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 Post subject: Re: [TIP] Resynthesize filter + Unsharp Mask
PostPosted: Sat Dec 01, 2012 3:53 pm  (#21) 
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PhotoComix wrote:
You used the first, correct ?
No. The one I have is called, Smart remove selection.

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 Post subject: Re: [TIP] Resynthesize filter + Unsharp Mask
PostPosted: Mon Dec 03, 2012 6:57 pm  (#22) 
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Just a side note, if you wanted to avoid any nasty sharpening artifacts and get a cleaner texture, there's a couple of other things you could try as well.

One is to "slice" up your healing selection into sections that are more amenable to resynthesizing. For instance, you could have chosen just the bucket portion of the earth mover, and then set Heal Selection to sample from the sides only (because the primary 'seam' of the rock textures occurs on either side). Continue doing this with sections to get the best results you can.

Another thing is that you could use Resynthesizer directly, instead of a helper script.

For instance, you could select another area of your image that has textures that would be good for replacement in your output, and copy/paste them to a new layer. Choose that layer as the input on the Resynthesizer dialog, and have it create a new texture for an appropriate place in your final image output. (this was a quickie test to show as an example):

Attachment:
File comment: No sharpening, just creative use of selections and straight resynth.
resynth-test-example.jpg
resynth-test-example.jpg [ 699.36 KiB | Viewed 1295 times ]

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 Post subject: Re: [TIP] Resynthesize filter + Unsharp Mask
PostPosted: Tue Dec 04, 2012 9:39 am  (#23) 
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patdavid wrote:
Another thing is that you could use Resynthesizer directly, instead of a helper script.

For instance, you could select another area of your image that has textures that would be good for replacement in your output, and copy/paste them to a new layer. Choose that layer as the input on the Resynthesizer dialog, and have it create a new texture for an appropriate place in your final image output.
I must be misinterpreting what you said here. I copied an area and put it on a new layer (you said copy/paste "them" to a new layer). I only put one piece of the image there. Where would I put more than one? I must be doing something wrong because I keep ending up with an insert that looks very much like the earth mover but in stone. I tried a rectangular selection and ended up with the same result.

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 Post subject: Re: [TIP] Resynthesize filter + Unsharp Mask
PostPosted: Tue Dec 04, 2012 11:05 am  (#24) 
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Oregonian wrote:
patdavid wrote:
Another thing is that you could use Resynthesizer directly, instead of a helper script.

For instance, you could select another area of your image that has textures that would be good for replacement in your output, and copy/paste them to a new layer. Choose that layer as the input on the Resynthesizer dialog, and have it create a new texture for an appropriate place in your final image output.
I must be misinterpreting what you said here. I copied an area and put it on a new layer (you said copy/paste "them" to a new layer). I only put one piece of the image there. Where would I put more than one? I must be doing something wrong because I keep ending up with an insert that looks very much like the earth mover but in stone. I tried a rectangular selection and ended up with the same result.


I'm sorry, re-reading what I wrote I see that I really was not clear at all...


I really meant two different things.

1. Creative selections when using the normal "Heal Selection" command (just like normal). For instance, rather tha try to remove a large selection all at once, I'll instead try to remove portions that might have good textures nearby to draw from. (Sorry, I'm On my mobile and don't have access to a computer show an example right now.). Then I just repeat for sections of the image until I finally erase everything.

2. Using resynthesizer directly to rebuild the textures from a (possibly) completely separate portion of the image.

I'll try to upload an example later if I can find wifi.

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 Post subject: Re: [TIP] Resynthesize filter + Unsharp Mask
PostPosted: Tue Dec 11, 2012 5:25 pm  (#25) 
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Ok, hopefully I can make myself clear here...

When considering the base image, I try to look for areas of the object that I want to remove where the surrounding textures are candidates for good replacements.

For example, to remove the bucket of the machine, I can clearly see that textures on either side of the bucket are the best candidates to replace it... (Red is what I want to remove, Green is where the "Heal Selection" option will pull textures from - in this case I told it to use the sides).
Attachment:
File comment: Removing the bucket (Choose to sample from the Sides for best results)
bucket.jpg
bucket.jpg [ 636.98 KiB | Viewed 1226 times ]


If I then look at whats left, I can see that the arm to remove has the best textures above and below it - so I make the appropriate selection, and tell Heal Selection to only use Above and Below to get the new texture from...
Attachment:
File comment: Above and below is the best option for the arm...
Arm.jpg
Arm.jpg [ 638.26 KiB | Viewed 1226 times ]


Again, I can remove the cab and the rest of the arm by telling Heal Selection to use the sides of the selection (above and below might get part of the body of the machine, which I do not want):
Attachment:
Cab.jpg
Cab.jpg [ 637.54 KiB | Viewed 1226 times ]

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 Post subject: Re: [TIP] Resynthesize filter + Unsharp Mask
PostPosted: Tue Dec 11, 2012 5:30 pm  (#26) 
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For the top half of the machinery, I can again use Sides to gather the textures:
Attachment:
Half-body.jpg
Half-body.jpg [ 637.97 KiB | Viewed 1225 times ]


And I would pretty much be done using any helper scripts at this point (Like Heal Selection).

The reason is that the foreground rocks on the left of the frame will make it hard to get a clean texture to finish removing the machine body...

So what I did at this point was to switch gears to a different method.

To the right of the machine in the rock field (roughly on the same plane as the machine lower body), I just selected a section of the ground and rocks, copied it, and pasted it into a new layer called "Base".

Then I selected what was left of the machine body on the image layer, and ran Resynthesize directly.

When the dialog comes up, there is an option to choose the Input Texture source. I chose the pasted layer "Base" as the input source, and checked all the options for output. Then I just hit OK.

Resynthesizer then rebuilds a texture to fill in my selection based on the texture source, which happens to be a clean bunch of rocks and texture from a different place in the image.

And finally, here's the result (with no other touchups at all):

Attachment:
Complete.jpg
Complete.jpg [ 647.97 KiB | Viewed 1225 times ]


Hopefully I'm making myself a little clearer this time around?

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 Post subject: Re: [TIP] Resynthesize filter + Unsharp Mask
PostPosted: Tue Dec 11, 2012 7:00 pm  (#27) 
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Thank you patdavid for taking the time to do all of that. I'm going to hunker down with your info and give it a try. It was nice of you to go to so much trouble. :tyspin

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 Post subject: Re: [TIP] Resynthesize filter + Unsharp Mask
PostPosted: Mon Jun 03, 2013 4:58 pm  (#28) 
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gramg wrote:
Where do you get the resynthesize filter?


It's available on registry.gimp.org: http://registry.gimp.org/node/27986

Or you can use one of Partha's builds that includes it (or the plugin-pack he provides):
http://www.partha.com/

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 Post subject: Re: [TIP] Resynthesize filter + Unsharp Mask
PostPosted: Mon Jun 03, 2013 5:08 pm  (#29) 
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gramg wrote:
Could not find it at partha.com
Also, I was wondering if the heal selection.scm works the same?...or is that just an imitation of the real thing.


I believe it's packaged as part of his "Useful Plugins" package.

"Heal Selection" is a helper script that will call resynthesizer, so you'll need resynthesizer to be able to run it.

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 Post subject: Re: [TIP] Resynthesize filter + Unsharp Mask
PostPosted: Mon Jun 03, 2013 5:11 pm  (#30) 
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I downloaded this, decompressed, and put it in the plugins folder. Started up GIMP, but I don't see it anywhere. I have V2.6.11. Any clues?

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