this control, a given image can be made active by clicking on its representation with the mouse. The active image will have its parameters displayed in the various controls in the dialog, as well as in other dialogs described elsewhere. Beneath the image control will be text describing the size of the image, its frame number and the image name.
Also in this area are several buttons. Add and Remove are used to control which images are included in the animation. For an image to be included it must have already been loaded into Embellish. When Add is pressed, a small dialog appears listing all available images. Multiple selections can be made from this listbox and it is possible to select the same image into the animation sequence more than once.
Image List shows all the images being used in the animation with the top entry corresponding to the first frame. This list can be modified to change the ordering of the frames by highlighting the desired image name and using the Shift Up and Shift Down buttons.
Transition will bring up a dialog showing transition methods for going from the current frame to the next.
Frame brings up the dialog for setting specific frame parameters. This dialog is common to all GIF animation tools and is described elsewhere.
Underneath the main row of buttons are two spin boxes labelled X Offset and Y Offset. To understand these settings an understanding of how GIF stores the animation is required. GIF requires that a rectangle be specified that is large enough to contain all the images that make up the animation. There is no requirement that the images be the same size though. This rectangle becomes the reference rectangle. Because an individual image can be smaller than this rectangle, it becomes necessary to specify where inside this rectangle the image will be positioned. The GIF standard uses the upper left corner of the rectangle as the reference origin, or 0,0 point. As you move right the X value increase and as you move down the Y value increases. To position an image then, the X and Y position of its upper left corner is specified relative to the origin point. X Offset and Y Offset are merely these X and Y positions.
aGIF Size
This area is used to give feedback about the display size of the entire animation. See the description of X Offset and Y Offset above.
Preview
The upper right side of the main dialog contains settings for running a preview of the animation. The preview is particularly powerful and will run in its own window. The preview is designed to run even as parameters are being changed, frames are being added, etc. The preview will automatically update as changes are made. Because the preview will need to recalculate as parameters are changed, it may be useful to leave it off until feedback is truly needed.
The preview is open or closed by checking the Preview check box. The preview can also be stopped by closing the preview window.
The preview will typically use all the frames in the animation. This is set by choosing the All check box. However, when fine tuning the animation only a few frames may be of interest. In this case, uncheck All and enter the range of frames desired in the Range fields. In this case only those frames will be used in the animation preview.
Normally the preview window automatically displays the frame sequence as dictated by the frame delay value. The Manual option will cause the frames to increment or decrement by user interaction. To cause the frame to change, the user can use the left and right buttons on the mouse while over the preview window's image area. Alternatively, the < and > keys can be used. If desired, automated play can be started by hitting the "L" key (loop mode). Even while the preview is in automated mode (Manual is not selected), it can be switched to manual mode by use of the mouse or keyboard keys as outlined above.
Fast is used to cause the animation preview to be created as quickly as possible. The preview created will not use the color palette specified in the GIF options and it will use other shortcuts not found in the final version of the real animation. This option can substantially decrease the time it takes to generate the preview and so is recommended when doing substantial editing of the animation.
Save aGIF
This button is used to save the animation into an animated GIF file.
Open aGIF
This button is used to open an existing animated GIF file. Only animated GIFs can be loaded via this method. The animation will be automatically appended onto the current animation sequence.
Options and Optimize Size bring up dialogs that are common to all Animated GIF tools. These are described elsewhere.
Show only active frame
The images that make up the animation sequence come from images that are currently open in the main Embellish window. To unclutter this area, this check box will cause only the currently active frame image to be visible in the main Embellish window.
Animated GIF Transition Dialog
This dialog is accessed via the Transitions button off of the main dialog. Normally the animation is made up of individual images that have already been created. When the next frame is to be displayed, it simply overwrites the previous frame. It is often desirable to transition from one frame to the next, particularly when the frames have little to do with each other. This is often the case with banner ads which contain wildly contrasting images. To provide this capability, Embellish implements Transitions. The indicated transition will take place from the currently active frame into the next frame. If the active frame is the last frame, it is assumed that the animation will loop into the first frame.
The top part of the dialog shows the Transition Method. The method dictates how the transition will look. Next to the listbox, which is used to select the transition method, is a display showing what a particular transition will look like on a set of fixed images. Instead of describing the transitions here, it is easier simply to click on a given transition and use the display feedback.
The transition will cause a certain number of frames to be inserted in the animation sequence. The number of additional frame is specified in the # Frame For Transition field. More frames will give a smoother transition, but this will also increase the GIF file size.
Just as with normal frames, a delay value is associated with the newly created frames. It is simpler to think of how long the transition should take, instead of the amount of delay each frame should have. For this reason, in the Duration of Transition field the number of seconds for the entire transition to take is specified. The per frame delay will be automatically calculated.
Frame Removal is the same as is described in the Frame Dialog section. In almost all circumstances it should be left as Do nothing.
Pad Color. It is possible that the frames which anchor the transition are made from images of different sizes. Unfortunately, the transition requires that the frames be of the same size. To achieve this, the frames will be automatically padded with color as needed. The color used for this padding is specified here.
A natural extension of Embellish's object methodology is the automation of creating animated GIFs. The Object Animation tool was developed to exploit this area. The tool is available under the Web menu, Object Animator submenu. The Object Animator alleviates much of the drudgery of creating animation sequences. The basis of the animator is to start with a complete image that includes objects that will be animated.
Before exploring the actual Object Animator dialog, it is useful to think about animating objects in general. An animation sequence is made of a sequence of frames. When animating objects then, each object will have certain characteristics for each frame. This results in a lot of bookkeeping. It is usually best to animate the most complex object sequence first, then animate other objects as needed. There are two ways to indicate how an object should change during the course of the animation. One is relative positioning, the other is absolute. With relative positioning, changes to the object are specified relative to the values in the previous frame. With absolute, the values exist independently of any other frame. Embellish uses the relative positioning method.
The Object Animator dialog may appear complex. In reality it merely presents many options which can safely be ignored. Many of its features are shared with the GIF Animation tool and so may already be familiar to you.
The top of the dialog shows information about the currently selected image. Only one image can be animated at a time. To select an image, the Image button is used. This button causes a listbox to be shown, showing all images that currently contain objects. Highlight the desired image to select it.
Underneath the image description area is the Current Object group. Controls in this section are used to select and control which objects will be animated. The Add and Remove buttons work to add/remove a given object. The Initial Position button controls the positioning of the object at the start of the animation. Pressing this button brings up the Object Initial Position dialog for the current object. The scroll bar at the top of the Current Object group is used to select which object is to be edited.
Object Initial Positioning
There are three broad choices for the object's initial position. The position can be explicitly set with Set initial position. The coordinates for this are the object's lower left corner, relative to the image's lower left corner. The next choice is to use the object's currently displayed position, Use displayed position. The final choice is Position on screen. With this option, Embellish will position the object on the base image as indicated. For example, positioning the square on the location control in the upper left corner will cause the object to be placed in the upper left corner of the image. The object can also be started offscreen so that during the animation it will appear to come from nowhere.
Next to the Current Object group is the Frame group. In this area, frame information is set. The current or active frame is set via the Current spinbox. The first frame is 1, etc.
The Info button brings up the dialog for setting parameters specific to the current frame.
Insert and Remove are used to control the number of frames used. The After check box dictates whether a newly created frame will be inserted before or after the current frame.
The most basic animation settings are located on the main dialog's lower area. The first of these is titled Movement Settings. Two check boxes are available here. Same as previous takes all object manipulations for the current frame and makes them the same as the previous frame. Remember that Embellish uses relative object positioning, not absolute. An example may make this clear. Let's assume you have a simple image with a single object, which is located on the left edge of the image. All that is desired is to move the object towards the right of the image. You could edit the positioning of the object frame by frame, having it change the X position each time. Or, you could specify the change in X for the first frame and then have all subsequent frames use Same as previous. The result would be the same for both methods. However, if you decided to increase the change in X, the first method would require you to manually change every frame. The latter would require only that the first frame be update - the rest would do so automatically.
All frames same causes changes made in any frame to be copied to all other frames. It is easier to use this option instead of Same as previous, however it is loses some of the subtle power of the latter option.
The Position group is used to change the position of the object. This is the most common thing to perform during animations. The values here are relative changes or deltas, in pixels. The total change will be the sum of all the changes in previous frames. Change X and Change Y alter the X and Y positions of the object respectively.
The Select Area group deals with selection regions and their relationship to the current object. Only one selection path can be used for the image, it cannot vary object to object. The Set button will bring up the selection toolbar, from which a selection path can be created as normal. An object can ignore the selection path, or be visible when inside or outside. Since the selection path is any Embellish selection outline, very creative effects can be achieved by having objects move into an out of the selection area. Particularly striking results can be had by syncing two different objects to move in the same way but to have different visibility states when moving through the selected area.
Preview
The upper right side of the main dialog contains settings for running a preview of the animation. The preview is particularly powerful and will run in its own window. The preview is designed to run even as parameters are being changed, frames are being added, etc. The preview will automatically update as changes are made. Because the preview will need to recalculate as parameters are changed, it may be useful to leave it off until feedback is truly needed.
The preview is open or closed by checking the Preview check box. The preview can also be stopped by closing the preview window.
The preview will typically use all the frames in the animation. This is set by choosing the All check box. However, when fine tuning the animation only a few frames may be of interest. In this case, uncheck All and enter the range of frames desired in the Range fields. In this case only those frames will be used in the animation preview.
Normally the preview window automatically displays the frame sequence as dictated by the frame delay value. The Manual option will cause the frames to increment or decrement by user interaction. To cause the frame to change, the user can use the left and right buttons on the mouse while over the preview window's image area. Alternatively, the < and > keys can be used. If desired, automated play can be started by hitting the "L" key (loop mode). Even while the preview is in automated mode (Manual is not selected), it can be switched to manual mode by use of the mouse or keyboard keys as outlined above.
The last option for previewing is the Fast check box. Normally the preview will be an accurate representation of the what the final animation will look like. The Fast method substantially reduces the time needed to calculate the preview animation, but will shift colors from what the real animation will use. When making the initial animation sequence the Fast method should be used. Once the movements of the objects is satisfactory, turn off the Fast method to fine tune the animation.
Save aGIF
This button is used to save the animation into an animated GIF file.
Options and Optimize Size bring up dialogs that are common to all Animated GIF tools. These are described elsewhere.
Spreadsheet is used to open a separate dialog that gives a snapshot of all the object's settings for each frame. The format is similar to that used in spreadsheets, where each column represents a type of data and each row is the frame. Aside from showing all the parameters at once, the bottom row is used to show the cumulative values for a given frame. This is done by selecting a frame (highlighting the row), the last row will then calculate the total value of a particular column up to and including that selected row. For example, if the object will rotate it may be desirable to have the total rotation be 360 degrees. The Totals row would show if and when a value of 360 was achieved.
The Spreadsheet is not limited to simply viewing parameters, it can be used to change them. Editing is accomplished by either double clicking, or using the right mouse button on the desired parameter (at the row - column intersection). If the parameter can be edited, an edit field displaying the current value will be displayed. Make the desired changes, and press the Enter key to process the change or the Escape key to abort the change.
Patterns are used to store and retrieve sequences of movements for a given object. For instance, over a ten frame sequence an object might be set to rotate a total of 180 degrees and move up 30 pixels then down 40 pixels. This pattern of movements can be saved for future use. Any time this same sequence of movements is desired, it can be loaded for use on any object. Over time a library of animation patterns can be built, allowing extremely complex sequences to be built from groups of simple patterns. When Saving a new pattern, the only decision is which frames make up the sequence, either all or a range can be used. Loading a pattern requires some thought. The pattern will be applied to the current object starting at the current frame. The pattern can be automatically repeated a number of times by using the Repeat setting. When the pattern is saved it will also save the delay values for each frame. These new values may not be desired when loading the pattern and so can be set to be ignored with Ignore frame delay value.
Save Animation and Load Animation buttons are used to save and retrieve the entire animation for the current image. Because the animation is saved separately from the image file, there is the possibility of the files becoming out of sync. To avoid this, do not edit the image file without the Object Animation tool being open. One advantage of this method is that an animation created for one image can often work on another image. For instance, if there are two image of roughly the same size with the same number of objects, the objects in one can be easily made to mimic the animation of the other simply by using the same animation file.
The last button on the Object Animation dialog is labelled Advanced, and is in the Movement Settings group. Up to this point the types of animations that could be created were built on fairly simple movements of the objects. Advanced brings up a new dialog containing numerous specialized animation tools. Each of the animation settings can be run concurrently with any of the other settings. Remember these all work on a relative basis and so the effects at any given frame will be cumulative. This means that if an object is rotated 15 degree in frame 1, it continues to be rotated 15 degrees in all other frames until it is rotated back (negative) 15 degrees. The advanced settings are:
3D Rotate: This causes rotation about the X or Y axis (horizontal or vertical) if the Z axis is specified as coming out of the computer screen. The units used are degrees. This can give really interesting effects, as if a billboard was spinning out in space. The perspective setting gives a sense of distance to the object. More perspective will make the object seem closer to the viewer.
Explode: Used to create a dissolving effect. A value of 100 roughly translates into the object doubling in size at the same time the number of pixels used actually decreases. When values total less than 0, no effect occurs.
Fade: This will only have effect on grayscale or 24 bit images. The object will blend into the background. The value given is the strength of the object's opacity, where 100 means the object is completely visible. Most objects are created with an opacity of 100, so it is this is the initial value that the fade value will begin to modify. By giving a negative fade value the object will disappear into the image.
Flip: Will cause the object to flip, either horizontally or vertically.
Rotation: Causes the object to rotate about its center point the specified number of degrees. A total rotation of 180 degrees would have the object turn upside down, 360 degrees would have no effect because the object would be back to its starting location.
Scale: This treats the X direction and Y direction separately. The scale is in percentage terms, so a total scale of 100% would double the size of the object. A total of -100% would reduce the object to 1 pixel.
Shear: Given in degrees relative to the appropriate axis, this acts just like the Shear effect under the Effects menu. An example of shearing is when text is italicized. An object can only be sheared to about 75 degrees. After this the distortion causes the object to become too large to be practically handled. When the total shear gets above 75 degrees it will be treated as if it were 75 degrees.
Swirl: Units are in percentage of rotations of center area. This effect is the same as Swirl under the Effects menu. This causes a twirling of the object. A total swirl of 100% would cause the center of the object to rotate one complete turn relative to its edges.
Visible: Make the object visible or invisible.
The Advanced Dialog also has a check box labelled Show preview. Choosing this will cause the dialog box to expand to expose a specialized preview window. This area is in addition to any other preview windows. The preview will only show the current object animation, all other objects are ignored. This preview will update real-time to any changes made to the current object. Its purpose is to give quick feedback on changes being made. The normal preview window will also show changes as they are made, however it may take longer to process and will show all animated objects.
When a file is created with a word processor, the application stores the file in a format that is probably unique to that application. A format is simply a set rules describing what information will be placed where in the file. For image files, there are a number of different file formats. Some of these formats were created to suit a specific application, for instance the PCX file format was created for use with the PC Paintbrush application. Other formats, such as GIF, were created to allow images to be compressed so that they could be more easily transmitted over phone lines.
There are three or four dominant file formats. The dominant forms are JPEG, GIF, TIFF, and Win\OS/2 style bitmaps.
JPEG offers the best compression of the dominant formats and is used by many individuals to create libraries of images. It is also becoming increasingly popular in the Internet and on-line services. The weakness of JPEG is that the true image can suffer a degradation in quality when it is saved.
GIF is another dominant form of image storage. It does not degrade the image and offers good compression. It is extensively used in the Internet and in on-line services. Its major drawback is that it is limited to images with 256 or fewer colors.
TIFF was designed to be all encompassing and very flexible. This flexibility has made it difficult to work with and allowed different variations to emerge. Therefore, a TIFF file that works with one application may not work with another application. TIFF is widely used the in the desktop publishing world. It does not degrade the image, will handle 24 bit color, and can offer good compression.
Bitmaps offer little to no compression and are rarely used to build image libraries or transmit files. This format is required by the operating system when images are used as backgrounds or in other system related ways. It is in this capacity where they will be most often used.
This format allows the storage of maps, objects and selected areas. These features are unique to Embellish and are not supported in most file formats. If the image is stored in a format other than Embellish, these features will be lost. There are no options when saving in this format.
To save a file in this format, use the File menu, submenu Save As.
Because of the ability of this format to support objects, always use the Embellish format when saving files that are being edited. Use other formats for distributing the finished images.
The two important types of bitmaps supported are Windows and OS/2 style bitmaps. Bitmaps can save any images in any color depth. Embellish should read any of these type of bitmaps with the following exceptions. The lack of support for these variations of bitmaps is usually of little consequence.
1) Black and White images that are stored by using modified Huffman encoding cannot be read.
2) Embellish cannot read or write images that have halftone encoding.
Bitmap Option Dialog:
This dialog is accessed when choosing menu File>Save As and then selecting the Options button after the Bitmap format has been selected.
Saving Options:
When saving bitmaps, choose either Windows or OS/2 style. Both styles additionally support RLE compression. The purpose of RLE is to compress the image file to make it smaller. The RLE (Run Length Encoding) encoding scheme is not very useful in for most real world images, however it can be useful for cartoon like images that contain few colors.
The GIF format limits the number of colors in the image to 256 or less. When saving a 24 bit image to the GIF format, it will automatically have its colors reduced without warning. GIF is a compressed format that is widely used.
GIF can be used to store single images or multiple images within a single file. When using the Save As menu command to store a file, the file created will contain a single image. Similarly, when using the regular Embellish file open procedures only the first image found in the GIF file will be loaded. For situations where it is desired to work with all the images in a multi-image GIF file (often called Animated GIFs) use the GIF Animation tool, available under the Web menu.
The GIF Options dialog:
This dialog is accessed when choosing menu File>Save As and then selecting the Options button after the GIF format has been selected.
When choosing options for GIFs, the user will be presented with a representation of what the image will look like given the particular settings for the GIF. This provides the user with the ability to fine tune the image's stored size VS the quality of the image. The saved image is presented on the right of the dialog while the current image is presented on the left. The text above the stored image shows the approximate file size. The actual file size may vary slightly depending on the save parameters chosen. A Download Time is also provided. This parameter is for feedback purposes only and shows the approximate amount of time the image will take to download for a given modem speed.
Save Options:
Interlace:
This option is useful when an image is being used on the Internet. It creates the illusion that the image is appearing sooner that it actually is. Basically, lines of the image are shifted so that parts of the image are placed in the beginning of the file, so that they are accessed first. These parts are taken from all around the image, so that when they are displayed a skeleton of the image takes form instead of just seeing the top of the image.
Transparent Color:
This option is also useful on the Internet, particularly Web pages. A single color can be designated as representing transparency. When this is set a Web browser will treat this color being transparent and so show parts of the web page that reside beneath the transparency color.
Max Colors:
Normally this should be left at 256 colors, the maximum a GIF file can store. To decrease file size, the number of colors can be reduced. The biggest file size reduction will occur when the Max Colors is set to a multiple of 2, that is 256 or 128 or 64, etc. It should be noted that the user can obtain a higher degree of control over the look of the image by changing the number of colors used in the Color menu, Reduce submenu command.
GIF89a
There are two GIF standards, GIF87a and GIF89a. GIF89a has added capabilities to the GIF87a standard. This format should always be selected unless user specifically needs to create an image for use in older applications that only read GIF87a files. 87 and 89 represent the years that the standards were released, so an application would have to been produced before 1989 in order not to read the GIF89a format.
"The Graphics Interchange Format (c) is the Copyright property of CompuServe Incorporated. GIF(SM) is a Service Mark property of CompuServe Incorporated."
The LZW algorithm used in processing GIF files is licensed under U.S. Patent No. 4,558,302 and foreign counterparts.
The Kodak PhotoCD
(TM) file format stores multiple versions of the same image at different resolutions in a single file. Because of this, when loading a PCD file the desired resolution must be specified before loading the loading is started. This parameter is set under the Preferences Menu. In addition to the individual image files, PhotoCDs typically have an overview file which contains thumbnails of all the files on the disk. Embellish cannot write PhotoCD files.
A digital image is a series of pixels that hold color. JPEG uses algorithms to create a mathematical approximation of these pixels. Because the result is only an approximation, JPEG is considered to be "lossy". The advantage of this ability to allow error in the stored image is extremely high rates of compression. JPEG allows the user, by virtue of the quality setting, to determine how much error is tolerable and so affect how much compression will be achieved. This flexibility means that the user has several parameters that can be set when storing an image into the JPEG format. These parameters are discussed below.
The JPEG Options dialog:
This dialog is accessed when choosing menu File>Save As and then selecting the Options button after the JPEG format has been selected. When choosing options for JPEGs, the user will be presented with a representation of what the image will look like given the particular settings for the proposed JPEG. This provides the user with the ability to fine tune the image's stored size VS the quality of the image. The saved image is presented on the right of the dialog while the current image is presented on the left. The text above the stored image shows the approximate file size. The actual file size may vary slightly depending on the save parameters chosen. A Download Time is also provided. This parameter is for feedback purposes only and shows the approximate amount of time the image will take to download for a given modem speed.
Save Options:
Quality:
This setting affects the size of file that the JPEG save routine will create. It causes a trade off between compressed file size against the aesthetic quality of the saved image: the higher the quality setting, the larger the JPEG file, and the closer the output image will be to the original input. The goal is to choose the lowest quality setting (smallest file) that decompresses into something visually indistinguishable from the original image.
For this goal the quality setting should be between 50 and 95; the default of 75 is often about right. If defects are visible at quality 75, then go up 5 or 10 units at a time. The optimal setting is an aesthetic judgment that varies image to image.
Quality values above about 95 are not recommended for normal use; the compressed file size goes up dramatically for small gains in output image quality. Values below 50 will produce very small files of low image quality. Settings around 5 to 10 might be useful in preparing an index of a large image library. Such files can be of use when designing web pages for use with a LOWSRC image. In such a web page, two copies of the image are provided, one normal image and a second copy of very small file size. The small file is downloaded first so that the user can quickly begin working with the web page. After the page is setup, the higher quality image is downloaded.
NOTE:
Quality values below about 25 generate 2-byte quantization tables, which are considered optional in the JPEG standard. Some commercial JPEG programs may be unable to decode the resulting file.
Optimize Size:
This option will cause extra effort to be used in compressing the file. The compression will take longer to achieve, however decompression time will remain the same. This setting will usually be left on.
Interlace Image:
This causes the information that makes up the image to be stored so that the image will be read in blocks spaced about the image. This is useful when the image is being downloaded from the Internet. It makes the image appear more complete when only part of the data is available. The file size will increase slightly. Interlacing is somewhat new to the JPEG standard. Applications written before 1997 may not be able to read interlaced JPEGs, however most current applications have adopted the standard.
Smooth Factor:
This smoothes the input image to eliminate dithering noise. The value selected, ranging from 1 to 100, indicates the strength of smoothing. A 0 value will turn off smoothing. The Smooth option filters the image to eliminate fine-scale noise. A smoothing factor of 10 to 50 gets rid of dithering patterns in the input file, resulting in a smaller JPEG file and a better-looking image. Too large a smoothing factor will visibly blur the image.
The DCT method:
This method can be either Fast, Slow, or Float. The DCT refers to the transform used to create the actual JPEG data. This mathematical process works best in what is knows as floating point arithmetic. If you computer has a floating point coprocessor (almost all do), choose Float. Otherwise, a fast but slightly inaccurate method can be chosen, Fast or Slow.
Embellish utilizes JPEG support based on the works of the following individuals. The Independent JPEG Group has no direct connect to Dadaware, nor do they endorse or recommend Embellish.
The Independent JPEG Group's JPEG software
This software is the work of Tom Lane, Philip Gladstone, Luis Ortiz, Jim Boucher, Lee Crocker, George Phillips, Davide Rossi, Ge' Weijers, and other members of the Independent JPEG Group.
LEGAL ISSUES
The authors make NO WARRANTY or representation, either express or implied, with respect to this software, its quality, accuracy, merchantability, or fitness for a particular purpose. This software is provided "AS IS", and you, its user, assume the entire risk as to its quality and accuracy.
This software is copyright (C) 1991, 1992, 1993, 1994, 1995, Thomas G. Lane. All Rights Reserved except as specified below.
Permission for use of this software is granted only if the user accepts full responsibility for any undesirable consequences; the authors accept NO LIABILITY for damages of any kind. Permission is NOT granted for the use of any IJG author's name or company name in advertising or publicity relating to this software or products derived from it. This software may be referred to only as "the Independent JPEG Group's software". We specifically permit and encourage the use of this software as the basis of commercial products, provided that all warranty or liability claims are assumed by the product vendor.
Embellish will only read MetaFiles, it will not write them. MetaFiles are actually a series of drawing commands, not pixel data. Because of this, MetaFiles are resolution independent. Embellish loads MetaFiles and will display them, but it will not allow any operations to be performed on them. MetaFiles must first be converted to raster data. They are then treated as any other type of file. Because of the peculiarities of MetaFiles, Embellish will not perform batch conversions or slideshows with them.
Image information can be stored in two different ways, bitmap (raster) or vector. A bitmap breaks an image down into discrete bits of information or pixels. In vector storage, an image is stored by mathematics that represent the parts of the image. For example consider an image that is a white circle on a black background. As a bitmap, this image would be a series of dots that are either black or white. For a vector map, the image is the described by the position of the circle, its radius and the width and height of the background. To display the vector map, the mathematics are used to generate pixel data.
The important difference between bitmaps and vector maps is that a vector map can be continuously resized without causing any deterioration in the image. When a bitmap's size is doubled, the edges get noticeably jagged. If the bitmap is reduced by a factor of ten and then increased
back to the original values, the bitmap will suffer a tremendous loss in quality. A vector map going through such resizing would suffer no changes.
Metafiles are a form of vector maps. BTW, metafiles are often referred to as clipart. Embellish operates with bitmaps. It is a simple matter to convert a metafile into a bitmap. But because of the deterioration that results when resizing bitmaps, it is desirable to convert the metafile into a bitmap only after the metafile has been sized correctly. Instead of automatically converting metafiles into bitmaps, Embellish retains the image in metafile format until the user explicitly converts it to bitmap format.
Once a MetaFile has been loaded, the menu will change to reflect options unique to MetaFiles. The one menu command of interest is "Convert Metafile". This will bring up a dialog that allows the user specify the dimensions to use when converting the MetaFile into bitmap format. Once converted, the image can be treated like any other bitmap. It is a one way procedure, bitmaps cannot be converted into MetaFiles.
PBM files are an excellent choice when writing custom image manipulation code and there is a need for a simple input and output method.
PBM Options Dialog
This dialog is accessed when choosing menu File>Save As and then selecting the Options button after the PBM format has been selected.
Save Options:
ASCII or Binary:
Saving as ASCII means any word processor can read the file, so it is editable if needed. ASCII files will be much larger than the alternative, Binary files. But, Binary files can not be simply edited.
If you wish to create your own PBM files, the file format is as follows:
PGM - portable graymap file format
The portable graymap format is a lowest common denominator grayscale file format. The definition is as follows:
- A "magic number" for identifying the file type. A pgm file's magic number is the two characters "P2".
- Whitespace (blanks, TABs, CRs, LFs).
- A width, formatted as ASCII characters in decimal.
- Whitespace.
- A height, again in ASCII decimal.
- Whitespace.
- The maximum gray value, again in ASCII decimal.
- Whitespace.
- Width * height gray values, each in ASCII decimal, between 0 and the specified maximum value, separated by whitespace, starting at the top-left corner of the graymap, proceeding in normal English reading order. A value of 0 means black, and the maximum value means white.
- Characters from a "#" to the next end-of-line are ignored (comments).
- No line should be longer than 70 characters.
There is also a variant on the format, the RAW (Binary) style.
This variant is different in the following ways:
- The "magic number" is "P5" instead of "P2".
- The gray values are stored as plain bytes, instead of ASCII decimal.
- No whitespace is allowed in the grays section, and only a single character of whitespace (typically a newline) is allowed after the maxval.
- The files are smaller and many times faster to read and write.
Note that this raw format can only be used for maxvals less than or equal to 255.
PBM - portable bitmap file format
The portable bitmap format is a lowest common denominator monochrome file format. It was originally designed to make it reasonable to mail bitmaps between different types of machines using the typical network mailers of the day. Now it serves as the common language of a large family of bitmap conversion filters. The definition is as follows:
- A "magic number" for identifying the file type. A pbm file's magic number is the two characters "P1".
- Whitespace (blanks, TABs, CRs, LFs).
- A width, formatted as ASCII characters in decimal.
- Whitespace.
- A height, again in ASCII decimal.
- Whitespace.
- Width * height bits, each either '1' or '0', starting at the top-left corner of the bitmap, proceeding in normal English reading order.
- The character '1' means black, '0' means white.
- Whitespace in the bits section is ignored.
- Characters from a "#" to the next end-of-line are ignored (comments).
- No line should be longer than 70 characters.
There is also a variant on the format, the RAW (Binary) style. This variant is different in the following ways:
- The "magic number" is "P4" instead of "P1".
- The bits are stored eight per byte, high bit first low bit last.
- No whitespace is allowed in the bits section, and only a single character of whitespace (typically a newline) is allowed after the height.
- The files are eight times smaller and many times faster to read and write.
PPM - portable pixmap file format
The portable pixmap format is a lowest common denominator color image file format. The definition is as follows:
- A "magic number" for identifying the file type. A ppm file's magic number is the two characters "P3".
- Whitespace (blanks, TABs, CRs, LFs).
- A width, formatted as ASCII characters in decimal.
- Whitespace.
- A height, again in ASCII decimal.
- Whitespace.
- The maximum color-component value, again in ASCII decimal.
- Whitespace.
- Width * height pixels, each three ASCII decimal values between 0 and the specified maximum value, starting at the top-left corner of the pixmap, proceeding in normal English reading order. The three values for each pixel represent red, green, and blue, respectively; a value of 0 means that color is off, and the maximum value means that color is maxxed out.
- Characters from a "#" to the next end-of-line are ignored (comments).
- No line should be longer than 70 characters.
There is also a variant on the format, the RAW (Binary) style. This variant is different in the following ways:
- The "magic number" is "P6" instead of "P3".
- The pixel values are stored as plain bytes, instead of ASCII decimal.
- Whitespace is not allowed in the pixels area, and only a single character of whitespace (typically a newline) is allowed after the maxval.
- The files are smaller and many times faster to read and write.
Note that this raw format can only be used for maxvals less than or equal to 255.
The above three descriptions are very slightly altered versions of descriptions originally written and Copyrighted (C) 1989, 1991 by Jef Poskanzer.
The PCX format handles all color depths supported by Embellish. Embellish should handle up to version 5 PCX. This is not a particularly efficient format. Users should avoid it unless they specifically need to use this format for exchange purposes. There are no options for this format.
PNG is an excellent choice for archiving images. It supports virtually all color depths, and provides good compression. Embellish supports PNG in all its variations. PNG does support masking, so it will save masks created with Embellish.
PNG Options Dialog
This dialog is accessed when choosing menu File>Save As and then selecting the Options button after the PNG format has been selected.
Save Options:
Transparency Color:
If the color depth of the image is 8 bit, a transparency color can be used in the same capacity as with GIF files. This is optional.
Background Color:
This indicates that the application reading the file should present the image against this background color. It is optional.
Use Alpha Channel:
Alpha channel is another way of saying mask. If the image has a mask, this includes it. This is optional.
Interlaced:
This causes the image to be stored in chunks so that during reading the user can see an outline of the image. This is used mostly with the Internet.
This format is used mostly with Sun UNIX computers. It supports all color depths and has no options.
Embellish does both RLE and non-RLE style files. TARGA files are somewhat uncommon, but their ease of use makes their support easy to add and so many popular software packages support its use. TARGA does support all color depths that Embellish supports. There are no options for TARGA, other than RLE encoding. This is not a particularly efficient format, especially the non-RLE version. Users should avoid it unless they specifically need to use this format for exchange purposes.
The code to read Targa images is based on tgatoppm.c by Jef Poskanzer. This is the copyright information from that file.
tgatoppm.c - read a TrueVision Targa file and write a portable pixmap. Partially based on tga2rast, version 1.0, by Ian MacPhedran. Copyright (C) 1989 by Jef Poskanzer. Permission to use, copy, modify, and distribute this software and its documentation for any purpose and without fee is hereby granted, provided that the above copyright notice appear in all copies and that both that copyright notice and this permission notice appear in supporting documentation. This software is provided "as is" without express or implied warranty.
The TIFF formats supports all color depths that Embellish supports. The TIFF format is very popular in desktop publishing and is widely supported.
TIFF Options Dialog
This dialog is accessed when choosing menu File>Save As and then selecting the Options button after the TIFF format has been selected.
Compression:
The TIFF format supports several choices for compression methods. These are No Compression, LZW Compression, and PackBits Compression. LZW Compression uses an algorithm similar to that used with the GIF file format while PackBits is another type of compressed output. The best choice will vary depending on the image being stored.
Fax Formats:
The TIFF formats supports encoding for use in fax transmissions. These are Group 3 and Group 4 which are dictated by the Fax standards. All fax type storage will be black and white.
Orientation:
TIFF allows the image to be stored in a variety of orientations. Embellish, allows it to be specified as top down or bottom up.
Black and White:
A black and white pixel value will be either 0 or 1. Normally, black corresponds to 0. The TIFF format allows this to be specified either way. Black is minimum means that the 0 pixel value corresponds to black. Otherwise, 0 corresponds to white.
CMYK Colorspace:
Normally the image data stored in a TIFF file uses the RGB colorspace. As an option, the data can be stored in the CMYK colorspace. Not all programs that support TIFF are required to be able to read the data when stored in CMYK format. This option is only available when the Embellish image is 24 bit, it will not be used on palette or grayscale images. The typical reason for choosing this option is that the file will be taken to a printing service to make hard copy. Most printing services are designed to work in the CMYK colorspace, so there is less confusion if your image is setup that way.
The code for reading and writing TIFFs is based on code written by Sam Leffler. The following copyright notice is required as terms of using his library.
Copyright (c) 1991, 1992 Sam Leffler
Copyright (c) 1991, 1992 Silicon Graphics, Inc.
Permission to use, copy, modify, distribute, and sell this software and its documentation for any purpose is hereby granted without fee, provided that (i) the above copyright notices and this permission notice appear in all copies of the software and related documentation, and (ii) the names of Sam Leffler and Silicon Graphics may not be used in any advertising or publicity relating to the software without the specific, prior written permission of Sam Leffler and Silicon Graphics.
THE SOFTWARE IS PROVIDED "AS-IS" AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE, INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE.
IN NO EVENT SHALL SAM LEFFLER OR SILICON GRAPHICS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY KIND, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER OR NOT ADVISED OF THE POSSIBILITY OF DAMAGE, AND ON ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
The LZW algorithm that may be used in processing TIFF files is licensed to Unisys under U.S. Patent No. 4,558,302 and foreign counterparts.
This is a fairly esoteric format, Embellish only supports the reading of Utah RLE files, it will not write them.
The X11 format is for black and white images only and is used in the X Windows environment. There are no options.