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 Post subject: Reptile Text in Gimp-2.8
PostPosted: Sat Aug 11, 2012 8:19 am  (#1) 
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I hope to get a tutorial of this effect up on my website soon. :)

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Font is called Garamond

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 Post subject: Re: Reptile Text in Gimp-2.8
PostPosted: Sat Aug 11, 2012 9:10 am  (#2) 
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Rod-Like the effect(kinda like Safari) but wouldn't you have to adjust some of the parameters based on the type of font used, say fat vs thin? Looks like you used some sort of Mosaic for the basic pattern.

Just threw quickie this together.


Attachments:
Reptile_1.jpg
Reptile_1.jpg [ 53.2 KiB | Viewed 3275 times ]

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 Post subject: Re: Reptile Text in Gimp-2.8
PostPosted: Sat Aug 11, 2012 9:25 am  (#3) 
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The reptile text i created uses lighting effects and channels for the bevel, and scale lighting.
And it will work for just about any font. :)
There were no pattern images or pat files used for this effect.

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 Post subject: Re: Reptile Text in Gimp-2.8
PostPosted: Sat Aug 11, 2012 11:20 am  (#4) 
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Ah. That makes sense. Can't wait for the script.

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 Post subject: Re: Reptile Text in Gimp-2.8
PostPosted: Sun Aug 12, 2012 12:56 pm  (#5) 
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Script?

Here is another example with Georgia Bold typeface.
Same steps different font. :)

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 Post subject: Re: Reptile Text in Gimp-2.8
PostPosted: Sun Aug 12, 2012 1:23 pm  (#6) 
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Yeah, script. You know how it works, somebody does a tut then low and behold sombody makes a script out of it. :mrgreen:

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 Post subject: Re: Reptile Text in Gimp-2.8
PostPosted: Sun Aug 12, 2012 2:20 pm  (#7) 
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Draconian wrote:
Yeah, script. You know how it works, somebody does a tut then low and behold sombody makes a script out of it. :mrgreen:


lol ... Truthfully i was thinking about it. It would be a nice challenge for me adding channels and new layers. :bigthup
I could probably learn a lot from writing it.

I would like to do the tutorial first though.Show how to do it manually. :geek

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 Post subject: Re: Reptile Text in Gimp-2.8
PostPosted: Sun Aug 12, 2012 9:43 pm  (#8) 
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Hey I'm definitely down with that. I'm all about how to do things manually the old school way. I would much rather see that than just a monkey see, monkey do version. Learning how to do stuff is much more interesting to me than just following steps. Knock yourself out.

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 Post subject: Re: Reptile Text in Gimp-2.8
PostPosted: Sun Aug 12, 2012 11:40 pm  (#9) 
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waits with baited breath for the tutorial!! since I'm a bit dumb without one!


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 Post subject: Re: Reptile Text in Gimp-2.8
PostPosted: Mon Aug 13, 2012 1:24 am  (#10) 
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Is this close Rod

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 Post subject: Re: Reptile Text in Gimp-2.8
PostPosted: Mon Aug 13, 2012 5:17 am  (#11) 
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thats nice and smooth Graechan


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 Post subject: Re: Reptile Text in Gimp-2.8
PostPosted: Mon Aug 13, 2012 5:34 am  (#12) 
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Looks good to me Graechan

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 Post subject: Re: Reptile Text in Gimp-2.8
PostPosted: Mon Aug 13, 2012 8:54 pm  (#13) 
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Sure does look very close Graechan.
Did you use channels with a edge blur and lighting effects? I also used a channel for the mosaic layer. :)

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 Post subject: Re: Reptile Text in Gimp-2.8
PostPosted: Mon Aug 13, 2012 10:11 pm  (#14) 
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I used a channel blurred by 20 to bumpmap the mosaic layer(settings spherical height 20), to get this far

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I then ran shine.scm for extra gloss to get this image

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 Post subject: Re: Reptile Text in Gimp-2.8
PostPosted: Tue Aug 14, 2012 9:00 pm  (#15) 
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Very nice results Graechan. Shine.scm? Care to share it? :)
I created a couple scripts here are the results.
Both can be located at Script-Fu>Text Effects>

Image

Image

I need a tutorial on creating channels and adding them to lighting effects in scm.
How do you name several channels so you can grab them for use later? The let statement?
Or can i just define those 3 channels and call them later?
(define (script-fu-reptile-text image layer scalesCh blurredCh originalCh)


I need to create 3 channels from a selection.
original
blurred
scales
Then i need to use blurred and scales in lighting effects as bump maps.
Here is the pipe i want to use
select text on a layer
enlarge the layer to image size
fill the text layer with a special color
selection to a channel - original
copy original channel and re name blurred
blur this channel by 5 or less (depending on text size)
go back to layers dialog and run lighting effects and use the blurred channel for a bump map
create another channel from the original text selection name it scales, and run mosaic tiles on it.
invert that channels colors
reselect the colored text layer and run lighting effects using the scales layer as a bump map.
create a border around the text
Then create a drop shadow - these are the effects i would like the user to control
drop shadow offset and blur
scale color
scale size
scale shape
scale border color

That's the pipe in a nutshell. :)


I thought it would be a snap but ran into problems with the channels.
Any help would be appreciated...thanks!

Anyway i am zipping both scripts and adding them here if anyone is interested.

Attachment:
Reptile-ScriptsRD.zip [818.91 KiB]
Downloaded 468 times

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 Post subject: Re: Reptile Text in Gimp-2.8
PostPosted: Tue Aug 14, 2012 11:39 pm  (#16) 
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Rod I created shine as a way to add gloss to metallic text scripts but I will tidy it up and post

Image before shine

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Image after shine

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Attachment:
Shine.scm [4.7 KiB]
Downloaded 141 times

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 Post subject: Re: Reptile Text in Gimp-2.8
PostPosted: Wed Aug 15, 2012 4:05 am  (#17) 
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That is very cool Graechan. Thank you

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 Post subject: Re: Reptile Text in Gimp-2.8
PostPosted: Wed Aug 15, 2012 5:50 am  (#18) 
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I think you need to submit that shine.scm to the Registry. I did an alphabetical search yesterday and could not find it listed. Cool Script. Thanks Graechan!

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 Post subject: Re: Reptile Text in Gimp-2.8
PostPosted: Wed Aug 15, 2012 8:11 am  (#19) 
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Ok, For nostalgia

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 Post subject: Re: Reptile Text in Gimp-2.8
PostPosted: Wed Aug 15, 2012 9:50 am  (#20) 
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Rod wrote:
I need a tutorial on creating channels and adding them to lighting effects in scm.
How do you name several channels so you can grab them for use later? The let statement?
Or can i just define those 3 channels and call them later?


You can instantiate them them in the main let of your script and set them later:

(define (script-fu-reptile-text image layer)
  (let*
    ((saved-selection1 (car (gimp-selection-save image)))
     (saved-selection2 (car (gimp-selection-save image)))   
     (saved-selection3 (car (gimp-selection-save image))))

   ...remainder of script...
  )
)   


But there is no checking that there is a selection, and it will save a blank channel if there is no selection. If a script required a selection I tend to do something like:

(define (script-fu-reptile-text image layer)
  (let*
    ((saved-selection1 0) ; this one will be unchanged so can be loaded up at the end of the script
     (saved-selection2 0)   
     (saved-selection3 0))

    (when (= (car (gimp-selection-is-empty img)) FALSE) ; there is a selection - good
      (set! saved-selection1 (car (gimp-selection-save image)))
      (set! saved-selection2 (car (gimp-selection-save image)))   
      (set! saved-selection3 (car (gimp-selection-save image)))

      ... do script...
     
      ; and load up the original selection and the channels when done
      (gimp-selection-load saved-selection1)
      (gimp-image-remove-channel image saved-selection1)
      (gimp-image-remove-channel image saved-selection2)
      (gimp-image-remove-channel image saved-selection3)

  )
)   


of course, this is ignoring all the other stuff with undo stacks, and pushing context, etc.

HTH.

-Rob A>

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