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 Post subject: Re: Decoding your texts
PostPosted: Wed Aug 25, 2021 3:24 am  (#21) 
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oldmangrumpy wrote:
PixLab - ref your post #11 about my Gimp Text process. Well firstly, thanks for giving it your attention and I would love to give you some exact references on my method, however its a few months back now, I did not keep the XCF file and I'm an old guy whose memory is failing :roll: .

Basically it was stroking the path formed by the text and using increased spacing parameters for the standard brush Hardness 100. Then I used the 3D Extrusion filter to produce the tubes.

Good luck with your ongoing detective work.


Thank you very much for your input and nice word @oldmangrumpy :tyspin

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 Post subject: Re: Decoding your texts
PostPosted: Thu Aug 26, 2021 11:45 pm  (#22) 
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PixLab wrote:
Decoding/reproducing teapot's #204 "pool"

That's a nice one, I like the 3D that this effect gives as volume and container.
The extrusion is neat and I'm almost sure the water effect was 100% generated in GIMP without plugin.

If I think @teapot did the extrusion via the 3d-extrusion.scm plugin, I will not use it for this exercise.
Instead today, I'll show one method on how to do it without plugin, it's not the fastest method, but it's a very simple one and it has a lot of precision and more important > the result is very neat.
Plugins are nice, but let's not forget the basics ;)

Such is the versatility of gimp you've produced a similar result to mine but by different methods. I used a shorter route of a script for the extrusion and a pattern for the water. However I agree it's nice to do things from basis too.

The water pattern was posted by Draconian here.

As an alternative there are two ways of making water here.


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 Post subject: Re: Decoding your texts
PostPosted: Fri Aug 27, 2021 1:36 am  (#23) 
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teapot wrote:
Such is the versatility of gimp you've produced a similar result to mine but by different methods. I used a shorter route of a script for the extrusion and a pattern for the water. However I agree it's nice to do things from basis too.

The water pattern was posted by Draconian here.

As an alternative there are two ways of making water here.


I think this thread is going to slightly change its path as I will try to not use any plugins anymore(except G'MIC, but who does not have G'MIC :mrgreen: )
Why? It came to my mind that not every one might have the specific plugin for a specific effect, I'll take an example... me, before to sign-up in gimpchat, I was not aware about the 3D-extrusion.scm (yes, shame on me :oops: ), and new comers with GIMP (which usually do not have plugins) will be able to reproduce the effect as well.

In all case Thank you very much @teapot for your input and links, I very much appreciated :tyspin
To everyone reading, I recommend @teapot's link on how to render water, Ofnuts did a great tutorial :bigthup

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 Post subject: Re: Decoding your texts
PostPosted: Fri Aug 27, 2021 11:28 am  (#24) 
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Decoding/Reproducing Sallyanne #332 "Wind dispersion"

I did like how the letters are "desintegrating" and their dust is spreading in a wind alike, and keep the rounded form of the letter at the bottom.

In the beginning, I thought it would be a piece of cake. Not so, as a matter of fact, I couldn't have been more wrong!

Sallyanne might have used a plugin for the text, the one with an emap (not sure, but it looks like), not having that map (if map there is) the effect on the text itself was quite difficult to reproduce, so I kind of passed on it as I did not want to use a plugin.
If you look closely, it seems that there is at least 3 types of shadow (a long one and 2 "normal" 1 dark and 1 white), plus the dark shadow is going in one way, they another way, giving this nice effect it's going out from the ground, but I told myself to keep it simple as it was already a long time that I was on it. The font is quite specific as well and if you got a font which is just a bit too thick, it won't work well (I did tried and meeh, it was not good), so I needed to search for a similar one.

Without any further do let's get started.

Prepare your ForeGround(FG) / BackGround(BG) colors, respectively #ee9592 / #7a2724 (colors are just indicative)

Drag n' drop the BG color on the background layer Then un-tick the eye of that layer
Text tool > Write "Gimp" (or whaterver you like) Font size ~550 -> Italic, color white from the floating text dialog to not change your FG color (font used for this exercise is "Chopin Script")
Then right click > Discard Text Information
Name that layer "text"
Filters > Light and Shadow > Drop Shadow (legacy)... (this is very important use the legacy!!) use default setting (4,4,15,60,x)
Now you have a new layer below "text" called "Drop Shadow"
Make sure the layer "text" is still selected
Then right click on it > Alpha to selection
Select the layer "Drop Shadow" > add mask > a window opens select "Selection" > OK
Select > None
Click on that "Drop Shadow" layer and put it above the layer "text"
Un-tick the eye of the BG layer > now your text is on a transparent BG (important step)
Then right click on that "Drop Shadow" layer > New from Visible
Now You have a new Layer which is called "Visible" -> Rename it "bumpmap"

you can tick the eye/visibility of the BG layer and un-tick layer "text" and layer "Drop Shadow" (we don't need those last 2 anymore)

Select layer "bumpmap"
Erasor Tool > Brush "Cell 01" > few Dabs on the writing to make holes and look a bit grungy
Right click > Alpha to Selection
Select > Save to Channel (we need for later)
Select > None
Then Duplicate that layer (new layer become "bumpmap Copy")

On layer "bumpmap Copy"
Filters > Light and Shadow > Long Shadow
Style -> Fading (Fixed Length),
Angle - (minus)-40,
Length ~400,
Midpoint ~175,
Composition -> Shadow Only
Image

Then
Put that layer in Mode "Dissolve"

Duplicate that Layer (it become "bumpmap Copy #1"),
Filters > Light and shadow > Drop Shadow... (the normal one this time)
Right click > Alpha to Selection > Add Mask (selection checked - Invert mask checked)
Then opacity of this layer at ~50%

Select Layer "bumpmap" (the one below the two pink shadows)
Put it Above (on top of the layer stack)
Then
Filters > Distorts > Emboss... (Emboss type -> bumpmap, Azimuth ~340, Elevation ~75, Depth ~25)
Image
Filters > G'MIC-Qt.. > Details > Tone Mapping > Increase smoothness to your liking (~1) > Output Mode - New Layer > Click "Apply" (not OK)
Still in G'MIC-Qt > Details > Tone Mapping [Fast] (it's just below) > Channels(s) -> YCbCr [Green Chrominance] > Output Mode - New Layer > Now Click OK
You got 2 new layers "bumpmap #1"(chrome alike) and "bumpmap #2" (pink), put "bumpmap #2" in Mode "LCh Color" 50% opacity

New Layer on top name it "map"
Gradient tool > FG to BG (RGB) > Shape "bi-linear" > From the center drag down to around 50 pixels before the edge
Warp transform tool > then make a mush like below (be carefull to not have transparent part => untick visibility of the background layer to be sure)
Image

Add mask Select/tick "Channel" (don't forget to un-tick "Invert Mask") > Put that Layer in LCH Color (opacity 100%)

Result
Attachment:
wind dispersion.jpg
wind dispersion.jpg [ 559.11 KiB | Viewed 4814 times ]


As always, If you are the OP of this text effect and did use a different method, please feel free to add it, it would be interesting to know how far or closed I was.
If someone has a faster, simpler, or just a different method, please share as well, it's always interesting to know that there are multiple ways. :bigthup


To be Continued...

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 Post subject: Re: Decoding your texts
PostPosted: Sun Sep 05, 2021 5:25 pm  (#25) 
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Oh no - i posted my 204 trial in the text forum ..
PixLab - here is my attempt from your notes, and from links, and from OMG
first i had made one, not deep enough that i was trying to do
then i did make it deeper and i had used two extrusions which ended up not matching
So- finally since i now had the water in the right place in the middle, i just went back to
my initial 'wall' outline layer and did a single extrusion to the right size

(ps- can you tell me if the 'double-post was OK? or is it best to link the posts,
so that there are not double images?)


Attachments:
Water_GIMP_01b.png
Water_GIMP_01b.png [ 569.89 KiB | Viewed 4635 times ]

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 Post subject: Re: Decoding your texts
PostPosted: Sun Sep 05, 2021 10:43 pm  (#26) 
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leftyleo wrote:
Oh no - i posted my 204 trial in the text forum ..
PixLab - here is my attempt from your notes, and from links, and from OMG
first i had made one, not deep enough that i was trying to do
then i did make it deeper and i had used two extrusions which ended up not matching
So- finally since i now had the water in the right place in the middle, i just went back to
my initial 'wall' outline layer and did a single extrusion to the right size


Nice to see how you did handle it :bigthup
That's a great job @leftyleo :clap


leftyleo wrote:
(ps- can you tell me if the 'double-post was OK? or is it best to link the posts,
so that there are not double images?)


No problem, that's very OK :bigthup

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 Post subject: Re: Decoding your texts
PostPosted: Mon Sep 06, 2021 5:50 am  (#27) 
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You did pretty good Patrice. I didn't even see the sand/dust dispersing. Was very similar to ones I have done before. I am glad you liked it enough :)
I did however use BRL as my starting point and I think that gives highlights and drop shadows as well.
The Font I used was Hawaii Lover which has a bit of disintegration in the font itself. I don't remember everything I did as I didn't keep an xcf of it. As usual I duplicated the text layer and worked on the background layers. I may have even duplicated this one a couple of times. For the background I would have selected the lowest text layer and run G'MIC's 'solidify' (This can also enhance any shadowing highlights, or make it seem like there are more.)
On the next layer I would have run long shadow, fading - fixed length, dissolve mode on it. I would have also made this layer lighter (probably with curves) so it showed up some against the background
On the top layer I left as is. Anything else is not in my forgettory.

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 Post subject: Re: Decoding your texts
PostPosted: Tue Sep 07, 2021 9:09 pm  (#28) 
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Thank you very much Sallyanne for your input and explanations :coolthup :tyspin
sallyanne wrote:
For the background I would have selected the lowest text layer and run G'MIC's 'solidify' (This can also enhance any shadowing highlights, or make it seem like there are more.)

Yeees!
G'MIC / Repair / Solidify => was the one I was searching for and I gave up, the shadows that I cannot understand ;) . That's a cool filter, thank you Sallyanne

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 Post subject: Re: Decoding your texts
PostPosted: Thu Oct 14, 2021 7:14 am  (#29) 
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Decoding / Reproducing racer-x #70 wooden text

I like wood text, this one is what I call a "classic".
We can see that racer-x did use a home made texture, thus we will do our onw ;)
Extrusion was internal going toward the center of the text and there is a "bevel - emboss" on top of it (so we do need to make a map)
Racer-x said "I used Layer-FX and Extrude-3D", so we know how he did it (thank you), thus we will take a different approach as s/he used plugins...
I will use only native GIMP's tool like that every one will be able to do it (and yes it's super easy, reading this tuto will take way longer than doing it ;) )

Without any further do let's get started

New image...

1) Text
Text tool > Write "GIMP" (or whatever you like), Font size 550 > Colour White (font used for this exercise is "Roboto Heavy" from the free Google fonts)
Right click on the layer text > Alpha to Selection
Select > Save to Channel (important)
Un-tick the eye/visibility of that Text layer (no need any more)
Select the Layer below "Background" Name it "white text" > Fill selection with white color
Select > None

2) Texture (2 layers "fibers" and "plank")
This is how I do my quick textures, if you prefer your own, do your own now then go directly to > 3)
Prepare your colors NOW > ForeGround is "d1a07f" / BackGround is "7f5237"
New Layer name it "fibers" > fill with BG color
Then Filters / Noise / CIE lch Noise... Click Ok we just want some noise by default
Then Filters /Distorts/ Wind.. Strenght > Full throttle at max, then OK
---------> [**] Then Filters / Blur / Median blur... > Radius = 1 (or don't blur now but after the next step as it will be more "visual" and you will "see" the "varnish" effect once layer "plank" is made)
Image

New Layer name it "plank"
(this layer is the base of many "quick" textures I'm processing, like stones, water, ice, metal, and so on)
Gradient tool > FG to BG (RGB) > Shape Bi-linear > start from the ~center and drag down to the edge (stay at ~50 pixels from the edge)
Then Warp Transform Tool > size ~300-350 / Move Pixels mode / Interpolation > None (it goes way faster) Abyss policy > Clamp to not have transparent area inside!!!!
Make a mess, you can call your kids to do it, they will love it ;)
Once you've played enough, put the Warp tool on one side (near the top) and go straight to the over side, do the same just below but start by the opposite side, and so on (vice-versa), for two or three more time/row
You should have something like below as a result

Attachment:
screenshot_20210829-013030.png
screenshot_20210829-013030.png [ 724.04 KiB | Viewed 1820 times ]


Put this layer "plank" in mode "Overlay" at ~78% Opacity (you can play on it with Filters / Enhance / Sharpen (Unshap mask).. if you like a more rough wood)
--------->[**] If you did not blur the layer below this one ("fibers") before, do it now, or don't do it if you prefer a more rough textured fiber-ish wooden texture
Then
Right click on the layer "plank" > New from Visible, name that new layer "Visible" -> "texture"

3) Textured text
Now un-tick the eye/visibility of all the layer below "texture" (but not "texture")
Add Mask to layer "texture", window opens > Select from -> "Channel" - "Selection Mask Copy"
You should see the wooden text
Right click on the layer "texture" > New from visible > rename it "texture #1"
Un-tick Layer "texture"

4) Bevel
---------> a) With native GIMP's tool (no plugin)
Select the layer "texture #1" Then > Layer / Layer to image size (important)
un-tick visibility of layer "texture #1"
New Layer name it "background" > Fill with black color > put it under the layer "white text"
Duplicate layer "background" and activate visibility of Layer "white text" above it
Right click on that layer "white text" > Merge down
Call than new merged layer "map"
Filters > Gaussian Blur > Size X and Y at 2.5
If you wish a more angular bevel angle (like on the racer-x original), after blur do: Channel to selection > Select / shrink 10 > Select /Feather 0 > Fill with white
Un-tick the eye/visibility of layer "map" and tick the eye/visibility of layer "texture #1" and select "texture #1"
Filters / Map / Bump Map... > Aux input > the layer "map" > see other setting of "Bump Map..." below

Attachment:
more angular.png
more angular.png [ 227.02 KiB | Viewed 1791 times ]


Once it's done
Layer > Crop to content (important)

Now just Go to part 5) Extrusion

---------> B) For lazy people with the plugin Layer/ Layer Effects/ Bevel and Emboss...
Just take a look at the setting below ;)

Attachment:
layer-fx.png
layer-fx.png [ 60.46 KiB | Viewed 1820 times ]


Once it's done
Layer > Crop to content (important)

5) Extrusion toward center
Zoom in to the pixel level you can add a guide on top of the tallest letter at 2 pixels inside (here it's "G"), same with the bottom, same on the right side, same on the left
OR you can use the top and left ruler as reference to shrink 1 pixel > thus zoom in to see big pixels
(it might be better to un-tick temporarily the visibility of the black background layer to be able to see the shadow or you might shrink too much)
Filters / Map / Recursive transform... > Let it with the default setting (Iterations 3)!!! BUT, "Past below" is checked!!!
Use only the handle as in the screenshot below (you can use the corner's handle and it will be done in just 1 click, but if you're not sure use the 4 handles below)

Image

Move the 4 handles toward the center (inside) by 1 pixel, big max 2 pixels only, to the guides (or take reference to the top and left ruler), more you zoom-in more precise you will be! (when you zoom-in, you can hit the [Tab] key on your keyboard to get a bigger canvas space, just hit the [Tab] key again to get your tools back, [Tab] key act as a toggle switch)
Once you've move the 4 handles, don't click OK, yet > move the "Iterations" slider at full throttle = 20 > re-adjust handles if necessary to get a smooth extrusion, then click OK
You're Done!

Result
Image

As always, If you are the OP of this text effect and did use a different method, please feel free to add it, it would be interesting to know how far or closed I was.
If someone has a faster, simpler, or just a different method, please share as well, it's always interesting to know that there are multiple ways. :bigthup


To be Continued...

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 Post subject: Re: Decoding your texts
PostPosted: Fri Dec 03, 2021 3:36 am  (#30) 
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No, no, no... I did not forget this thread :mrgreen:

Reproducing Issabella's #302 wooden text (with a slight variation).

Still in a wooden text mode, but this time the face is quite different from the previous post and there is more work and complexity on the text's face with the Issabella's wooden text.
We will need to do a "special" map for that "rounded" effect on the top and I hope you will enjoy the tiny trick I'll show you to do a "rounded map" (it's when I shrink 5 pixels).

Without any further do let's get started

New image...
Black Background layer

1) Create wood texture
Wood texture (2 layers named fiber and plank)
Prepare you FG/BG colors
FG = f2e1cd
BG = daaa82

New Layer (fiber)
Fill with FG color > Then Filters / Noise/ClE lch Noise.. > Then > Filters / Distorts > Wind... (strength 60+)
New Layer (plank)
Gradient FG to BG (RGB) > Bilinear > Repeat Sawthooth Wave
Image
Warp transform tool > Move Pixels > Size ~300 > Hardness/Strength ~78 > spacing 1 to 5 > Interpolation Linear > Abyss policy Clamp (to not have transparent areas in the image) >
make a mess by moving the warp tool everywhere
Then right to left and vice-versa (like my previous post) with the Warp transform tool.
Then put this layer in mode Multiply
Image

Right click > New from Visible
Un-tick "fiber" and "plank" (no need anymore)

2) Textured text:
Text tool > write GIMP > then right click > Alpha to selection
Select/Save to channel > Then un-tick visibility of this text layer and the black BG layer
Select the layer "Visible" > Add mask > window opens > Tick "Selection"
Right click on it in the layer stack > New from visible > rename that new layer "wood extrusion" >
Duplicate it > name the duplicate "wooden bump" > make sure it is just above layer "wood extrusion" (it shall be)
Then un-tick visibility of these 2 layers and tick back the black BG layer

Just to be sure you've followed this rightly until now: Selection is still active, and the layer "wooden bump" is still selected (even though you did un-tick the eyes!! )

3) Map:
Create New layer (name it B&W map) -> thus "B&W map" should be above "wooden bump"
Then > Select / Shrink... > 10 pixels
Select / Save to channel (name channel "shrink 10")
Then go back on the last layer > Select / Border... > 10 pixels
Select / Save to channel (name channel "border 10")

Go back to the "B&W map" layer > fill selection with white
then Select/Invert > Fill with black
Select / None
Then Filters/Blur/Gaussian blur X and Y at 5.50
Then go back to channel dialog > select "border 10" channel (don't tick the eye, just select it), then Channel to selection (button at the bottom of the channel's dialog or right click on the "border 10" channel)

Go back to the layer "B&W map"
Select/Invert
Select/Shrink 5 pixels > fill with black color
Select/None
Un-tick the visibility (we don't need it to be visible)
Now we have a nice map to render bumpy rounded effect
Attachment:
the final map.jpg
the final map.jpg [ 37.6 KiB | Viewed 1289 times ]


Go to layer "wooden bump" and make it visible
So by now, as visible layer you should have only the black backGround and this one (wooden bump) > select the later(wooden bump)
Filters/Map/Bump map... > Aux Input select the layer "B&W map"> Type Linear > Compensate is ticked > Azimuth 135 > elevation 45 > Depth 25 > Ambiant lithing factor 0.444
Image
Then un-tick its visibility

4) Extrusion
Go to the layer just below, it is called "wood extrusion" > Make it visible
Layer/ Crop to content (important, also now you should have ONLY this layer and the BG layer as visible!)
Creat a Layer Group name it "extrusion" > Mode "Passthrough"
put the layer "wood extrusion" inside the Layer group
Duplicate 25 times the layer "wood extrusion"
Alignment tool > Select the wooden word "GIMP" a bit larger than the "writing" > Relative to Active layer > Offset x 1 > Offset Y -1 > Then in "Distribute" click on the arrow pointing to the right > then the arrow pointing to the top
Merge those 25 layers by selecting the layer group and Shift+Click on the merge icon at the bottom of the layer stack (it will merge all the group in 1 layer)
Image

Extrusion is done
Select the layer above (wooden bump) and make it visible as well (align it if necessary to fit the top of the extrusion, but you should not need to do it)

Optional on the layer "wooden bump":
Filters/Light and shadow/Long shadow... > Style Finite > Angle -20 > Length ~2 > Opacity ~75

Change the color of the background layer / or put a gradient or a pattern to your liking
Optional 2: you can add a "Map displace..." of 1 pixel Horizontal/Vertical using the "B&W map" on the "wooden bump" layer and a drop shadow on the layer "wood extrusion"

5) Result:
Attachment:
wooden text 5 rounded bump map.jpg
wooden text 5 rounded bump map.jpg [ 246.17 KiB | Viewed 1289 times ]


As always, If you are the OP of this text effect and did use a different method, please feel free to add it, it would be interesting to know how far or closed I was.
If someone has a faster, simpler, or just a different method, please share as well, it's always interesting to know that there are multiple ways. :bigthup


To be Continued...

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