ImageMaster Effects Module Examples and Descriptions
The following effects are included in the Effects.lha archive.
Random Colors --
Single Primary --
Dynamic Pixels --
Clip Bitplanes --
Total Colors --
Pixelize Chroma --
Pixelize Luma --
Brightness UnFocus --
Neon Edging --
Delta Pixelize --
Scramble Pixels --
Generate random colors with the X and Y sizes of the blocks user definable.
This function looks at the red, green and blue elements of each pixel and picks whichever is the brightest, removing the other two colors. It gives pictures a rough look.
This compares the red, green and blue values for a pixel. It sets the highest value to a user defined HOT and the lowest to a user defined COLD, with the remaning color value scaled between the two extremes. This can look really strange... very small color changes will now show up brightly.
This simply clears desired bitplanes, usefull if you want to turn a 24 bit image into a 16 bit image. Use a value of 2 for 6 bit TRUE COLOR! :-)
This compliments IM's built in pixelize function, but with the ablity to use diffrent x and y sizes and no problems around the edge.
Pixelizes the chroma signal, leaving luma intact. Each pixeli in a square has the same color. It can produce interesting effects.
This pixelizes the luma signal, so that every pixel in a given square has about the same brightness.
This smears the bright spots in the image. Large matrix sizes can take a long time to compute.
This is similar to ImageMasters Color Derivitive function. It allows you to define the matrix size and tends to give brighter, more angled images. Again, this can take soem time with large values.
This modifies each pixel to show how much it changes from the average color in its square.
Randomly move pixles around to roughen the image. X and Y distances can be set seperatly, and the moved pixel mixed with the background image.
This adds up the red, green, and blue pixel values for the entire image seperatly. For statictical work or checksums.
This counts how many diffrent colors are in an image. It can use a 2meg buffer to calculate, or as little as 64K for low memory situations.
A graphical version of this page
Last Update: July 13, 1995
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