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		<title>Hello world!</title>
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		<pubDate>Sat, 04 Jul 2009 17:41:15 +0000</pubDate>
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		<title>Discover the Quick Mask Mode</title>
		<link>http://graphixworld.wordpress.com/2009/07/04/discover-the-quick-mask-mode/</link>
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		<pubDate>Sat, 04 Jul 2009 17:37:12 +0000</pubDate>
		<dc:creator>graphixcs</dc:creator>
				<category><![CDATA[GrApHiX]]></category>
		<category><![CDATA[PhOtOsHoP]]></category>
		<category><![CDATA[Discover the Quick Mask Mode]]></category>

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		<description><![CDATA[This is an important tutorial because it is introducing you to the quick mask. The quick mask is a powerful way to get great selections accurately and it’s very flexible.  First start off with the lasso tool and make a very loose selection around an object Now that you have made a selection, you can [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=graphixworld.wordpress.com&amp;blog=8438645&amp;post=584&amp;subd=graphixworld&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p style="text-align:justify;">This is an important tutorial because it is introducing you to  			the quick mask. The quick mask is a powerful way to get <em><strong>great  			selections</strong></em> accurately and it’s <strong><em>very</em></strong> flexible.   			First start off with the lasso tool</p>
<p style="text-align:justify;"><img src="http://www.basicphotoshop.com/tutorials/bsczzb0000.jpg" border="0" alt="" width="212" height="182" /></p>
<p style="text-align:justify;">and make a very loose selection around an object</p>
<p style="text-align:justify;"><img src="http://www.basicphotoshop.com/tutorials/bsczzb0001.jpg" border="0" alt="" width="307" height="195" /></p>
<p style="text-align:justify;">Now that you have made a selection, you can view it at any time  			(and do further editing) in the quick mask mode. To enter the quick  			mask mode press the icon as shown right here (you can also toggle  			between regular and quick mask modes with the ‘Q’ keyboard  			shortcut).</p>
<p style="text-align:justify;"><img src="http://www.basicphotoshop.com/tutorials/bsczzb0002.jpg" border="0" alt="" width="66" height="139" /></p>
<p style="text-align:justify;">When you enter the quick mask mode you get a  			rubylith. This shows that areas that are <strong><em>de-selected</em></strong> in Red and the areas that are <strong><em>selected</em></strong> as untouched or  			clear.</p>
<p style="text-align:justify;"><img src="http://www.basicphotoshop.com/tutorials/bsczzb0003.jpg" border="0" alt="" width="287" height="246" /></p>
<p style="text-align:justify;">You can further edit your selection in process (the quick mask  			becomes a temporary channel in the Channels palette and is gone when  			you exit the mode) by a number of ways including selection and  			filling (combined), gradient and using the brush tool (most common).  			Select the brush tool while you are in quick mask mode.</p>
<p style="text-align:justify;"><img src="http://www.basicphotoshop.com/tutorials/bsczzb0004.jpg" border="0" alt="" width="185" height="158" /></p>
<p style="text-align:justify;">You can change the size of your brush in the brush dialog box in  			the options bar. Basically what you’re going to do is ‘paint in’ the  			areas that you want to deselect.</p>
<p style="text-align:justify;"><img src="http://www.basicphotoshop.com/tutorials/bsczzb0005.jpg" border="0" alt="" width="270" height="326" /></p>
<p style="text-align:justify;">In order to do this you also have to understand that black must be  			the foreground color in order to paint in red (don’t let this  			confuse you&#8230;if the rubylith was black you wouldn’t see anything)  			to deselect. To RESELECT you use white as your foreground color with  			the paintbrush. This is a very important concept I refer to often:</p>
<p><strong>Black hides pixels. White buys them back.</strong> It could take  			you a long time to get comfortable with this in an operational  			proficiency. I cover dozens of tutorials on quick masking and  			getting great selections in my Basic Photoshop DVD Training; this  			will help you fully grasp and know how to use all of these tools  			like a pro.</p>
<p style="text-align:justify;">Also, when you choose any shade between white and black you will  			get different levels of opacity in the resulting selection. The  			closer to black you are the more invisible the pixels and the closer  			to white the shade of grey, the more visible the pixels will be. 			<img src="http://www.basicphotoshop.com/tutorials/bsczzb0006.jpg" border="0" alt="" width="284" height="170" /> White is pure original pixels (&#8220;buys back&#8221; your pixels)</p>
<p style="text-align:justify;"><img src="http://www.basicphotoshop.com/tutorials/bsczzb0010.jpg" border="0" alt="" width="212" height="148" /></p>
<p style="text-align:justify;">and black is pure hidden (masked) or invisible.</p>
<p style="text-align:justify;"><img src="http://www.basicphotoshop.com/tutorials/bsczzb0007.jpg" border="0" alt="" width="286" height="167" /></p>
<p style="text-align:justify;">Because the quick mask is essentially a  			grayscale alpha channel, no other colors are involved, just white to  			black and shades of grey in between. These are what you will ‘paint’  			with in order to select or deselect.</p>
<p style="text-align:justify;">Now just take your brush with black as the foreground color and  			fill in the rest of the sky carefully.</p>
<p style="text-align:justify;"><img src="http://www.basicphotoshop.com/tutorials/bsczzb0008.jpg" border="0" alt="" width="162" height="139" /> <img src="http://www.basicphotoshop.com/tutorials/bsczzb0009.jpg" border="0" alt="" width="92" height="127" /></p>
<p style="text-align:justify;">The rubylith just shows you the actual job that you are doing.  			Feel free to lower the size of the brush to get into smaller areas  			(use the bracket keys [ ] to make the brush size larger or smaller).</p>
<p style="text-align:justify;"><img src="http://www.basicphotoshop.com/tutorials/bsczzb0012.jpg" border="0" alt="" width="269" height="342" /> <img src="http://www.basicphotoshop.com/tutorials/bsczzb0013.jpg" border="0" alt="" width="289" height="184" /></p>
<p style="text-align:justify;">If you accidentally (or purposefully) spillover and deselect an  			area with red use the shortcuts of D,X to switch and get white as  			your new foreground color. With white remember you are buying back  			pixels, or preserving them in the ultimate selection, so just eraser  			the red rubylith to where it spills over into your mountain or  			selection object.</p>
<p style="text-align:justify;"><img src="http://www.basicphotoshop.com/tutorials/bsczzb0011.jpg" border="0" alt="" width="255" height="139" /></p>
<p style="text-align:justify;">It might take a few minutes depending on the type of selection  			job and complexity (even for pro’s) but learning this &#8216;quick mask&#8217;  			method is really a time saver. Try using the rectangular marquee to  			get a selection like this (yikes). Remember that you can also  			combine other selection tools and you can use the gradient tool,  			making selections in the quick mask mode and then filling with  			either white or black or your shade of grey. You can also enter the  			quick mask mode from scratch without first making any selection (not  			recommended) and then you can use a large brush to just start  			deselecting areas to close in around your selection with black as  			your foreground color.</p>
<p style="text-align:justify;">Press the Edit in standard mode button</p>
<p style="text-align:justify;"><img src="http://www.basicphotoshop.com/tutorials/bsczzb0014.jpg" border="0" alt="" width="70" height="238" /></p>
<p style="text-align:justify;">or Q to exit quick mask, delete the temporary channel (which will  			return once you enter again) and see the selection job that you have  			created.</p>
<p><!--adsense--><br />
You can always enter quick mask mode again to keep working on or  			editing your selection. I much prefer the quick mask mode personally  			than to edit selections by making them into work paths and using pen  			editing tools. With the brushes it usually gets a great selection  			every time with nice clean edges.</p>
<p style="text-align:justify;"><img src="http://www.basicphotoshop.com/tutorials/bsczzb0015.jpg" border="0" alt="" width="291" height="251" /></p>
<p style="text-align:justify;">Here is the view of the quick mask mode in the Channels palette  			where the temporary channel (alpha) is created. Note that the black  			area is deselected and the white area is the ‘selected’ portion. The  			rubylith simply allows you to view your selection job in progress.</p>
<p style="text-align:justify;"><img src="http://www.basicphotoshop.com/tutorials/bsczzb0016.jpg" border="0" alt="" width="647" height="281" /></p>
<p style="text-align:justify;">Remember that you can also right click in standard mode (with  			selection tools such as the marquee&#8230;) to choose make work path.  			This is covered in another tutorial and is another (harder) way of  			editing your selections/paths.</p>
<p style="text-align:justify;"><img src="http://www.basicphotoshop.com/tutorials/bsczzb0017.jpg" border="0" alt="" width="282" height="299" /></p>
<p style="text-align:justify;">To fully master the quick mask mode and learn how to get pristine  			selections every time grab a hold of my 			<a href="http://www.photoshopdesigner.com/store/cart.php?cat=Basic+Photoshop"> Basic Photoshop video training</a>. It’s got hundreds of tutorials  			and many featuring the quick mask and getting selections, including  			combining different selection tools together.</p>
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		<title>How to Write Plug-Ins for Adobe After Effects</title>
		<link>http://graphixworld.wordpress.com/2009/07/02/how-to-write-plug-ins-for-adobe-after-effects/</link>
		<comments>http://graphixworld.wordpress.com/2009/07/02/how-to-write-plug-ins-for-adobe-after-effects/#comments</comments>
		<pubDate>Thu, 02 Jul 2009 07:32:10 +0000</pubDate>
		<dc:creator>graphixcs</dc:creator>
				<category><![CDATA[Adobe After Effects]]></category>
		<category><![CDATA[GrApHiX]]></category>
		<category><![CDATA[Creating custom video f/x for Adobe's bestselling video-compositing program is surprisingly easy]]></category>
		<category><![CDATA[How to Write Plug-Ins for Adobe After Effects]]></category>

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		<description><![CDATA[Creating custom video f/x for Adobe&#8217;s bestselling video-compositing program is surprisingly easy If you&#8217;ve ever marveled at the stunning visuals in those 15-second bumpers for shows on the Discovery Channel, A&#38;E, or MTV, it may surprise you to know that many of them were created on the Mac, using off-the-shelf software &#8211; namely, Adobe After [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=graphixworld.wordpress.com&amp;blog=8438645&amp;post=579&amp;subd=graphixworld&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<h2><em>Creating custom video f/x for Adobe&#8217;s bestselling video-compositing program is surprisingly easy</em></h2>
<p>If you&#8217;ve ever marveled at the stunning visuals in those 15-second bumpers for shows on the Discovery Channel, A&amp;E, or MTV, it may surprise you to know that many of them were created on the Mac, using off-the-shelf software &#8211; namely, Adobe After Effects.</p>
<p>After Effects is the Swiss Army knife of video post-production, offering a powerful, intuitive, layer-based approach to compositing in which variable-opacity masks and keyframe-based motion control can be used to create stunning video effects.</p>
<p>As with Photoshop (Adobe&#8217;s 2D graphics editor), much of the power of After Effects comes from its extensive use of plug-ins &#8211; external code resources that augment the functionality of the core program. Plug-ins for After Effects are similar to plug-ins for Photoshop in that most are image filters that batch-process pixels to achieve effects like blurring, sharpening, contrast enhancement, etc. The big difference, of course, is that plug-ins for After Effects operate not only in the image domain but the time domain as well. An After Effects filter may be invoked dozens, hundreds, or even thousands of times, sequentially, as frames of video are processed into final footage. An effect may last a split-second, or several minutes. During that time, individual filter parameters may ramp up or down or undergo any number of changes (or no change at all).<br />
<!--adsense--><br />
Since After Effects filtering occurs entirely offline, the effect can be as simple &#8211; or as computationally intense &#8211; as the programmer wants it to be; the calculations don&#8217;t have to occur in real time. (This is in contrast to QuickTime-API effects, which are implemented as image decompressors and must occur in real time.) This means an After Effects filter can tackle some fairly lofty tasks, such as:</p>
<ul>
<li>Synthesis of complex, animated textures for use as backgrounds. (This is a so-called zero-source type of effect.)</li>
<li>Traditional single-source image filtering. (Blurring, sharpening, contrast enhancement, gamma adjustment, color-shifting, addition or removal of noise, etc.)</li>
<li>Dual-source image filtering. (Wipes, fades, dissolves; complex matte effects.)</li>
<li>Warping, morphing, and distortion-mapping effects.</li>
<li>3D effects.</li>
<li>Particle systems and physics simulations.</li>
<li>Audio processing. (New in version 4.0.)</li>
</ul>
<p>As with Photoshop plug-ins, writing plug-ins for After Effects offers a number of advantages for the graphics programmer, including rapid development time, a stable host-program environment, freedom from having to worry about file I/O or format conversions, automatic Undo, automatic data buffering, and good code portability (thanks to a cross-platform API in which device and OS dependencies have been abstracted out). In addition, the After Effects plug-in API lets you build a solid, cross-platform user interface in minimal time, with minimal code. And you don&#8217;t have to know a thing about QuickTime. The net result is that you&#8217;re free to concentrate on special effects programming instead of worrying about event-loop code, file I/O, and other non-graphics issues.</p>
<p>But beyond all that, writing After Effects plug-ins is just plain fun. Creating Photoshop filters can be a blast, but the first time you see a custom video effect of your own design come alive on the screen, you&#8217;ll be transfixed, like a deer in headlights. In fact, you may never look at video the same way again.</p>
<h3>The After Effects SDK</h3>
<p>To develop plug-ins for After Effects, you&#8217;ll need a copy of the After Effects plug-in SDK, which is available from Adobe&#8217;s web site (see &lt;http://partners.adobe.com/asn/developer/sdks.html&gt;); or you can get it on CD-ROM by joining the Adobe Solutions Network Developer Program (formerly the Adobe Developers Association). Joining the ASN Developer Program is worth considering, because for $195/yr. you not only get CD-ROM updates for all the current Graphics &amp; Publishing SDKs (i.e., SDKs for Photoshop, Premiere, After Effects, Illustrator, InDesign, etc.), but you also qualify to obtain a full version of any Adobe product for just $99 &#8211; including After Effects itself.</p>
<p>If you can&#8217;t get the SDK on CD, plan on downloading several megabytes of material from Adobe&#8217;s web site. You&#8217;ll end up with around four megs of quite useful .pdf documentation, plus an equal amount of C/C++ sample code and headers. Most of what you need to know is covered in the 82-page AE 4.0 SDK Guide, updated in January &#8217;99 to reflect the changes that occurred with After Effects 4.0. Additional docfiles talk about Adobe&#8217;s Plug-In Component Architecture (PICA), &#8216;PiPL&#8217; resources, and sundry other matters.</p>
<p>Compared to the Photoshop plug-in specification (which has become quite complex; see my two-part article in the April and May 1999 issues of MacTech), the After Effects API is lean and mean &#8211; a Porsche 911 in a world of London double-decker buses. &#8220;But don&#8217;t Photoshop and After Effects use the same basic plug-in API?&#8221; you may be asking. Actually, the two programs have entirely different plug-in architectures. After Effects does emulate the Photoshop 3.0 plug-in API, but native After Effects plug-ins use a dedicated API which is not recognized by Photoshop. (This shouldn&#8217;t come as a surprise, since video effects have a time domain and respond to keyframe and track data &#8211; things a Photoshop plug-in wouldn&#8217;t know anything about.) Technically, it is possible to make a Photoshop plug-in respond to After Effects keyframes, using a kluge called the &#8216;ANIM&#8217; resource. The &#8216;ANIM&#8217; resource spec is described on pages 21-24 of Adobe&#8217;s Plug-In Resource Guide (see the SDK), if you&#8217;re interested. The advantage of the &#8216;ANIM&#8217; resource is that if you&#8217;ve already written and debugged a Photoshop filter, you can convert it to a video filter by merely crafting a resource rather than writing more code. But in most cases you should write to the After Effects API, which allows access to standard AE user controls and a variety of callbacks that aren&#8217;t present in the Photoshop API.</p>
<h3>Two Basic Components</h3>
<p>There are two basic components to an After Effects plug-in: a &#8216;PiPL&#8217; resource, and executable code. The &#8216;PiPL&#8217; (or plug-in property list) resource, as you may recall from my article on Photoshop plug-ins (MacTech, April &#8217;99), is an extensible structure for representing a plug-in&#8217;s metadata &#8211; information about the plug-in&#8217;s version, mode of operation, menu and submenu names, image modes supported (RGB, CMYK, etc.), how the host program should interpret alpha channel data, etc. The detailed specification is given in Adobe&#8217;s Plug-In Resource Guide. In addition, the SDK contains Rez scripts and compiled resources for the example projects. Resorcerer recognizes &#8216;PiPL&#8217; resources and will be a help in editing them. ResEdit is no help at all.</p>
<p>The reason the &#8216;PiPL&#8217; resource is so important is that this is the first thing the host (After Effects) examines when it scans available plug-ins. It&#8217;s how the host locates the plug-in&#8217;s entry point and also how it determines whether the file is a legitimate plug-in at all (and if so, which menu it belongs in). Years ago, the plug-in&#8217;s filetype was the determining factor in identifying plug-ins, but that&#8217;s not how it works any more. For a plug-in to work right, the &#8216;PiPL&#8217; has to be correct.</p>
<p>After Effects now supports three main plug-in types: Filter, Input/Output, and (with version 4.0) Foreign Project File plug-ins. (The latter was created so that After Effects could import Premiere projects.) The &#8216;PiPL&#8217; tells After Effects what kind of plug-in it is dealing with, which menu or submenu it should appear in, and what name to give it in the submenu.</p>
<p>In terms of filetypes, a native After Effects plug-in will have a filetype of &#8216;eFKT&#8217; (and a creator type of &#8216;FXTC&#8217;), but this is merely a convention, not a requirement. In terms of code, an After Effects plug-in is compiled as a Shared Library module on the Mac or a DLL under Windows, with an entry point of main; and as a practical matter all After Effects filters for the Mac are now compiled as PPC-native, since the After Effects SDK no longer supports 68K code (as of version 4.0).</p>
<h3>How a Plug-in Works</h3>
<p>When After Effects is launched, it looks for plug-ins in all subdirectories of its path, recursively descending up to 10 levels deep. MacOS aliases are resolved and all folders are checked except any with names surrounded in parentheses, such as &#8220;(Old Plug-ins)&#8221;. Note that no executables are actually loaded at this point; rather, After Effects caches a list of available plug-ins and loads them dynamically as the needarises. Unlike Photoshop, however, After Effects doesn&#8217;t unload a plug-in after it is used. That&#8217;s because in a piece of video footage, a plug-in might have to be invoked hundreds or even thousands of times, sequentially, and to unload and reload it thousands of times would be inefficient. (Tip: During development, if you need to flush After Effects&#8217; plug-in cache so that you can load a new version of your plug-in at program run time, without having to quit and relaunch After Effects, hold down the Control and Clear keys.)</p>
<p>All After Effects plug-ins have a single entry point, main(), which is called repeatedly with selectors indicating the desired action. The prototype for main() looks like this:</p>
<pre>PF_Err main (PF_Cmd  cmd,
		PF_InData  *in_data,
		PF_OutData *out_data,
		PF_ParamList params,
		PF_LayerDef *output,
		void 		 *extra);</pre>
<p>The first argument is a selector whose value represents the stage of execution that the plug-in is about to enter.<br />
<!--adsense--><br />
The second argument to main is a pointer to a large data structure containing host-application state information and hooks to callbacks.</p>
<p>The third parameter is a pointer to a structure that serves as a way for the plug-in to communicate its needs to the host. For example, error messages can be passed back to the host via the return_msg field. (See AE_Effect.h for the complete typedef.)</p>
<p>The params argument is where the plug-in gets access to its user-specified parameter values &#8211; for example, the value of sliders or controls in the Effects Control Window (ECW). In other words, all of your user interface info is cached here. We&#8217;ll have more to say about this is a minute.</p>
<p>The output parameter points to a PF_LayerDef struct, which contains information about the output image (including a pointer to its data): its dimensions, its rowbytes value, and the extent_hint, which is a Rect giving the bounds of the area that actually needs rendering. (This is often just a subset of the overall image.) Don&#8217;t confuse the PF_InData and PF_OutData structs with pointers to pixel data; images are represented by the PF_LayerDef, also sometimes called a PF_World.</p>
<p>Finally, the extra pointer is a special-use parameter that went largely unused prior to After Effects 4.0. It points to different data structures at different times (and garbage, at other times). You&#8217;ll only deal with this parameter if you decide to implement custom user interface elements and/or complex custom data types.</p>
<p>The possible selector values for cmd are:</p>
<pre>enum {
	PF_Cmd_ABOUT = 0,
	PF_Cmd_GLOBAL_SETUP,
	PF_Cmd_UNUSED_0,
	PF_Cmd_GLOBAL_SETDOWN,
	PF_Cmd_PARAMS_SETUP,
	PF_Cmd_SEQUENCE_SETUP,
	PF_Cmd_SEQUENCE_RESETUP,
	PF_Cmd_SEQUENCE_FLATTEN,
	PF_Cmd_SEQUENCE_SETDOWN,
	PF_Cmd_DO_DIALOG,
	PF_Cmd_FRAME_SETUP,
	PF_Cmd_RENDER,
	PF_Cmd_FRAME_SETDOWN,
	PF_Cmd_PARAMS_UPDATE,
	PF_Cmd_PARAMS_SUPERVISE,
	PF_Cmd_EVENT,
	PF_Cmd_NTRP,
	PF_Cmd_PARAMS_CONVERT,
	PF_Cmd_RESERVED,
	PF_Cmd_NUM_CMDS
};</pre>
<p>Of these, most plug-ins will only ever have to respond to PF_Cmd_ABOUT, PF_Cmd_GLOBAL_SETUP, PF_Cmd_PARAMS_SETUP, and PF_Cmd_RENDER. All plug-ins are expected to respond to these four selectors. (The usage of the other selectors is well-documented not only in the SDK docfiles but in the header files as well.) We&#8217;ll go over some of these as we step through our code, below.</p>
<p>Code Project: Warbler</p>
<p>Because of the power and sophistication of the API, it&#8217;s possible to create a useful After Effects plug-in with less than 400 lines of C code; hence, in this article we&#8217;re going to present the entire code for a complete plug-in (also available online at ftp://www.mactech.com). Our sample plug-in, called Warbler, duplicates the function of Adobe&#8217;s Displacement Map plug-in, which is not included in the $995 retail distribution suite for After Effects but is included in the $2,195 Production Bundle. Warbler is a displacement-map effect that uses one image layer to distort another layer. The key concept here is that for every pixel of our source image, we check the corresponding pixel of a &#8220;map&#8221; image, and if the map-image pixel is white, we displace our source-image pixel in one direction, while if the map pixel is black, we displace the source pixel in the opposite direction. (In reality, we don&#8217;t push any source pixels around; rather, we index into different parts of the source image &#8211; i.e., we displace the offset into our image, rather than the pixel. Also, we don&#8217;t rely on black or white pixels in the map image. Instead, we look at the luminance of each pixel, and calculate a displacement value that is proportional to the map pixel&#8217;s luminance.) To give a good visual result requires that we resample pixels with subpixel accuracy, which means we need to perform between-pixels interpolation (as discussed in the Photoshop plug-ins article in the May &#8217;99 MacTech). Fortunately, the After Effects API offers a ready-made function that accomplishes this for us.</p>
<p>The effect produced by Warbler is best understood by referring to Figures 1, 2, and 3. Figure 1 shows a test image consisting of a large number of horizontal lines. Figure 2 shows an image of bullseye-style concentric rings which vary sinusoidally in pixel intensity. If we let Figure 2 be our map image (which determines how we &#8220;push the pixels around&#8221; in Figure 1), the result of applying our Warbler plug-in is the image in Figure 3. Note how the formerly parallel horizontal lines now seem to show concentric waves, like ripples in a pond. This is diplacement mapping.</p>
<p>Bear in mind, of course, that in After Effects, each image is actually a frame in a sequence, which can change over time. By animating the map image, distortions in the source image can be made to animate as well &#8211; which means that if you&#8217;re clever, you can achieve a variety of interesting visual effects (pond ripples, flag ruffles, puckering, bulging, bending) in the visible layer(s) of a video just by animating an invisible map layer.</p>
<p><img src="http://www.mactech.com/articles/mactech/Vol.15/15.09/AfterEffectsPlugins/fig01.gif" alt="" width="400" height="300" /><br />
<em><strong>Figure 1.</strong> Source image.</em></p>
<p><img src="http://www.mactech.com/articles/mactech/Vol.15/15.09/AfterEffectsPlugins/fig02.gif" alt="" width="400" height="400" /><br />
<em><strong>Figure 2.</strong> Map image.</em></p>
<p><img src="http://www.mactech.com/articles/mactech/Vol.15/15.09/AfterEffectsPlugins/fig03.gif" alt="" width="400" height="300" /><br />
<em><strong>Figure 3.</strong> Warbled source image.</em></p>
<h3>Code Walkthrough</h3>
<p>Listing 1 gives all the #defines and #includes for our project, along with code for our About handler. By convention, all handler functions are prototyped as</p>
<pre>static PF_Err FunctionName (
	PF_InData		 *in_data,
	PF_OutData		 *out_data,
	PF_ParamDef		*params[],
	PF_LayerDef		*output );</pre>
<p>even though, in many cases, the passed-in pointers are not used. The return value is always a PF_Err (long) so that user aborts and other error conditions can be passed back, through main(), to the host.</p>
<p>In About(), we make use of the PF_SPRINTF macro (defined in AE_EffectCB.h) to send a DESCRIPTION string back to the host. After Effects responds by putting up a simple modal dialog containing our &#8220;about&#8221; information. No &#8216;DITL&#8217; or &#8216;ALRT&#8217; resources are needed.</p>
<hr /><strong>Listing 1: About() and #defines</strong></p>
<p><strong> </strong></p>
<pre>About()
Constants, macros, and includes for our plug-in, plus our About handler.

// INCLUDES
#include "AE_EffectCB.h"
#include "AE_Macros.h"

// DEFINES
#define	NAME	"Warbler"
#define	MAJOR_VERSION		2
#define	MINOR_VERSION		1
#define	BUG_VERSION			0
#define	STAGE_VERSION		PF_Stage_RELEASE
#define	BUILD_VERSION		0

#define LONG2FIX(x) (((long)x)&lt;&lt;16)
#define LUMA(p) \
	(double)(p-&gt;red + 2*p-&gt;green + p-&gt;blue)/(255. * 4.)
#define bias(a,b) \
	PF_POW( (a), PF_LOG(b) / PF_LOG(0.5) )

#define ANGLE_MIN		(-180L &lt;&lt; 16)
#define ANGLE_MAX		( 180L &lt;&lt; 16)
#define	BIAS_MIN		(655)	// 0.01 Fixed
#define	BIAS_MAX		(1L &lt;&lt; 16)
#define	BIAS_BIG_MAX	(10L &lt;&lt; 16)
#define	BIAS_DFLT		(6553*5) // about 0.5 Fixed
#define	SHIFT_BLEND_MIN	0L
#define	SHIFT_BLEND_MAX	(1L &lt;&lt; 16)
#define	SHIFT_BLEND_DFLT 0L

// PARAMETER DEFINITION CONSTANTS
enum {
	BASE=0,
	DISP_LAYER,
	DISP_ANGLE,
	SHIFT_DISPLACE_AMT,
	SHIFT_GAMMA,
	SHIFT_BLEND,
	SHIFT_NUM_PARAMS
};

#define DESCRIPTION	\
"Displacement mapping based on luminance."

// --------------- About() --------------
static PF_Err About (
	PF_InData		*in_data,
	PF_OutData		*out_data,
	PF_ParamDef		*params[],
	PF_LayerDef		*output )
{

	PF_SPRINTF(out_data-&gt;return_msg, "%s,v%d.%d\r%s",
		NAME, MAJOR_VERSION, MINOR_VERSION, DESCRIPTION);

	return PF_Err_NONE;
}</pre>
<p>Listing 2 shows the plug-in&#8217;s entry point, main(). This routine simply cases out the selector value and dispatches to the appropriate handler function. Warbler responds to just the five selector values shown, ignoring any others that are sent.</p>
<hr /><strong>Listing 2: main()</strong></p>
<p>main() Dispatch to the appropriate handler and report any errors to the host.</p>
<pre>PF_Err main (
	PF_Cmd				cmd,
	PF_InData		*in_data,
	PF_OutData		*out_data,
	PF_ParamDef	*params[],
	PF_LayerDef	*output,
	void					*extra )
{
	PF_Err		err = PF_Err_NONE;

	switch (cmd) {
	case PF_Cmd_ABOUT:
		err = About(in_data,out_data,params,output);
		break;
	case PF_Cmd_GLOBAL_SETUP:
		err = GlobalSetup(in_data,out_data,params,output);
		break;
	case PF_Cmd_PARAMS_SETUP:
		err = ParamsSetup(in_data,out_data,params,output);
		break;
	case PF_Cmd_GLOBAL_SETDOWN:
		err = GlobalSetdown(in_data,out_data,params,output);
		break;
	case PF_Cmd_RENDER:
		err = Render(in_data,out_data,params,output);
		break;
	default:
		break;
	}

	return err;
}</pre>
<p>It turns out, our plug-in is comprised of only seven functions altogether: main() itself, the five dispatch functions shown inside main(), and an iteration function called DisplaceImage(), where the real work takes place. We&#8217;ve already talked about two of the seven functions. Two more are shown in Listing 3 &#8211; namely, GlobalSetup() and GlobalSetdown().</p>
<p>In GlobalSetup(), which gets called when the plug-in is first loaded, we need to do three things: allocate any global data we might need (attaching it to the global_data Handle in the PF_OutData struct), report our version information to the host (via the my_version field of the PF_OutData struct), and set any flags that might be needed to convey our preferences to the host (via out_flags). Warbler doesn&#8217;t allocate any memory, so all we do in GlobalSetup() is report the version info and set a flag. It&#8217;s necessary to report the version information because After Effects will check this information against the version numbers given in our &#8216;PiPL&#8217; resource, and if the two don&#8217;t match, the plug-in won&#8217;t load. (Remember this when debugging!)</p>
<p>The out_flag field of our PF_OutData record can be set to indicate a number of special requests. In our case, we want the image&#8217;s output extent, which is the Rect giving the bounds of the portion of the image that&#8217;s actually visible. This can save a lot of unnecessary computation when the source image is larger than the active screen area. Other flags can be set to let the host know that (for example) your plug-in wants to receive event messages, generate audio effects, overwrite the input buffer, etc. See the SDK documentation for details.</p>
<hr /><strong>Listing 3: GlobalSetup() and GlobalSetdown()</strong></p>
<pre>GlobalSetup() and GlobalSetdown()
static PF_Err GlobalSetup (
	PF_InData		*in_data,
	PF_OutData		*out_data,
	PF_ParamDef	*params[],
	PF_LayerDef	*output )
{
	PF_Err	err = PF_Err_NONE;

	// We need to let AE know what version we are:

	out_data-&gt;my_version =
		PF_VERSION(MAJOR_VERSION,
							MINOR_VERSION,
							BUG_VERSION,
							STAGE_VERSION,
							BUILD_VERSION);

	// We are going to iterate over the output extent,
	// so we need to specify that flag...

	out_data-&gt;out_flags |=
		PF_OutFlag_USE_OUTPUT_EXTENT;

	return err;
}

//---------------- GlobalSetdown() ----------------
// This is empty since we haven't allocated any global data.

static PF_Err GlobalSetdown (
	PF_InData		*in_data,
	PF_OutData		*out_data,
	PF_ParamDef	*params[],
	PF_LayerDef	*output )
{
	return PF_Err_NONE;
}</pre>
<h3>The User Interface</h3>
<p>In order to enforce consistent behavior and a consistent appearance among plug-ins, After Effects imposes certain user-interface requirements on filters (which you can certainly circumvent if you want to, although in 99% of cases you&#8217;d be foolish to do so). All user interfaces for all effects in a given layer show up in that layer&#8217;s Effects Control Window (ECW), which is a kind of master view window in which individual filters appear as vertically stacked panes, with the flow of control going top-to-bottom. (The output of each effect is pipelined to the next effect in the stack &#8211; and the Comp Window continuously updates to show the net effect of the stack of filters. No preview pane is necessary inside a filter, because the Comp Window already serves that purpose.) Control elements like checkboxes, sliders, etc. look identical (except for labelling) from one effect to another.</p>
<p>At first blush, all this may sound rather stifling, but in fact there are compensating benefits for the programmer. The main benefit is that you get a user interface virtually for free, because the After Effects plug-in API has provisions for setting up sliders, checkboxes, color pickers, drop-down menus, etc., with very little code. After Effects takes care of all the details of intercepting mouse hits, making sure controls operate correctly, caching all the control settings, linking control settings to keyframes, bounds-checking all parameter values (and presenting validation alerts to the user), and so on. All you have to do is tell After Effects how many of each kind of control you&#8217;d like, and in what order they should appear &#8211; then at render time, the bounds-checked parameter values are handed to you.</p>
<p>Listing 4 shows how UI controls and their default settings are specified, in the ParamsSetup() function. (This function will be entered whenever a new instance of the plug-in is requested by the user.) The drill here is to declare a PF_ParamDef, zero it out, then start filling in the appropriate fields, starting with the param_type, then call the macro PF_ADD_PARAM(), which tells After Effects to add this parameter to an array of parameters for our plug-in.</p>
<p>The API allows for eleven different types of controls (or parameters), including not only checkboxes and sliders but popup menus, &#8220;angle&#8221; controls (which give angles in degrees), &#8220;point&#8221; controls (which give an x, y offset into the image), color pickers, and provisions for custom control types. The one glaring omission in this list is the radio button. (For modal choices, you&#8217;re evidently supposed to use a popup menu.)</p>
<p>In Warbler, we specify a Layer parameter (which is a popup menu containing the names of all available image layers, including the one to which the effect is being applied), an Angle picker, and three sliders. Figure 4 shows what the final user interface looks like.</p>
<p><img src="http://www.mactech.com/articles/mactech/Vol.15/15.09/AfterEffectsPlugins/fig04.gif" alt="" width="400" height="305" /><br />
<em><strong>Figure 4.</strong> The Warbler user interface includes a popup menu, an angle picker, and three sliders.</em></p>
<p>Before starting, we zero out our PF_ParamDef by means of an Adobe-supplied macro called AEFX_CLR_STRUCT(). Failure to do this can result in unpredictable behavior.</p>
<p>Next, we create the Layer parameter. This will be a popup menu enabling the user to select an image layer to act as the displacement map. The choices offered here will represent all available layers (including those not visible) in the current project; After Effects builds and updates the menu for us dynamically.</p>
<p>The Angle control (the circular-shaped object in Figure 4) is created next, by specifying the PF_Param_ANGLE control type, a name for the control, a default value (zero), minimum and maximum valid values, and calling PF_ADD_PARAM. This control lets the user specify (either by dragging a dot around a circle, or by entering a text value) an arbitrary angle for the displacement effect.</p>
<p>All three of our sliders are of type PF_Param_FIX_SLIDER, which returns a Fixed value (with however many decimal points of precision we want the user to see). You can also specify a PF_Param_SLIDER, which returns a long value. The first of our sliders controls the amount of displacement effect, from zero to 100%, in tenths of a percent. Our second slider will let the user adjust the gamma of the map image, so as to sharpen or widen out the displacement effect. For this, we specify a valid range of zero to 1.0, with a default value of 0.5.</p>
<p>Our third slider governs the degree to which the filtered image should be blended with the original (unfiltered) image. This control is one that Adobe says every plug-in should support. Certainly, most users expect it.</p>
<hr /><strong>Listing 4: ParamsSetup()</strong></p>
<p><strong> </strong></p>
<pre>ParamsSetup()
This function tells After Effects what kinds of controls we want to
have in our user interface, and their default values.

static PF_Err ParamsSetup (
	PF_InData		*in_data,
	PF_OutData		*out_data,
	PF_ParamDef	*params[],
	PF_LayerDef	*output)
{
	PF_Err				err = PF_Err_NONE;
	PF_ParamDef	def;

	// Always clear out the PF_ParamDef
	// before adding your parameters.
	AEFX_CLR_STRUCT(def);

	// Create the LAYER parameter...
	def.param_type = PF_Param_LAYER;
	PF_STRCPY(def.name, "Displacement Layer:");
	def.u.ld.dephault = PF_LayerDefault_NONE;
	if (err = PF_ADD_PARAM(in_data, -1, &amp;def))
		return err;

	// Create the ANGLE parameter...
	def.param_type = PF_Param_ANGLE;
	PF_STRCPY(def.name, "Angle of Displacement");
	def.flags = 0;
	def.u.fd.value_str[0] =
		def.u.fd.value_desc[0] = '';
	def.u.fd.value = def.u.fd.dephault = 0;
	def.u.fd.valid_min =
		def.u.fd.slider_min = ANGLE_MIN;
	def.u.fd.valid_max =
		def.u.fd.slider_max = ANGLE_MAX;
	def.u.fd.precision = 0;
	def.u.fd.display_flags = 0;
	if (err = PF_ADD_PARAM(in_data, -1, &amp;def))
		 return err;

	// Create the DISPLACEMENT SLIDER...
	def.param_type = PF_Param_FIX_SLIDER;
	PF_STRCPY(def.name, "Amount of Displacement");
	def.flags = 0;
	def.u.fd.value_str[0] =
		def.u.fd.value_desc[0] = '';
	def.u.fd.value =
		def.u.fd.dephault = SHIFT_BLEND_DFLT;
	def.u.fd.valid_min =
		def.u.fd.slider_min = SHIFT_BLEND_MIN;
	def.u.fd.valid_max =
		def.u.fd.slider_max = SHIFT_BLEND_MAX;
	def.u.fd.precision = 1;
	def.u.fd.display_flags = 1;	// display as percent
	if (err = PF_ADD_PARAM(in_data, -1, &amp;def))
		return err;

	// GAMMA slider...
	AEFX_CLR_STRUCT(def);
	def.param_type = PF_Param_FIX_SLIDER;
	PF_STRCPY(def.name, "Source Gamma");
	def.u.fd.value_str[0] =
		def.u.fd.value_desc[0] = '';
	def.u.fd.value =
		def.u.fd.dephault = BIAS_DFLT;
	def.u.fd.valid_min =
		def.u.fd.slider_min = BIAS_MIN;
	def.u.fd.slider_max = BIAS_MAX;
	def.u.fd.valid_max = BIAS_BIG_MAX;
	def.u.fd.precision = 1;
	def.u.fd.display_flags = 0;
	if (err = PF_ADD_PARAM(in_data, -1, &amp;def))
		return err;

	// Create the FIXED SLIDER parameter...
	def.param_type = PF_Param_FIX_SLIDER;
	PF_STRCPY(def.name, "Blend With Original");
	def.flags = 0;
	def.u.fd.value_str[0] =
		def.u.fd.value_desc[0] = '';
	def.u.fd.value =
		def.u.fd.dephault = SHIFT_BLEND_DFLT;
	def.u.fd.valid_min =
		def.u.fd.slider_min = SHIFT_BLEND_MIN;
	def.u.fd.valid_max =
		def.u.fd.slider_max = SHIFT_BLEND_MAX;
	def.u.fd.precision = 1;
	def.u.fd.display_flags = 1;	// display as percent
	if (err = PF_ADD_PARAM(in_data, -1, &amp;def))
		return err;

	// Set number of parameters...
	out_data-&gt;num_params = SHIFT_NUM_PARAMS;

	return err;
}</pre>
<h3>The Render Function</h3>
<p>When a filter is actually applied to a frame or a portion of an frame, After Effects calls the plug-in with a selector value of PF_Cmd_RENDER. At this point, it&#8217;s the plug-in&#8217;s responsibility to retrieve the current parameter values, filter the image, and return control to the host. We accomplish this in our Render() function, shown in Listing 5.</p>
<p>Once we know our slider values, we should be able to loop over all the pixels in the image and perform the necessary filtering. We&#8217;ll be doing essentially that, but with a twist. It turns out the API will set up a pixel-iteration loop for us, and perform our filtering for us, if we&#8217;ll simply provide a pointer to our main pixel-modification routine. (You&#8217;ll see how this works in a minute.) Our plan of action, therefore, will be to put our user parameters (and pointers to a few other items) into a custom data struct, then pass a pointer to that struct to our iteration function. The custom data struct will look like this:</p>
<pre>typedef struct {

	Fixed				x_off;		// displacement in x
	Fixed				y_off;		// displacement in y
	double				gamma;
	long					width;
	long 				height;
	PF_World 	 *p;

	// structures and function pointer
	// needed for for image resampling:

	PF_SampPB	 	samp_pb;
	PF_InData	 *in_data;
	PF_ParamDef *checkedOutLayer;

} ShiftInfo;</pre>
<p>Prior to telling us to render, After Effects will have cached our user&#8217;s parameter values for us, internally, in an array of ParamDefs. After Effects gives us access to that array via a pointer provided as the fourth argument to main(). It&#8217;s up to us to index into that array to retrieve our user params.</p>
<p>The ParamDef is an After Effects data record that contains a data type called a PF_ParamDefUnion. That union, in turn, looks like this:</p>
<pre>typedef union {
	PF_LayerDef			ld;
	PF_SliderDef			sd;
	PF_FixedSliderDef	fd;
	PF_AngleDef			ad;
	PF_CheckBoxDef		bd;
	PF_ColorDef			cd;
	PF_PointDef			td;
	PF_PopupDef			pd;
	PF_CustomDef			md;
} PF_ParamDefUnion;</pre>
<p>The interesting thing about this union is that all of the members are user-interface control types &#8211; except the first item, which is a PF_LayerDef. We&#8217;ve already mentioned that a PF_LayerDef is equivalent to a PF_World, which is a representation of an image. Up to this point, we&#8217;ve been using the terms &#8220;parameter&#8221; and &#8220;control&#8221; more or less interchangeably, but in fact we now see that, to After Effects, a parameter can be a slider, checkbox, etc., or it can be an image. And in the ParamDef array that After Effects maintains for us (containing slider values and other user parameters), the first entry &#8211; array item zero &#8211; is always a PF_LayerDef: specifically, the PF_LayerDef for the image layer we&#8217;re operating on (the input image). This will be important in a minute.</p>
<p>Now let&#8217;s look at the first few lines of code in Listing 5. The first user control is an angle picker &#8211; a PF_AngleDef. To retrieve the value of this control, we do:</p>
<pre>angle = (double)params[DISP_ANGLE]-&gt;u.ad.value;</pre>
<p>Recall from Listing 1 that at the top of our file, we declared an enum with DISP_ANGLE as one of the constants. This lets us index into the ParamDef array at the proper point. The &#8216;u&#8217; field in the line of code above refers to the PF_ParamDefUnion mentioned above. The &#8216;ad&#8217; field is for AngleDef. And finally, the value of the AngleDef is in a field called (what else?) value.</p>
<p>It turns out that AngleDef values are typed as Fixed, so in order to convert that representation to a long or double, we have to divide by 65,536. (You&#8217;ll find that the After Effects API uses a lot of Fixed numbers.) The result is in degrees, which means that in order to convert the value to radians, we have to multiply by the predefined constant PF_RAD_PER_DEGREE. Then it&#8217;s a simple matter to convert the angle to sine/cosine representation. Notice that we rely on the API macros PF_SIN and PF_COS, rather than calling math routines. That way, we don&#8217;t have to include any ANSI math libraries in our project.</p>
<p>The sine and cosine numbers are ultimately converted to x-offset and y-offset values, which we will use in our displacement routine. The magnitude of the offset values is dependent not only on the sine/cosine of the user-chosen displacement angle, but also the value of the SHIFT_DISPLACE_AMT slider. To get this slider value, we index into the ParamDef array at an offset of SHIFT_DISPLACE_AMT (per the enum from Listing 1), where we expect to be able to find a PF_FixedSliderDef (&#8216;fd&#8217;) in the PF_ParamDefUnion &#8216;u&#8217;. Again, the &#8216;value&#8217; field is what we&#8217;re after.</p>
<p>To get our gamma slider value, we index into the ParamDef array at an offset of SHIFT_GAMMA (per the enum from Listing 1), and for the blend amount, we similarly check the ParamDef array at an offset of SHIFT_BLEND. The gamma value has to be converted from Fixed to double, but the blend amount is left as Fixed, because we&#8217;ll be using it in a callback that expects a Fixed value.</p>
<p>For convenience, we want to cache the source-image dimensions in our custom data struct, which we accomplish with the lines of code:</p>
<pre>	si.width = params[0]-&gt;u.ld.width;
	si.height = params[0]-&gt;u.ld.height;</pre>
<p>Here, we&#8217;re indexing into the ParamDef array at an offset of zero. (Remember earlier when we said that the first array entry is always a LayerDef representing the input image?) At this offset, the union &#8216;u&#8217; has a LayerDef &#8216;ld&#8217; containing our source image&#8217;s height and width.</p>
<p>To make life easier in our iteration function, we&#8217;ll cache the address of the input LayerDef as well as the in_data pointer provided as the first argument to Render(). The latter will be needed by several API callbacks.</p>
<hr /><strong>Listing 5: Render()</strong></p>
<p><strong> </strong></p>
<pre>Render()
Grab our user parameters, store them in a custom data struct, and iterate or blend.

static PF_Err Render (
	PF_InData			*in_data,
	PF_OutData			*out_data,
	PF_ParamDef		*params[],
	PF_LayerDef		*output )
{
	PF_Err				err = PF_Err_NONE;
	ShiftInfo		si;
	Fixed				blend;
	short				lines;
	PF_World			*input;
	PF_ParamDef	checkout;
	double				angle,sin_angle,cos_angle;

	angle = (double)params[DISP_ANGLE]-&gt;u.ad.value;
	angle /= (double)(1L &lt;&lt; 16);
	angle *= PF_RAD_PER_DEGREE;

	sin_angle = PF_SIN(angle);
	cos_angle = PF_COS(angle);

	si.x_off =
		params[SHIFT_DISPLACE_AMT]-&gt;u.fd.value * sin_angle * 100.;
	si.y_off =
		params[SHIFT_DISPLACE_AMT]-&gt;u.fd.value * cos_angle * 100.;

	si.gamma =
		(double) params[SHIFT_GAMMA]-&gt;u.fd.value / (double)(1L &lt;&lt; 16);

	blend = params[SHIFT_BLEND]-&gt;u.fd.value;

	si.width = params[0]-&gt;u.ld.width;
	si.height = params[0]-&gt;u.ld.height;

	si.p = input =
		si.samp_pb.src = &amp;params[0]-&gt;u.ld;

	si.in_data = in_data;

	// get access to our map layer
	err = PF_CHECKOUT_PARAM(in_data,
				DISP_LAYER,
				in_data-&gt;current_time,
				in_data-&gt;time_step,
				in_data-&gt;time_scale,
				&amp;checkout);

	if (err)
		return err;

	si.checkedOutLayer = &amp;checkout;

	if (!checkout.u.ld.data) {		// nothing to do

		err = PF_COPY(input, output, NULL, NULL);

	} else { 		// otherwise, iterate and blend

		// calculate how many lines we'll iterate over
		lines =
			output-&gt;extent_hint.bottom - output-&gt;extent_hint.top;

		err = PF_ITERATE(0, lines, input, &amp;output-&gt;extent_hint,
			(long)&amp;si, DisplaceImage, output);

		// PF_ITERATE checks for user aborts, so...
		if (err) return err;

		err = PF_BLEND(output, input, blend, output);
	}

	err = PF_CHECKIN_PARAM(in_data, &amp;checkout);

	return err;
}</pre>
<h3>Checkout Time</h3>
<p>Many times, in a plug-in you&#8217;ll want to be able to have access not only to the image or frame you&#8217;re modifying, but frames from other layers, possibly at different time offsets in the track. This is possible via a &#8220;check-out/check-in&#8221; mechanism provided by the After Effects API. The following line of code from Listing 5 shows how it works:</p>
<pre>err = PF_CHECKOUT_PARAM(in_data,
				DISP_LAYER,
				in_data-&gt;current_time,
				in_data-&gt;time_step,
				in_data-&gt;time_scale,
				&amp;checkout);</pre>
<p>Here, we&#8217;re calling an API macro, PF_CHECKOUT_PARAM, that exploits the checkout_param() callback routine, which is accessible through the in_data pointer. In this particular case, we&#8217;re using it to access the layer selected by the user via a popup menu. The layer info we need will be returned to us in checkout, the final argument. (It&#8217;s returned as a ParamDef instead of a LayerDef, but you&#8217;ll recall that a ParamDef can contain not only controls but images.) If you look at the other arguments to the callback, you may surmise &#8211; correctly &#8211; that this callback can be used to gain access to the contents of any frame, at any time in any track. Thus, if you&#8217;re writing a plug-in that needs to do motion blurs, echoes, frame differencing, track blending, etc., you would use this callback.</p>
<p>The important thing to remember is that after you&#8217;ve checked a layer (image; frame) out, you&#8217;ll eventually need to check it back in again, with PF_CHECKIN_PARAM. Failure to do this will cause colossal (read: fatal) memory leakage.</p>
<p>Before using a checked-out layer, it&#8217;s important to check the data field of the LayerDef to make sure it&#8217;s not NULL. If it does happen to be NULL for some reason (like, the footage ended before that of the track you&#8217;re working on), just PF_COPY your input image to the output and be done with it. (You still have to check the layer back in, though.)</p>
<h3>The Iteration Callback</h3>
<p>Normally, in an image filter, you expect at some point to set up a nested double loop and process all the pixels in the source image, one at a time. There are a couple ways to do that in an After Effects filter. The simplest and easiest way is to use the API&#8217;s iterate() callback. The API provides a macro, PF_ITERATE, that performs the messy indirections needed to get at and use the callback. We use it as follows:</p>
<pre>err = PF_ITERATE(0, lines, input,
			&amp;output-&gt;extent_hint,
			(long)&amp;si, DisplaceImage, output);</pre>
<p>The first two arguments tell After Effects our starting and ending indices, so that a progress bar can be displayed and updated automatically, for us. The third argument is a pointer to our source image. The fourth argument is a pointer to a bounds Rect (so that we can just process a portion of an image, if we need to), while the fifth argument is a refcon that can be anything we want. In this case, we want it to point to our custom data structure with all our user-param values. The sixth argument is a pointer to our main pixel-manipulation function (where all the work takes place), and the last argument is a pointer to the output.</p>
<p>When we call PF_ITERATE, After Effects sets up a pixel-processing loop for us and calls our main crunch routine for each pixel. At first blush, this may sound like a terribly inefficient way to go, but it turns out to be surprisingly fast, because After Effects sets up an unrolled loop using line-start pointers (for speed). Also, RAM permitting, After Effects will actually do frame differencing and apply our effect only to pixels that have changed between scenes (carrying over unchanged output pixels from the last frame), automatically. (This behavior can be overridden.) If multiple CPUs are present, processing will be split up among them. Some impressive optimizations, in other words, are available with the iterate callback. It&#8217;s by no means slow.</p>
<p>Since PF_ITERATE takes care of progress-bar updating and monitors for user aborts, it&#8217;s important that we check the return value. A user abort should be passed back through main() to the host.</p>
<h3>Pixel Processing</h3>
<p>Listing 6 shows the pixel-processing function, DisplaceImage(), which is called by the iteration callback. The arguments include a refcon (which in this case stores the address of our ShiftInfo struct), the absolute x-y coordinates of the pixel currently being processed, a pointer to the input pixel, and a pointer to the output pixel. In After Effects, all pixels &#8211; regardless of bit depth &#8211; are represented in PF_Pixel format, which is simply four unsigned characters representing alpha, red, green, and blue channels, in that order.</p>
<p>The crux of this routine is the subpixel_sample() callback, which again &#8211; for clarity and convenience &#8211; we invoke by means of a macro:</p>
<pre>	err =
		PF_SUBPIXEL_SAMPLE(new_x,new_y,&amp;si-&gt;samp_pb,out);</pre>
<p>The first two arguments are absolute &#8216;x&#8217; and &#8216;y&#8217; pixel coordinates for the point in the image that we want to sample, given in Fixed format. That is to say, they are decimal (fractional-pixel) values. After Effects will do the necessary interpolation for us and hand us back a pointer to the PF_Pixel in the &#8220;out&#8221; argument (above). It can only do this, though, if you provide a pointer to a PF_SampPB struct containing a pointer to the image data (in the third argument). We arranged for this back in Render().</p>
<hr /><strong>Listing 6: DisplaceImage()</strong></p>
<pre>DisplaceImage()
This is where the real work is done. This function will be called for every
pixel in the source image.

static PF_Err DisplaceImage (long refcon,
		long x, long y,
		PF_Pixel *in, PF_Pixel *out)
{
	register ShiftInfo	*si = (ShiftInfo *)refcon;
	PF_InData					*in_data = si-&gt;in_data;
	PF_Err							err;
	Fixed							new_x, new_y;
	double 						luma,tmpx,tmpy;

	// check to see if we're near the edge...
	if ( LONG2FIX(x) &lt; si-&gt;x_off ||
		 LONG2FIX(y) &lt; si-&gt;y_off ||
		 LONG2FIX(si-&gt;width - x) &lt; si-&gt;x_off ||
		 LONG2FIX(si-&gt;height - y) &lt; si-&gt;y_off)
		{
			*out = *in;	// just copy input &amp; return
			return 0;
		}

	// what fraction are we thru the image?
	tmpx = (double)x/(double)si-&gt;width;
	tmpy = (double)y/(double)si-&gt;height;

	// interpolate to the same spot in map layer image (Fixed)
	tmpx *= (double)si-&gt;checkedOutLayer-&gt;u.ld.width;
	new_x = LONG2FIX(tmpx);
	tmpy *= (double)si-&gt;checkedOutLayer-&gt;u.ld.height;
	new_y = LONG2FIX(tmpy);

	// set src pointer to map layer:
	si-&gt;samp_pb.src = &amp;si-&gt;checkedOutLayer-&gt;u.ld;

	// sample into the map layer:
	err = PF_SUBPIXEL_SAMPLE(new_x, new_y, &amp;si-&gt;samp_pb, out);

	// reset src to INPUT layer:
	si-&gt;samp_pb.src = si-&gt;p;

	// get map-layer pixel luminance
	luma = LUMA(out);

	// apply gamma correction
	luma = bias(si-&gt;gain,luma);

	// make the displacement "grey-pt relative"
	// so map-layer pixels that are white move
	// the input one way, black the other way...
	luma -= 0.5;

	new_x = ((long)x &lt;&lt; 16);		// convert to Fixed
	new_y = ((long)y &lt;&lt; 16); 	// convert to Fixed

	if (luma &gt; 0.5)	{			// dark? move up or left
		new_x -= (si-&gt;x_off * luma);
		new_y -= (si-&gt;y_off * luma);
		}
	else {								// light? move down or right
		new_x += (si-&gt;x_off * luma);
		new_y += (si-&gt;y_off * luma);
		}

	// resample original image at the offset point
	// and write to output...
	err = PF_SUBPIXEL_SAMPLE(new_x, new_y, &amp;si-&gt;samp_pb, out);

	return err;
}</pre>
<p>In Listing 6, we begin by checking for edge conditions (so that we don&#8217;t accidentally offset outside the valid image area). Next, we divide our absolute x-y coords by the image width and height to get a normalized floating-point index of how deep we are in the image, both horizontally and vertically. If we multiply this index by the absolute width/height of the map image, we can obtain absolute x-y coordinates at which to sample the map image. Everything is done in floating point and converted to Fixed, because the subpixel_sample callback does partial-pixel interpolation for us. (But only if After Effects is rendering in high-resolution mode. Draft mode defaults to integral-pixel sampling.)</p>
<p>After fetching our map pixel, we need to get its luminance, which we do with a macro (from Listing 1). The luminance is a floating-point number in the range of zero to one &#8211; which makes it very easy for us to apply a gamma correction, using the bias macro (Listing 1). Bias was discussed in the May &#8217;99 article on Photoshop filters. Basically, it&#8217;s a simple, intuitive replacement for gamma that works by remapping the unit interval to itself non-linearly. For more gamma, you supply an input value in the range of 0.5 to 1.0. For less gamma, you supply an input value of from zero to 0.5. A value of exactly 0.5 simply remaps the data to itself unchanged.</p>
<p>Once our gamma-adjusted luminance has been calculated, we use it to scale our x- or y-offsets prior to resampling into the source image. Recall that the point of this whole exercise is to push pixels around in the source image based on luminance values in the map image. Rather than pushing pixels, we reindex into the source image at new locations determined by map-layer luminance values. We use the subpixel_sample callback again (this time on the source image) to do this.</p>
<p>And that, believe it or not, completes our code walkthrough of the complete source code for the plug-in.</p>
<h3>The Result</h3>
<p>The compiled plug-in is only 3,787 bytes in size, yet it implements every behavior required of an After Effects plug-in and has a fully functional user interface (with sliders and drop-down menu, no less). And the effect it implements &#8211; sophisticated layer-based displacement mapping &#8211; duplicates that of a plug-in found in Adobe&#8217;s $2,195 Production Bundle. (For an example of the effect applied to a real image, see Figure 5.)</p>
<p><img src="http://www.mactech.com/articles/mactech/Vol.15/15.09/AfterEffectsPlugins/figo5.gif" alt="" width="400" height="285" /><br />
<em><strong>Figure 5.</strong> The bullseye map image from Fig. 2 has been applied to this image to give a pond-ripple type of effect using the Warbler plug-in.</em></p>
<p>By this point, I hope I&#8217;ve managed to convince you that writing video effects is not difficult at all (much easier than writing a Photoshop filter, in fact), and yet the rewards are immense. The After Effects API essentially gives your plug-in a GUI for free, which means you can devote more time to video effects and less time to dialogs, controls, event filters, etc. As a side benefit, all of your code is portable to Windows. (If you go back and look through the source code for Warbler, you&#8217;ll see that no MacOS functions or managers were used.) Adobe has provided a tremendous API here for graphics effects developers &#8211; one that deserves to be more fully exploited by Mac programmers.</p>
<p><em>by Kas Thomas</em></p>
<p><a href="http://www.mactech.com">http://www.mactech.com</a></p>
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		<title>Famous events in July</title>
		<link>http://graphixworld.wordpress.com/2009/07/01/famous-events-in-july/</link>
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		<pubDate>Wed, 01 Jul 2009 05:00:12 +0000</pubDate>
		<dc:creator>graphixcs</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Events]]></category>
		<category><![CDATA[Famous events in July]]></category>
		<category><![CDATA[Important]]></category>
		<category><![CDATA[Important  Events in July]]></category>
		<category><![CDATA[July]]></category>

		<guid isPermaLink="false">http://english.billubilla.com/?p=575</guid>
		<description><![CDATA[July 1, 1997-Hong Kong returned to China July 2, 1964-Lyndon Johnson signs Civil Rights Act July 3, 1863-The Battle of Gettysburg ends July 4, 1776-The U.S. Declares Independence July 5, 1996-First successful cloning of a mammal July 6, 1942-The Frank family takes refuge (as in The Diary of Anne Frank, who was 13) July 7, [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=graphixworld.wordpress.com&amp;blog=8438645&amp;post=575&amp;subd=graphixworld&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>July 1, 1997-Hong Kong returned to China<br />
July 2, 1964-Lyndon Johnson signs Civil Rights Act<br />
July 3, 1863-The Battle of Gettysburg ends<br />
July 4, 1776-The U.S. Declares Independence<br />
July 5, 1996-First successful cloning of a mammal<br />
July 6, 1942-The Frank family takes refuge (as in The Diary of Anne Frank, who was 13)<br />
July 7, 1930-Building of Hoover Dam begins<br />
July 8, 1960-Pilot Francis Gary Powers charged with espionage<br />
July 9, 1877-Wimbledon tournament begins<br />
July 10, 1925-Scopes Monkey Trial begins<br />
July 11, 1804-Aaron Burr kills Alexander Hamilton in a duel<br />
July 12, 1984-Ferraro named Vice Presidential candidate<br />
July 13, 1985-Live Aid Concert<br />
July 14, 1789-French revolutionaries storm the Bastille<br />
July 15, 1971-Nixon announces visit to communist China<br />
July 16, 1945-Atom bomb successfully tested<br />
July 17, 1955-Disneyland opens<br />
July 18, 1986-Video of Titanic wreckage released<br />
July 19, 1799-Rosetta Stone found<br />
July 20, 1969-Armstrong walks on the moon<br />
July 21, 1861-The First Battle of Bull Run<br />
July 22, 1934-John Dillinger gunned down<br />
July 23, 1984-Miss America resigns<br />
July 24, 1911-Machu Picchu discovered<br />
July 25, 1965-Bob Dylan appears at Newport Folk Fest<br />
July 26, 1775-U.S. Postal System established<br />
July 27, 1949-First jet makes test flight<br />
July 28, 1868-14th Amendment adopted (post-Civil War Amendment intended to secure rights for former slaves)<br />
July 29, 1958-NASA created<br />
July 30, 1945-U.S.S. Indianapolis bombed<br />
July 31, 1975-Jimmy Hoffa disappears<br />
<!--adsense--><br />
Also in July:<br />
1867-Canadian Independence Day<br />
1898-The Battle of San Juan Hill<br />
1916-Battle of the Somme begins<br />
1775-Congress resolves to forge Indian alliances (American Revolution)<br />
1862-Battle of Malvern Hill (Civil War)<br />
1941-NBC airs first official TV commercial<br />
1804-George Sand is born<br />
1916-Dwight D. Eisenhower marries his &#8220;Mamie&#8221;<br />
1776-The Liberty Bell rings<br />
1853-Commodore Perry sails into Tokyo Bay<br />
1950-MacArthur named Korean commander<br />
1892-License plate designer born<br />
1863-Surrender of Port Hudson, Louisiana (Civil War)<br />
1954-Colonel Castillo Armas takes power in Guatemala<br />
1958-Kevin Bacon is born<br />
1918-Hemingway is wounded on the Italian front in World War I<br />
1606-Rembrandt born<br />
1806-Pike expedition sets out<br />
1965-Mariner 4 studies Martian surface<br />
1997-Versace murdered in Cunanan killing spree<br />
1789-Lafayette selected colonel-general of the National Guard of Paris<br />
1939-Indy founder dies<br />
1862-C.S.S. Arkansas attacks Union ships (Civil War)<br />
1918-Second Battle of the Marne begins with final German offensive (World War I)<br />
1933-Wiley Post flies around the world<br />
2003-Qusay and Uday Hussein killed<br />
1991-Cannibal and serial killer Jeffrey Dahmer is caught<br />
1947-Albert Brooks is born<br />
1598-The Merchant of Venice is entered on the Stationers&#8217; Register<br />
1793-Alexander Mackenzie reaches Pacific Ocean<br />
1862-Lincoln tells his cabinet about the Emancipation Proclamation<br />
1588-Spanish Armada defeated by Britain<br />
1778-French navy contacts Continentals (American Revolution)</p>
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			<media:title type="html">graphixcs</media:title>
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		<title>Creating 3D Textured Text with Corel DRAW</title>
		<link>http://graphixworld.wordpress.com/2009/06/30/creating-3d-textured-text-with-corel-draw/</link>
		<comments>http://graphixworld.wordpress.com/2009/06/30/creating-3d-textured-text-with-corel-draw/#comments</comments>
		<pubDate>Tue, 30 Jun 2009 12:38:31 +0000</pubDate>
		<dc:creator>graphixcs</dc:creator>
				<category><![CDATA[CorelDraw]]></category>
		<category><![CDATA[GrApHiX]]></category>
		<category><![CDATA[Creating 3D Textured Text with Corel DRAW]]></category>

		<guid isPermaLink="false">http://english.billubilla.com/?p=569</guid>
		<description><![CDATA[This tutorial will show you how to create 3D Textured Text in Corel DRAW! I used Corel DRAW! 7.0 for Windows. Some things may be done differently with other versions. I&#8217;m always exploring textures and materials effects in the various programs I use. I like creating gold, metal, wood, stone, etc&#8230; Normally I use all [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=graphixworld.wordpress.com&amp;blog=8438645&amp;post=570&amp;subd=graphixworld&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p style="text-align:justify;">This tutorial will show you how to create 3D Textured Text in Corel DRAW! I used Corel DRAW! 7.0 for Windows. Some things may be done differently with other versions.</p>
<p style="text-align:justify;">I&#8217;m always exploring textures and materials effects in the various programs I use. I like creating gold, metal, wood, stone, etc&#8230; Normally I use all sorts of filters and tricks to get the look just right and I usually use a bitmap program such as Photoshop. I thought it might be fun, though, to try and see if something like this could be done with a vector program such as Corel DRAW! The following tutorial is the result. Let me know what you think.</p>
<p style="text-align:justify;">The process is quite simple and, using it, you can achieve some really cool effects. I&#8217;ll be demonstrating how to create &#8220;Hot Rocks&#8221; or Lava text. All of the effects can be accomplished using the files that come with Corel DRAW!</p>
<p style="text-align:justify;">Open a new graphic. Select the Text tool and enter some text. I used the Braggadocio font at 75 points (see figure 4.1).</p>
<p style="text-align:justify;"><!-- figure and caption table --></p>
<table style="text-align:justify;" border="0">
<tbody>
<tr>
<td align="center"><img src="http://www.grafx-design.com/images/04corel01.gif" border="0" alt="figure 4.1" width="468" height="242" /></td>
</tr>
<tr>
<td align="center" bgcolor="#00cccc">figure 4.1</td>
</tr>
</tbody>
</table>
<p style="text-align:justify;">You&#8217;ll want to use a chunky font for this stone look. Later you can try different fonts and fills to see what you can come up with.</p>
<p style="text-align:justify;">I wanted to give the text some perspective as well as adding 3-dimensionality to it.</p>
<p style="text-align:justify;">Use the Pick tool to select the text and Choose Effects, Add Perspective. This will surround the text with a red grid and put nodes at the corners (see figure 4.2).</p>
<p style="text-align:justify;"><!-- figure and caption table --></p>
<table style="text-align:justify;" border="0">
<tbody>
<tr>
<td align="center"><img src="http://www.grafx-design.com/images/04corel02.gif" border="0" alt="figure 4.2" width="472" height="232" /></td>
</tr>
<tr>
<td align="center" bgcolor="#00cccc">figure 4.2</td>
</tr>
</tbody>
</table>
<p style="text-align:justify;">Grab the top corners and move them in and up until you have something like figure 4.3.</p>
<p style="text-align:justify;"><!-- figure and caption table --></p>
<p><!--adsense--></p>
<table style="text-align:justify;" border="0">
<tbody>
<tr>
<td align="center"><img src="http://www.grafx-design.com/images/04corel03.gif" border="0" alt="figure 4.3" width="469" height="219" /></td>
</tr>
<tr>
<td align="center" bgcolor="#00cccc">figure 4.3</td>
</tr>
</tbody>
</table>
<p style="text-align:justify;">You may notice the perspective marker, a small black &#8220;X&#8221;, appear above the text. Once you&#8217;re happy with the perspective click on the Pick tool again to clear the grid.</p>
<p style="text-align:justify;">It&#8217;s time to add the 3D effects. Choose Effects, Extrude to bring up the Extrude dialog box (see figure 4.4).</p>
<p style="text-align:justify;"><!-- figure and caption table --></p>
<table style="text-align:justify;" border="0">
<tbody>
<tr>
<td align="center"><img src="http://www.grafx-design.com/images/04corel04.gif" border="0" alt="figure 4.4" width="160" height="356" /></td>
</tr>
<tr>
<td align="center" bgcolor="#00cccc">figure 4.4</td>
</tr>
</tbody>
</table>
<p style="text-align:justify;">Select the Extrude icon and enter Small Back with a Depth of 10.</p>
<p style="text-align:justify;">Select the Rotation icon and play around until you get a view that you like (see figure 4.5). You can see the text change every time you click the Apply button, so play around.</p>
<div style="text-align:justify;"><strong>TIP:</strong> You might want to change the color of the text to a light gray so that you can see the angles and side more clearly.</div>
<p style="text-align:justify;"><!-- figure and caption table --></p>
<table style="text-align:justify;" border="0">
<tbody>
<tr>
<td align="center"><img src="http://www.grafx-design.com/images/04corel05.gif" border="0" alt="figure 4.5" width="477" height="258" /></td>
</tr>
<tr>
<td align="center" bgcolor="#00cccc">figure 4.5</td>
</tr>
</tbody>
</table>
<p style="text-align:justify;">You can see the actual x,y,z values by clicking on the small paper icon to the right of the red Corel 3D rotation image. The values I ended up with were 19, 29, 5.</p>
<p style="text-align:justify;">Now add some lighting. I added all three lights. You can see their placement in figure 4.6.</p>
<p style="text-align:justify;"><!-- figure and caption table --></p>
<table style="text-align:justify;" border="0">
<tbody>
<tr>
<td align="center"><img src="http://www.grafx-design.com/images/04corel06.gif" border="0" alt="figure 4.6" width="160" height="356" /></td>
</tr>
<tr>
<td align="center" bgcolor="#00cccc">figure 4.6</td>
</tr>
</tbody>
</table>
<p style="text-align:justify;">Besides the placement you can play with the intensity of the lights. I set the first to 68, the second to 41 and the third to 86. Again, you&#8217;ll want to play with these values to suit your particular image.</p>
<p style="text-align:justify;">Now that the image is ready you can fill it with a texture. Select the Fill tool and hold it down until the flyout menu appears. Select the texture fill (it kinda looks like a black and white cloud image) which will bring up the texture dialog box (see figure 4.7).</p>
<p style="text-align:justify;"><!-- figure and caption table --></p>
<table style="text-align:justify;" border="0">
<tbody>
<tr>
<td align="center"><img src="http://www.grafx-design.com/images/04corel07.gif" border="0" alt="figure 4.7" width="426" height="407" /></td>
</tr>
<tr>
<td align="center" bgcolor="#00cccc">figure 4.7</td>
</tr>
</tbody>
</table>
<p style="text-align:justify;">I chose the Painted Stucco texture from Samples 7. There are a lot of different textures, though, so take a few minutes to go through the libraries and find something you like. I thought this texture looked like hot lava rock. Take a look at the final image (figure 4.8) and see what you think.</p>
<p style="text-align:justify;"><!-- figure and caption table --></p>
<table style="text-align:justify;" border="0">
<tbody>
<tr>
<td align="center"><img src="http://www.grafx-design.com/images/04corel08.jpg" border="0" alt="figure 4.8" width="400" height="138" /></td>
</tr>
<tr>
<td align="center" bgcolor="#00cccc">figure 4.8</td>
</tr>
</tbody>
</table>
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			<media:title type="html">graphixcs</media:title>
		</media:content>

		<media:content url="http://www.grafx-design.com/images/04corel01.gif" medium="image">
			<media:title type="html">figure 4.1</media:title>
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		<media:content url="http://www.grafx-design.com/images/04corel02.gif" medium="image">
			<media:title type="html">figure 4.2</media:title>
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			<media:title type="html">figure 4.3</media:title>
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			<media:title type="html">figure 4.4</media:title>
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		<media:content url="http://www.grafx-design.com/images/04corel05.gif" medium="image">
			<media:title type="html">figure 4.5</media:title>
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		<media:content url="http://www.grafx-design.com/images/04corel06.gif" medium="image">
			<media:title type="html">figure 4.6</media:title>
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		<media:content url="http://www.grafx-design.com/images/04corel07.gif" medium="image">
			<media:title type="html">figure 4.7</media:title>
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		<media:content url="http://www.grafx-design.com/images/04corel08.jpg" medium="image">
			<media:title type="html">figure 4.8</media:title>
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		<title>3D VASE</title>
		<link>http://graphixworld.wordpress.com/2009/06/27/3d-vase/</link>
		<comments>http://graphixworld.wordpress.com/2009/06/27/3d-vase/#comments</comments>
		<pubDate>Sat, 27 Jun 2009 09:35:39 +0000</pubDate>
		<dc:creator>graphixcs</dc:creator>
				<category><![CDATA[GrApHiX]]></category>
		<category><![CDATA[Illustrator]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[3d Vase]]></category>
		<category><![CDATA[Adobe Illustrator]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Vase]]></category>

		<guid isPermaLink="false">http://english.billubilla.com/?p=564</guid>
		<description><![CDATA[1. Create a path First, create a path like the image shown below with the Pen Tool, go to menu Effect &#62; 3D &#62; Revolve 3D Revolve Options The 3D Revolve Options window should pop up and look like the image below. Click on More Options if the lower portion window is not showing. You [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=graphixworld.wordpress.com&amp;blog=8438645&amp;post=564&amp;subd=graphixworld&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<h3 style="text-align:justify;">1. Create a path</h3>
<p style="text-align:justify;">First, create a path like the image shown below with the <strong>Pen Tool</strong>, go to menu <strong>Effect &gt; 3D &gt; Revolve</strong></p>
<p style="text-align:justify;"><img src="http://www.ndesign-studio.com/images/resources/tutorials/3d-vase/1.gif" alt="create a path" width="519" height="235" /></p>
<p><!--adsense--></p>
<h3 style="text-align:justify;">3D Revolve Options</h3>
<p style="text-align:justify;">The <strong>3D Revolve Options</strong> window should pop up and look like the image below. Click on <strong>More Options</strong> if the lower portion window is not showing. You can leave most of the setting as default, but add an additional light spot by click the <strong>New Light</strong> icon and drag it to the lower left corner as shown.        Enter 35 for <strong>Blend Steps</strong>, maximum <strong>Blend Steps</strong> is 256, higher <strong>Blend Steps</strong> results better rendering quality but also increases file size and memory.</p>
<p style="text-align:justify;"><img src="http://www.ndesign-studio.com/images/resources/tutorials/3d-vase/2.gif" alt="3d revolve options" width="523" height="519" /></p>
<h3 style="text-align:justify;">2. Create the flower symbol</h3>
<p style="text-align:justify;">Now use the <strong>Ellipse Tool</strong>, create a flower like the image below. I have a very simply flower illustration here, but you can create anything as you like. Drag the flower to the <strong>Symbols</strong> Library Pallate to create a new symbol.       If your <strong>Symbols</strong> Pallate is not showing, press <strong>Ctrl+Shift+F11</strong> or go to <strong>Windows &gt; Symbols</strong> to show <strong>Symbols</strong>.</p>
<p style="text-align:justify;"><img src="http://www.ndesign-studio.com/images/resources/tutorials/3d-vase/3.gif" alt="create the flower symbol" width="349" height="97" /></p>
<p style="text-align:justify;">
<div style="text-align:justify;">
<h3>3. Create Map Art</h3>
<p>With the vase object selected, in <strong>Appearance</strong> Pallate, double click on the 3D Revolve effect icon(f) to change the <strong>3D Revolve Options</strong>.</p>
<p><img src="http://www.ndesign-studio.com/images/resources/tutorials/3d-vase/4.gif" alt="appearance" width="425" height="157" /></p>
<p>When the <strong>3D Revolve Options</strong> window pop ups, click on <strong>Map Art</strong> button.</p>
<p><img src="http://www.ndesign-studio.com/images/resources/tutorials/3d-vase/5.gif" alt="map art" width="479" height="168" /></p>
<h3>Map Art options</h3>
<p>Check Preview option so you can preview the result. At the top where it says, <strong>Surface</strong>, use the arrow buttons to locate the surface that you want to <strong>Map Art</strong>. Notice there is a red wireframe on your object which show you the surface you’ve selected. In this case, it is 4 of 5. From the <strong>Symbol</strong> drop down, select the symbol that you’ve created in the previous step. You can position and resize the symbol in way as you want. You can also create multi-surface <strong>Map Art</strong> by selecting the <strong>Surface</strong> then the <strong>Symbol</strong>.       Click OK when you are happy with the result.</p>
<p><img src="http://www.ndesign-studio.com/images/resources/tutorials/3d-vase/6.gif" alt="map art options" width="540" height="318" /></p>
<h3>Final</h3>
<p>That’s it! With just 3 simple steps, I just created a nice 3D Vase with Illustrator <strong>3D Revolve Tool</strong>.<br />
<!--adsense--><br />
<img src="http://www.ndesign-studio.com/images/resources/tutorials/3d-vase/3d-vase-final.jpg" alt="final" width="261" height="234" /></div>
<p style="text-align:justify;"><strong> </strong></p>
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			<media:title type="html">create a path</media:title>
		</media:content>

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			<media:title type="html">3d revolve options</media:title>
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			<media:title type="html">create the flower symbol</media:title>
		</media:content>

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			<media:title type="html">appearance</media:title>
		</media:content>

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			<media:title type="html">map art</media:title>
		</media:content>

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			<media:title type="html">map art options</media:title>
		</media:content>

		<media:content url="http://www.ndesign-studio.com/images/resources/tutorials/3d-vase/3d-vase-final.jpg" medium="image">
			<media:title type="html">final</media:title>
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		<item>
		<title>How to Create Photoshop Jelly Table Logo Icon</title>
		<link>http://graphixworld.wordpress.com/2009/06/27/how-to-create-photoshop-jelly-table-logo-icon/</link>
		<comments>http://graphixworld.wordpress.com/2009/06/27/how-to-create-photoshop-jelly-table-logo-icon/#comments</comments>
		<pubDate>Sat, 27 Jun 2009 05:00:39 +0000</pubDate>
		<dc:creator>graphixcs</dc:creator>
				<category><![CDATA[GrApHiX]]></category>
		<category><![CDATA[PhOtOsHoP]]></category>
		<category><![CDATA[How to Create Photoshop Jelly Table Logo Icon]]></category>

		<guid isPermaLink="false">http://english.billubilla.com/?p=561</guid>
		<description><![CDATA[Today I will teach you about How to Create Photoshop Jelly Table Logo Icon [1]-First of all Open New Document of Custom size,Height &#38; Width 400×400 pixels,Resolution 72 &#38; Mode RGB Color [2]-Now Open New Layer &#38; then create the following selection with the help of “Elliptical Marquee Tool” [3]-Now fill the selection with ‘ffcd67′color [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=graphixworld.wordpress.com&amp;blog=8438645&amp;post=561&amp;subd=graphixworld&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p style="text-align:justify;">Today I will teach you about How to Create Photoshop Jelly Table Logo Icon</p>
<p style="text-align:justify;">[1]-First of all Open New Document of Custom size,Height &amp; Width 400×400 pixels,Resolution 72 &amp; Mode RGB Color</p>
<p style="text-align:justify;"><a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon1.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon1-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon1" width="501" height="295" /></a></p>
<p style="text-align:justify;">[2]-Now Open New Layer &amp; then create the following selection with the help of “Elliptical Marquee Tool”</p>
<p style="text-align:justify;"><a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon2.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon2-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon2" width="198" height="62" /></a></p>
<p style="text-align:justify;">[3]-Now fill the selection with ‘ffcd67′color &amp; then go to Blending Options,select Stroke Structure &amp; use the following settings<br />
Photoshop Technique-How to use the Stroke Structure  feature</p>
<p style="text-align:justify;"><a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon3.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon3-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon3" width="229" height="184" /></a></p>
<p style="text-align:justify;">[4]-Now create the following selection with the help of ‘Pen Tool’</p>
<p style="text-align:justify;"><a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon4.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon4-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon4" width="193" height="68" /></a></p>
<p style="text-align:justify;">[5]-Now select ‘Burn Tool’ &amp; use the following settings</p>
<p style="text-align:justify;"><a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon5.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon5-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon5" width="396" height="28" /></a></p>
<p style="text-align:justify;">[6]-Now create the following shading with the help of ‘Burn Tool’</p>
<p style="text-align:justify;"><a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon6.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon6-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon6" width="187" height="71" /></a></p>
<p style="text-align:justify;">[7]-Now select Burn Tool &amp; use the following settings</p>
<p style="text-align:justify;"><a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon7.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon7-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon7" width="289" height="25" /></a></p>
<p style="text-align:justify;">[8]-Now create the following selection with the help of Polygonal Lasso Tool &amp; create the following shading with the help<br />
of Burn Tool</p>
<p style="text-align:justify;"><a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon8.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon8-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon8" width="179" height="71" /></a></p>
<p><!--adsense--></p>
<p style="text-align:justify;">[9]-Now select ‘Dodge Tool’         <a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon9.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon9-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon9" width="30" height="27" /></a> &amp; Highlight the some parts &amp; then Open New Layer &amp; create the following<br />
selection with the help of ‘Pen Tool’</p>
<p style="text-align:justify;"><a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon10.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon10-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon10" width="180" height="64" /></a></p>
<p style="text-align:justify;">[10]-Now fill the selection with any color &amp; then go to Blending Options,select Gradient Overlay &amp; use the following settings<br />
Photoshop Technique-How to use the Gradient Overlay feature</p>
<p style="text-align:justify;"><a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon11.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon11-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon11" width="260" height="194" /></a></p>
<p style="text-align:justify;"><a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon12.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon12-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon12" width="389" height="74" /></a></p>
<p style="text-align:justify;">[11]-Now make the Duplicate Layer with the help of Ctrl+J &amp; then press Ctrl+T,right click select ‘Flip Horizontal’ &amp; then<br />
press ENTER &amp; after that Open New Layer &amp; create the following selection with the help of Elliptical Marquee Tool</p>
<p style="text-align:justify;"><a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon13.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon13-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon13" width="181" height="71" /></a></p>
<p style="text-align:justify;">[12]-Now fill the selection with ‘ffcd67′color &amp; use the Stroke structure Options as used in step-3 &amp; then select Brush<br />
Tool            <a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon14.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon14-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon14" width="30" height="24" /></a> &amp; open New Layer &amp; create the following shape with the help of Brush Tool with ‘ffff00′color<br />
like as shown below</p>
<p style="text-align:justify;"><a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon15.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon15-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon15" width="173" height="64" /></a></p>
<p style="text-align:justify;">[13]-Now Open New Layer &amp; then create the following selection with the help of Pen Tool</p>
<p style="text-align:justify;"><a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon16.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon16-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon16" width="181" height="205" /></a></p>
<p style="text-align:justify;">[14]-Now fill the selection with ‘ffcd67′ color &amp; use the Stroke Structure feature as used in Step-3 &amp; after that Open<br />
New Layer &amp; create the following shape with the help of Brush Tool</p>
<p style="text-align:justify;"><a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon17.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon17-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon17" width="184" height="203" /></a></p>
<p style="text-align:justify;">[15]-Now Open New Layer &amp; create the following selection with the help of ‘Pen Tool’</p>
<p style="text-align:justify;"><a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon18.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon18-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon18" width="178" height="197" /></a></p>
<p style="text-align:justify;">[16]-Now fill the selection with ‘000000′color &amp; like this create the others &amp; fill different color like as shown below</p>
<p style="text-align:justify;"><a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon19.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon19-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon19" width="168" height="195" /></a></p>
<p style="text-align:justify;">[17]-Now create the following shape with the help of “Brush’ Tool &amp; your image should look like as shown below</p>
<p style="text-align:justify;"><a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon20.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon20-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon20" width="180" height="186" /></a></p>
<p style="text-align:justify;">[18]-Now Open New Layer &amp; then create the following selection with the help of Elliptical Marquee Tool</p>
<p style="text-align:justify;"><a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon21.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon21-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon21" width="315" height="249" /></a></p>
<p style="text-align:justify;">[19]-Now fill the selection with ‘ffcd67′color &amp; then go to Blending Options,select Stroke Structure &amp; use the following<br />
settings<br />
Photoshop Technique-How to use the Stroke Structure feature</p>
<p style="text-align:justify;"><a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon22.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon22-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon22" width="238" height="190" /></a></p>
<p style="text-align:justify;">[20]-Now create the following selection with the help of ‘Rectangular Marquee Tool’ with hold Shift</p>
<p style="text-align:justify;"><a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon23.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon23-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon23" width="312" height="131" /></a></p>
<p style="text-align:justify;">[21]-Now select ‘Dodge Tool’           <a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon24.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon24-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon24" width="31" height="29" /></a> &amp; Highlight the selected Parts  &amp; then press Ctrl+Shift+I &amp; create<br />
the some shading with the help of “Burn Tool”</p>
<p style="text-align:justify;"><a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon25.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon25-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon25" width="320" height="132" /></a></p>
<p style="text-align:justify;">[22]-Now create the following shapes with the help of “Brush” Tool with different color &amp; your image should look like as<br />
shown below</p>
<p style="text-align:justify;"><a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon26.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon26-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon26" width="324" height="259" /></a></p>
<p style="text-align:justify;">[23]-Now Open New Layer &amp; create the following selection with the help of ‘Elliptical Marquee Tool’</p>
<p style="text-align:justify;"><a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon27.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon27-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon27" width="324" height="132" /></a></p>
<p style="text-align:justify;">[24]-Now fill the selection with ‘cbcc66′ color &amp; then reduce the Opacity of this Layer like as shown below</p>
<p style="text-align:justify;"><a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon28.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon28-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon28" width="203" height="50" /></a></p>
<p style="text-align:justify;">[25]-Now Open New Layer &amp; create the following selection with the help of Elliptical Marquee Tool</p>
<p style="text-align:justify;"><a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon29.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon29-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon29" width="323" height="209" /></a></p>
<p style="text-align:justify;">[26]-Now fill the selection ‘ff3300′color &amp; then use the Stroke Structure Options as used previous steps &amp; after that make<br />
the 2 Duplicate Layers with the help of 2 times press Ctrl+J &amp; adjust with the help of Move Tool like as shown below</p>
<p style="text-align:justify;"><a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon30.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon30-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon30" width="325" height="229" /></a></p>
<p style="text-align:justify;">[27]-Now Open New Layer &amp; then create the following selection with the help of ‘Pen Tool’</p>
<p style="text-align:justify;"><a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon31.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon31-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon31" width="329" height="212" /></a></p>
<p style="text-align:justify;">[28]-Now fill the selection with ‘ff3300′ color &amp; then use the same  Stroke Structure Options as used in Previous Steps &amp;<br />
then create the following selection with the help of Pen Tool</p>
<p style="text-align:justify;"><a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon32.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon32-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon32" width="308" height="208" /></a></p>
<p style="text-align:justify;">[29]-Now fill the selection with ‘ff3300′ color  &amp; after that Open New Layer &amp; create the following selection with the help<br />
of Pen Tool</p>
<p style="text-align:justify;"><a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon33.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon33-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon33" width="310" height="239" /></a></p>
<p style="text-align:justify;">[30]-Now fill the selection with ‘ff3300′color &amp; use the Stroke Structure Options as used in previous steps  &amp; then make the<br />
Duplicate Layer with the help of Ctrl+J,press Ctrl+T right click select ‘Flip Horizontal’ &amp; then press ENTER &amp; your image<br />
should look like as shown below</p>
<p style="text-align:justify;"><a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon34.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon34-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon34" width="310" height="209" /></a></p>
<p style="text-align:justify;">[31]-Now like this create the others &amp; your image should look like as shown below</p>
<p style="text-align:justify;"><a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon35.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon35-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon35" width="325" height="220" /></a></p>
<p style="text-align:justify;">[32]-Now Open New Layer &amp; then create the following selection with the help of Pen Tool</p>
<p style="text-align:justify;"><a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon36.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon36-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon36" width="313" height="199" /></a></p>
<p style="text-align:justify;">[33]-Now fill the selection with ‘ab0204′color &amp; like this create the others &amp; after that create the following selection<br />
with the help of ‘Elliptical Marquee Tool’</p>
<p style="text-align:justify;"><a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon37.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon37-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon37" width="396" height="203" /></a></p>
<p style="text-align:justify;">[34]-Now press Ctrl+Shift+I &amp; then select ‘Dodge Tool’              <a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon38.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon38-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon38" width="32" height="26" /></a> &amp; Highlight the following parts like<br />
as shown below</p>
<p style="text-align:justify;"><a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon39.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon39-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon39" width="385" height="210" /></a></p>
<p style="text-align:justify;">[35]-Now select ‘Brush’ Tool       <a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon40.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon40-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon40" width="29" height="27" /></a> &amp; then open New Layer &amp; create the following shape with ‘fffffa’color</p>
<p style="text-align:justify;"><a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon41.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon41-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon41" width="322" height="206" /></a></p>
<p style="text-align:justify;">[36]-Now select ‘Erase Tool’ &amp; use the following settings</p>
<p style="text-align:justify;"><a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon42.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon42-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon42" width="349" height="29" /></a></p>
<p style="text-align:justify;">[37]-Now  Erase the some parts with the help of Erase Tool<br />
See below for Final Photoshop Output.I hope this is a good tutorial &amp; U can use these Photoshop Techniques in your Graphics<br />
Design Project</p>
<p style="text-align:justify;"><a href="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon43.gif"><img src="http://tutorial-zee.com/wp-content/uploads/2008/08/photoshop-jelly-table-logo-icon43-thumb.gif" alt="Photoshop-Jelly-Table-Logo-Icon43" width="394" height="395" /></a></p>
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		<title>How to paint a human eye tutorial</title>
		<link>http://graphixworld.wordpress.com/2009/06/26/how-to-paint-a-human-eye-tutorial/</link>
		<comments>http://graphixworld.wordpress.com/2009/06/26/how-to-paint-a-human-eye-tutorial/#comments</comments>
		<pubDate>Fri, 26 Jun 2009 05:00:15 +0000</pubDate>
		<dc:creator>graphixcs</dc:creator>
				<category><![CDATA[GrApHiX]]></category>
		<category><![CDATA[PhOtOsHoP]]></category>
		<category><![CDATA[How to paint a human eye tutorial]]></category>

		<guid isPermaLink="false">http://english.billubilla.com/?p=558</guid>
		<description><![CDATA[Step one: Drawing the basics Let us start with the simplest of sketches. As you can see it doesn’t look like much, but that’s not relevant seeing how you will paint over it anyway. The important thing is that you have the basic elements covered; the iris, the eyeball, the lid etc. Now, instead of [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=graphixworld.wordpress.com&amp;blog=8438645&amp;post=558&amp;subd=graphixworld&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<h2 style="text-align:justify;">Step one: Drawing the basics</h2>
<p style="text-align:justify;"><a href="http://photoshop-freebies.com/wp-content/uploads/base1.jpg"><img title="base1.jpg" src="http://photoshop-freebies.com/wp-content/uploads/base1.jpg" alt="" width="323" height="298" /></a></p>
<p style="text-align:justify;">Let us start with the simplest of sketches. As you can see it doesn’t look like much, but that’s not relevant seeing how you will paint over it anyway. The important thing is that you have the basic elements covered; the iris, the eyeball, the lid etc. Now, instead of using a plain white background I’ve went for a flesh color background, because it will be much easier to paint with. Also my sketch color is not black. Black ruins skin tones, so use dark brown instead.</p>
<p style="text-align:justify;"><strong>Basic anatomy tips</strong>: The biggest mistake one can make when drawing eyes it to draw a completely almond shape eye or make the eye too round. Eyes by definition are not purely geometrical so bare that in mind when starting out. Look at your own eye and see the line of it. Is it round or almond shape? Of course not, so don’t draw them that way.</p>
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<h2 style="text-align:justify;">Step two: Getting started</h2>
<p style="text-align:justify;"><span style="text-decoration:underline;"><a href="http://photoshop-freebies.com/wp-content/uploads/eye.jpg"><img title="eye.jpg" src="http://photoshop-freebies.com/wp-content/uploads/eye.jpg" alt="" width="323" height="298" /></a></span></p>
<p style="text-align:justify;">Now let’s continue with the coloring. I’ve picked out a random color for the eye iris, seeing how it will change anyway. The important thing to know in this step is never to paint the eyeball in pure white. NEVER. The eyeball like all other objects in reality has it’s shadows and highlights, it also has small blood vessels steaming out to the surface (especially if you haven’t slept much) so that all ads to the color map of the eyeball.Start with some warm gray, perhaps with pinkish tones (just slight), or any other light, non white color depending on the atmosphere of your picture. Determine first whether your painting will have a warm or cool hue to it and take it from there. For the purpose of this tutorial, you can simply sample the color from the image on the left.</p>
<h2 style="text-align:justify;">Step three: Adding shades and light</h2>
<p style="text-align:justify;"><span style="text-decoration:underline;"><a href="http://photoshop-freebies.com/wp-content/uploads/coloring.jpg"><img title="coloring.jpg" src="http://photoshop-freebies.com/wp-content/uploads/coloring.jpg" alt="" width="323" height="298" /></a></span></p>
<p style="text-align:justify;">Now let’s color this. I’ve added various tones of “skin colors” to the mix in order to create a base for the shadow and highlight regions. This part is essential because it provides grounds for your future steps. If the coloring is unnatural then the rest of the picture will be like that, or you’ll have to repeat the coloring step later on. Since I want to keep this tutorial precise and under 15 steps, I’ve carefully thought about the coloring and light/shadow placement.</p>
<p style="text-align:justify;"><strong>Important :</strong> Contrary to popular opinion, the skin consists of many colors warm and cold, it all depends on the lighting, the fact that our skin is filled with veins and arteries and blood vessels. So when painting, bare this in mind. <strong>Never paint with just light and dark variants of one color</strong>. Add reddish tones, yellows, for highlights, mix cyan and purple tones with gray for shadows. I’ve put some more conservative combinations for the purpose of this tutorial, but in the future don’t be afraid to try out more expressive color choices (see color management tutorial).</p>
<h2 style="text-align:justify;">Step four: Smudging the colors</h2>
<p style="text-align:justify;"><a href="http://photoshop-freebies.com/wp-content/uploads/smudge.jpg"><img title="smudge.jpg" src="http://photoshop-freebies.com/wp-content/uploads/smudge.jpg" alt="" width="323" height="298" /></a></p>
<p style="text-align:justify;">Time to use the smudge tool. If you plan on seriously learning how to paint in Photoshop, you will come to realize the importance of the smudge tool. It is the main tool in the work process and without it mixing colors is a dull and often fruitless endeavor. Smudge all of the colors using small, round motions. Even here you don’t have to be awfully precise, because the full blending will be complete in the next step For me personally the optimal strength of the smudge tool is somewhere between 50% and 80% ( I usually set the tool at 73% strength, because that suits my tablet pen best; it may be different with your tablet) depending on the amount of smudging I need done.</p>
<h2 style="text-align:justify;">Step five: The importance of gaussian blur</h2>
<p style="text-align:justify;"><span style="text-decoration:underline;"><a href="http://photoshop-freebies.com/wp-content/uploads/gaussian.jpg"><img title="gaussian.jpg" src="http://photoshop-freebies.com/wp-content/uploads/gaussian.jpg" alt="" width="300" height="276" /></a></span></p>
<p style="text-align:justify;">Now it’s time to use the Gaussian Blur filter (Filters/Blur/Gaussian blur). For me it is (besides the smudge tool) the second essential tool in Photoshop. Using the lasso tool select “logical” patches of the painting. By logical I mean portions of the picture where you need to blend in two colors. Also the amount of Gaussian blur depends on two things. How much smudging and blending you’ve done in the previous step and how big the painting and selected part is.This usually means using a value between 1 and 3. Also this is the last step where you are allowed to be messy. From now on precision will also be important.</p>
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<h2 style="text-align:justify;">Step six: Painting the Iris</h2>
<p style="text-align:justify;"><span style="text-decoration:underline;"><a href="http://photoshop-freebies.com/wp-content/uploads/snapshot-8.jpg"><img title="snapshot-8.jpg" src="http://photoshop-freebies.com/wp-content/uploads/snapshot-8.jpg" alt="" width="323" height="289" /></a></span></p>
<p style="text-align:justify;">The human iris is the most critical part of the human eye when it comes to painting. If you don’t succeed in this step it will be very hard to give your work realism and the painting will start to look like some flat anime. Not that there is anything wrong with Anime, but make an effort to do this right. Sure, there are some 5 step Photoshop tutorials on how to paint them using various PS filters, however, most of the results look sterile and completely unnatural and if you’re anything like me, you’ll eventually forget how to do it anyway. So how does one paint the iris? Surprisingly enough, it’s is not all that difficult once you get the hang of it.With the exception of dark and brown eyes, most eyes don’t consist of just one color but tend to have many freckles of color in it and not just towards the center, but also all around it. So take a small brush and start adding dots and lines all over the iris. Since I chose a bluish base for the eye color I now started to add dabs of purple, subdued green and a touch of ocker. If you’re not sure exactly how to take a mirror and analyze your eyes. See the textures. This part is actually fun. <img src="http://photoshop-freebies.com/wp-includes/images/smilies/icon_smile.gif" alt=":)" /></p>
<h2 style="text-align:justify;">Step seven: Still painting the Iris</h2>
<p style="text-align:justify;"><span style="text-decoration:underline;"><a href="http://photoshop-freebies.com/wp-content/uploads/snapshot-10.jpg"><img title="snapshot-10.jpg" src="http://photoshop-freebies.com/wp-content/uploads/snapshot-10.jpg" alt="" width="323" height="298" /></a></span></p>
<p style="text-align:justify;">Here comes the tricky part. All of these freckles of color need to be blended in properly. Although th ere is no way to do this wrong, you will still need some time to produce optimal results.</p>
<h2 style="text-align:justify;">Step eight: Adding depth to the eyes (the glassy effect)</h2>
<p style="text-align:justify;"><span style="text-decoration:underline;"><a href="http://photoshop-freebies.com/wp-content/uploads/snapshot-13.jpg"><img title="snapshot-13.jpg" src="http://photoshop-freebies.com/wp-content/uploads/snapshot-13.jpg" alt="" width="323" height="298" /></a></span></p>
<p style="text-align:justify;">Let’s bare in mind that the Iris is not flat, on the contrary it’s like a glass surface and it behaves like a <a href="http://www.bartleby.com/images/A4images/A4convex.jpg">convex lens</a>. Have you ever done an aqua button tutorial, or how to make glass? If you have you’ll come to realize that the principles don’t differ so much. You have a point where the light enters “Point A” ( the round white dot on the right of the iris) and where it spreads “Point B” (the lower left part of the iris) and the rest of it goes from dark (around the point of light entry) to light (all around point B). To simplify it I’ll do a step by step explanation:</p>
<ol style="text-align:justify;">
<li>Determine a light direction and source by adding a white circle on the iris usually somewhere near the pupil.</li>
<li>The parts of the Iris the are near the top eye lid should be darker then the rest of the eye because the lid and lashes will give it some shadow. Then paint the light side (B) just opposite of the light source. You do that by adding a new layer and painting the white surface on it, smudge/blur it.</li>
<li>Then lower the opacity so that you can see the iris texture on the layer underneath. Or you may use the Color dodge tool on your main menu. Either way the results will be similar. You can also try to use “Overlay” or “Soft light” on your white layer (B), with some middle level opacity.</li>
</ol>
<h2 style="text-align:justify;">Step nine: Adding the eye lashes</h2>
<p style="text-align:justify;"><span style="text-decoration:underline;"><a href="http://photoshop-freebies.com/wp-content/uploads/snapshot-16.jpg"><img title="snapshot-16.jpg" src="http://photoshop-freebies.com/wp-content/uploads/snapshot-16.jpg" alt="" width="323" height="298" /></a></span></p>
<p style="text-align:justify;">Now it is time to add some eyelashes to the painting. Generally it is best if you make a separate layer for the lashes, because it will get messy otherwise. Bare in mind when it comes to drawing lashes that they are never perfectly separated, they intertwine, get stuck together, some stand up tall, others slope down. In terms of painting try using a pressure sensitive brush, or just using a regular brush and then taking the smudge tool at some high level (like 80%) and just brush up in the direction you desire.Important : Women make their lashes go upwards because of the use of mascara, but in truth the eye lashes rarely swirl up on their own, but rather they sometimes tend to slightly slope down. This is obviously more noticeable in male eyes.</p>
<h2 style="text-align:justify;">Step ten: A few thoughts on image modification</h2>
<p style="text-align:justify;"><span style="text-decoration:underline;"><a href="http://photoshop-freebies.com/wp-content/uploads/snapshot-19.jpg"><img title="snapshot-19.jpg" src="http://photoshop-freebies.com/wp-content/uploads/snapshot-19.jpg" alt="" width="323" height="298" /></a></span></p>
<p style="text-align:justify;">So ok, if you’ve managed to successfully complete these above steps, you’re probably feeling very good a bout yourself. But don’t congratulate yourself too much because there is still a lot of work to do. I’ve added some more red and yellow using the color balance tool (CTRL + B), but that part is up to you. Modifying your images with color balance, curves (CTRL + M), and levels (CTRL + L)is a process similar to child’s play. You experiment, discover, learn. And this you will do on your own. I strongly believe that you need to work on these steps alone in order to get some creative experience. Otherwise, you’re just following a manual and that’s no different then learning how to set up your DVD player. What’s missing on this picture? Well, the answer is -<strong> texture</strong>. The skin is too smooth, everything looks eye candy perfect and that’s just not the way real life works. So in the next step we must learn how to add texture and realistic depth to an image.</p>
<h2 style="text-align:justify;">Step eleven: Adding texture</h2>
<p style="text-align:justify;"><span style="text-decoration:underline;"><a href="http://photoshop-freebies.com/wp-content/uploads/texture_1.jpg"><img title="texture_1.jpg" src="http://photoshop-freebies.com/wp-content/uploads/texture_1.jpg" alt="" width="323" height="298" /></a></span></p>
<p style="text-align:justify;">This is the least painterly part of the process and it involves a lot of image and layer manipulation. For starters find a photo of human skin. A lot of them are available on the net for free download, or if your have a photo camera, take a snap of your own skin. This is by far the simplest way of adding a texturized feel to your image, without having to spend a lot of time on it. I will repeat the steps I have taken in order to finish this portion of the tutorial, but bare in mind that it will probably be different for you (different skin image, painting, colors etc). Don’t be afraid to improvise. First off the skin image was pasted into a separate layer, then put the layer to have a “Soft light” impact on the overall image. I also set the skin layer’s opacity to 77% and erased portions of the texture that covered the eyeball, iris and lashes. Obviously, this made the image too orange and saturated, so I lowered the saturation (CTRL+U) of the eye layer until I got a good result. Then I lightly smudged the parts of the texture that I thought didn’t work for the picture (such as in the crease between the lid and lower arcade). Then I copied the texture layer, put it to be “Overlay” and then completely desaturated it (made it gray). Turned the opacity to 23% and the fill opacity to 63% and smudged again the parts I didn’t like.</p>
<h2 style="text-align:justify;">End of the road</h2>
<p style="text-align:justify;"><a href="http://photoshop-freebies.com/wp-content/uploads/final.jpg"><img title="final.jpg" src="http://photoshop-freebies.com/wp-content/uploads/final.jpg" alt="" width="323" height="298" /></a></p>
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		<title>30  Fantastic Wallpapers</title>
		<link>http://graphixworld.wordpress.com/2009/06/25/30-fantastic-wallpapers/</link>
		<comments>http://graphixworld.wordpress.com/2009/06/25/30-fantastic-wallpapers/#comments</comments>
		<pubDate>Thu, 25 Jun 2009 12:20:22 +0000</pubDate>
		<dc:creator>graphixcs</dc:creator>
				<category><![CDATA[Downloads]]></category>
		<category><![CDATA[GrApHiX]]></category>
		<category><![CDATA[30 fantastic wallpapers]]></category>
		<category><![CDATA[Graphics]]></category>
		<category><![CDATA[PhOtOsHoP]]></category>

		<guid isPermaLink="false">http://english.billubilla.com/?p=553</guid>
		<description><![CDATA[Seasonscape by =alexiuss Evolution by `alyn Technical Imperfection by `DivineError Pepper Project Wallpaper by *PepperProject Earth by ~N4u2k The Midnight Sun by ~Isilmetriel Quarter Past Midnight Session1 by *Jesar Cradle Of Life by ~saretta1 Jolly by ~BeBz Retro Apple by `-kol Today by ~dragonkahn Poetry In Motion by ~Msch THE FALLS by `tigaer Sleepless Nights [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=graphixworld.wordpress.com&amp;blog=8438645&amp;post=553&amp;subd=graphixworld&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<h1 style="text-align:center;">Seasonscape            by =<a href="http://alexiuss.deviantart.com/">alexiuss</a></h1>
<p style="text-align:center;"><a href="http://alexiuss.deviantart.com/art/Seasonscape-69489448" target="_blank"><img title="seasonscape_by_alexiuss" src="http://photoshop-freebies.com/wp-content/uploads/2009/02/seasonscape_by_alexiuss.jpg" alt="" width="300" height="156" /></a></p>
<p><!--adsense--></p>
<h1 style="text-align:center;">Evolution            by `<a href="http://alyn.deviantart.com/">alyn</a></h1>
<h1 style="text-align:center;"><a href="http://alyn.deviantart.com/art/Evolution-36462345" target="_blank"><img title="evolution_by_alyn" src="http://photoshop-freebies.com/wp-content/uploads/2009/02/evolution_by_alyn.jpg" alt="" width="300" height="160" /></a></h1>
<h1 style="text-align:center;">Technical Imperfection            by `<a href="http://divineerror.deviantart.com/">DivineError</a></h1>
<h1 style="text-align:center;"><a href="http://divineerror.deviantart.com/art/Technical-Imperfection-10069275" target="_blank"><img title="technical_imperfection" src="http://photoshop-freebies.com/wp-content/uploads/2009/02/technical_imperfection.jpg" alt="" width="300" height="225" /></a></h1>
<h1 style="text-align:center;">Pepper Project Wallpaper            by *<a href="http://pepperproject.deviantart.com/">PepperProject</a></h1>
<p style="text-align:center;"><a href="http://pepperproject.deviantart.com/art/Pepper-Project-Wallpaper-73575603" target="_blank"><img title="pepper_project_wallpaper_by_pepperproject" src="http://photoshop-freebies.com/wp-content/uploads/2009/02/pepper_project_wallpaper_by_pepperproject.jpg" alt="" width="300" height="240" /></a></p>
<h1 style="text-align:center;">Earth            by ~<a href="http://n4u2k.deviantart.com/">N4u2k</a></h1>
<h1 style="text-align:center;"><a href="http://n4u2k.deviantart.com/art/Earth-64857484"><img title="earth_by_n4u2k" src="http://photoshop-freebies.com/wp-content/uploads/2009/02/earth_by_n4u2k.jpg" alt="" width="300" height="188" /></a></h1>
<h1 style="text-align:center;">The Midnight Sun            by ~<a href="http://isilmetriel.deviantart.com/">Isilmetriel</a></h1>
<h1 style="text-align:center;"><a href="http://isilmetriel.deviantart.com/art/The-Midnight-Sun-23683152" target="_blank"><img title="the_midnight_sun_by_isilmetriel" src="http://photoshop-freebies.com/wp-content/uploads/2009/02/the_midnight_sun_by_isilmetriel.jpg" alt="" width="300" height="225" /></a></h1>
<h1 style="text-align:center;">Quarter Past Midnight Session1            by *<a href="http://jesar.deviantart.com/">Jesar</a></h1>
<h1 style="text-align:center;"><a href="http://jesar.deviantart.com/art/Quarter-Past-Midnight-Session1-25666101"><img title="quarter_past_midnight_session1_by_jesar" src="http://photoshop-freebies.com/wp-content/uploads/2009/02/quarter_past_midnight_session1_by_jesar.jpg" alt="" width="300" height="225" /></a></h1>
<h1 style="text-align:center;">Cradle Of Life            by ~<a href="http://saretta1.deviantart.com/">saretta1</a></h1>
<h1 style="text-align:center;"><a href="http://saretta1.deviantart.com/art/Cradle-Of-Life-75222553" target="_blank"><img title="cradle_of_life_by_saretta1" src="http://photoshop-freebies.com/wp-content/uploads/2009/02/cradle_of_life_by_saretta1.jpg" alt="" width="300" height="225" /></a></h1>
<h1 style="text-align:center;">Jolly            by ~<a href="http://bebz.deviantart.com/">BeBz</a></h1>
<h1 style="text-align:center;"><a href="http://bebz.deviantart.com/art/Jolly-18196010" target="_blank"><img title="jolly_by_bebz" src="http://photoshop-freebies.com/wp-content/uploads/2009/02/jolly_by_bebz.jpg" alt="" width="300" height="225" /></a></h1>
<h1 style="text-align:center;">Retro Apple            by `<a href="http://-kol.deviantart.com/">-kol</a></h1>
<h1 style="text-align:center;"><a href="http://-kol.deviantart.com/art/Retro-Apple-56895537"><img title="retro_apple_by__kol" src="http://photoshop-freebies.com/wp-content/uploads/2009/02/retro_apple_by__kol.jpg" alt="" width="300" height="188" /></a></h1>
<h1 style="text-align:center;">Today            by ~<a href="http://dragonkahn.deviantart.com/">dragonkahn</a></h1>
<h1 style="text-align:center;"><a href="http://dragonkahn.deviantart.com/art/Today-597304" target="_blank"><img title="today" src="http://photoshop-freebies.com/wp-content/uploads/2009/02/today.jpg" alt="" width="300" height="240" /></a></h1>
<h1 style="text-align:center;">Poetry In Motion            by ~<a href="http://msch.deviantart.com/">Msch</a></h1>
<h1 style="text-align:center;"><a href="http://msch.deviantart.com/art/Poetry-In-Motion-96991179" target="_blank"><img title="poetry_in_motion_by_msch" src="http://photoshop-freebies.com/wp-content/uploads/2009/02/poetry_in_motion_by_msch.jpg" alt="" width="300" height="240" /></a></h1>
<h1 style="text-align:center;">THE FALLS            by `<a href="http://tigaer.deviantart.com/">tigaer</a></h1>
<h1 style="text-align:center;"><a href="http://tigaer.deviantart.com/art/THE-FALLS-33945526" target="_blank"><img title="the_falls_by_tigaer" src="http://photoshop-freebies.com/wp-content/uploads/2009/02/the_falls_by_tigaer.jpg" alt="" width="300" height="188" /></a></h1>
<h1 style="text-align:center;">Sleepless Nights            by =<a href="http://skybase.deviantart.com/">Skybase</a></h1>
<h1 style="text-align:center;"><a href="http://skybase.deviantart.com/art/Sleepless-Nights-93258517"><img title="sleepless_nights_by_skybase" src="http://photoshop-freebies.com/wp-content/uploads/2009/02/sleepless_nights_by_skybase.jpg" alt="" width="300" height="188" /></a></h1>
<h1 style="text-align:center;">Daisy Wallpaper            by *<a href="http://vinyyli.deviantart.com/">vinyyli</a></h1>
<h1 style="text-align:center;"><a href="http://vinyyli.deviantart.com/art/Daisy-Wallpaper-103491665" target="_blank"><img title="daisy_wallpaper_by_vinyyli" src="http://photoshop-freebies.com/wp-content/uploads/2009/02/daisy_wallpaper_by_vinyyli.jpg" alt="" width="300" height="188" /></a></h1>
<h1 style="text-align:center;">Calm Sea            by =<a href="http://ladyrapid.deviantart.com/">ladyrapid</a></h1>
<h1 style="text-align:center;"><a href="http://ladyrapid.deviantart.com/art/Calm-Sea-14534529" target="_blank"><img title="calm_sea_by_ladyrapid" src="http://photoshop-freebies.com/wp-content/uploads/2009/02/calm_sea_by_ladyrapid.jpg" alt="" width="300" height="225" /></a></h1>
<h1 style="text-align:center;">Untouched            by =<a href="http://gucken.deviantart.com/">gucken</a></h1>
<h1 style="text-align:center;"><a href="http://gucken.deviantart.com/art/Untouched-86600987" target="_blank"><img title="untouched_by_gucken" src="http://photoshop-freebies.com/wp-content/uploads/2009/02/untouched_by_gucken.jpg" alt="" width="300" height="225" /></a></h1>
<h1 style="text-align:center;">Selfillumination 1280-1024            by *<a href="http://kutsche.deviantart.com/">Kutsche</a></h1>
<h1 style="text-align:center;"><a href="http://kutsche.deviantart.com/art/Selfillumination-1280-1024-28807464" target="_blank"><img title="selfillumination_1280_1024_by_kutsche" src="http://photoshop-freebies.com/wp-content/uploads/2009/02/selfillumination_1280_1024_by_kutsche.jpg" alt="" width="300" height="240" /></a></h1>
<h1 style="text-align:center;">another world wallpaper X            by `<a href="http://night-fate.deviantart.com/">night-fate</a></h1>
<h1 style="text-align:center;"><a href="http://night-fate.deviantart.com/art/another-world-wallpaper-X-98395589" target="_blank"><img title="another_world_wallpaper_x_by_night_fate" src="http://photoshop-freebies.com/wp-content/uploads/2009/02/another_world_wallpaper_x_by_night_fate.jpg" alt="" width="300" height="188" /></a></h1>
<h1 style="text-align:center;">Flower Field            by ~<a href="http://graphixfreak.deviantart.com/">GraphixFreak</a></h1>
<h1 style="text-align:center;"><a href="http://graphixfreak.deviantart.com/art/Flower-Field-24319467" target="_blank"><img title="flower_field_by_graphixfreak" src="http://photoshop-freebies.com/wp-content/uploads/2009/02/flower_field_by_graphixfreak.jpg" alt="" width="300" height="225" /></a></h1>
<h1 style="text-align:center;">Birds            by ~<a href="http://mwmax.deviantart.com/">mwmax</a></h1>
<h1 style="text-align:center;"><a href="http://mwmax.deviantart.com/art/Birds-18160393" target="_blank"><img title="birds_by_mwmax" src="http://photoshop-freebies.com/wp-content/uploads/2009/02/birds_by_mwmax.jpg" alt="" width="300" height="240" /></a></h1>
<h1 style="text-align:center;">Sleek and Sporty            by ~<a href="http://dragonkahn.deviantart.com/">dragonkahn</a></h1>
<h1 style="text-align:center;"><a href="http://dragonkahn.deviantart.com/art/Sleek-and-Sporty-528791" target="_blank"><img title="sleek_and_sporty" src="http://photoshop-freebies.com/wp-content/uploads/2009/02/sleek_and_sporty.jpg" alt="" width="300" height="240" /></a></h1>
<h1 style="text-align:center;">ELYSIA            by `<a href="http://tigaer.deviantart.com/">tigaer</a></h1>
<h1 style="text-align:center;"><a href="http://tigaer.deviantart.com/art/ELYSIA-29608021"><img title="elysia_by_tigaer" src="http://photoshop-freebies.com/wp-content/uploads/2009/02/elysia_by_tigaer.jpg" alt="" width="300" height="191" /></a></h1>
<h1 style="text-align:center;">Envision X            by ~<a href="http://loth.deviantart.com/">loth</a></h1>
<h1 style="text-align:center;"><a href="http://loth.deviantart.com/art/Envision-X-7952785"><img title="envision_x1" src="http://photoshop-freebies.com/wp-content/uploads/2009/02/envision_x1.jpg" alt="" width="300" height="225" /></a></h1>
<h1 style="text-align:center;">Tribute -Wallpaper pack.            by =<a href="http://uribaani.deviantart.com/">Uribaani</a></h1>
<h1 style="text-align:center;"><a href="http://uribaani.deviantart.com/art/Tribute-Wallpaper-pack-64568128" target="_blank"><img title="tribute__wallpaper_pack__by_uribaani" src="http://photoshop-freebies.com/wp-content/uploads/2009/02/tribute__wallpaper_pack__by_uribaani.jpg" alt="" width="300" height="205" /></a></h1>
<h1 style="text-align:center;">Rainbows            by ~<a href="http://vladstudio.deviantart.com/">vladstudio</a></h1>
<h1 style="text-align:center;"><a href="http://vladstudio.deviantart.com/art/Rainbows-77927428" target="_blank"><img title="rainbows_by_vladstudio" src="http://photoshop-freebies.com/wp-content/uploads/2009/02/rainbows_by_vladstudio.jpg" alt="" width="300" height="225" /></a></h1>
<h1 style="text-align:center;">Frank Sinatra            by `<a href="http://divineerror.deviantart.com/">DivineError</a></h1>
<h1 style="text-align:center;"><a href="http://divineerror.deviantart.com/art/Frank-Sinatra-48386211" target="_blank"><img title="frank_sinatra_by_divineerror" src="http://photoshop-freebies.com/wp-content/uploads/2009/02/frank_sinatra_by_divineerror.jpg" alt="" width="300" height="225" /></a></h1>
<h1 style="text-align:center;">Day subsiding            by `<a href="http://memod.deviantart.com/">memod</a></h1>
<h1 style="text-align:center;"><a href="http://memod.deviantart.com/art/Day-subsiding-76397239" target="_blank"><img title="day_subsiding_by_memod" src="http://photoshop-freebies.com/wp-content/uploads/2009/02/day_subsiding_by_memod.jpg" alt="" width="300" height="188" /></a></h1>
<h1 style="text-align:center;">iWing            by =<a href="http://darkjak.deviantart.com/">DarkJak</a></h1>
<h1 style="text-align:center;"><a href="http://darkjak.deviantart.com/art/iWing-15724962"><img title="iwing_by_darkjak" src="http://photoshop-freebies.com/wp-content/uploads/2009/02/iwing_by_darkjak.jpg" alt="" width="300" height="225" /></a></h1>
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		<title>Free Photoshop Brushes</title>
		<link>http://graphixworld.wordpress.com/2009/06/23/free-photoshop-brushes/</link>
		<comments>http://graphixworld.wordpress.com/2009/06/23/free-photoshop-brushes/#comments</comments>
		<pubDate>Tue, 23 Jun 2009 14:17:05 +0000</pubDate>
		<dc:creator>graphixcs</dc:creator>
				<category><![CDATA[Downloads]]></category>
		<category><![CDATA[GrApHiX]]></category>
		<category><![CDATA[PhOtOsHoP]]></category>
		<category><![CDATA[Free Photoshop Brushes]]></category>

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			<content:encoded><![CDATA[<p><a href="http://myphotoshopbrushes.com/brushes/id/290"><img src="http://myphotoshopbrushes.com/_images/brushes/mini/290.jpg" alt="Living Cell Brushes" width="160" height="160" /></a> <a href="http://myphotoshopbrushes.com/brushes/id/289"><img src="http://myphotoshopbrushes.com/_images/brushes/mini/289.jpg" alt="Raging Dawn Brushes" width="160" height="160" /></a> <a href="http://myphotoshopbrushes.com/brushes/id/288"><img src="http://myphotoshopbrushes.com/_images/brushes/mini/288.jpg" alt="High Res Blueprint and Schematic" width="160" height="160" /></a> <a href="http://myphotoshopbrushes.com/brushes/id/287"><img src="http://myphotoshopbrushes.com/_images/brushes/mini/287.jpg" alt="Finger Paints Brush set" width="160" height="160" /></a> <a href="http://myphotoshopbrushes.com/brushes/id/286"><img src="http://myphotoshopbrushes.com/_images/brushes/mini/286.jpg" alt="Real Brush Strokes Set" width="160" height="160" /></a> <a href="http://myphotoshopbrushes.com/brushes/id/285"><img src="http://myphotoshopbrushes.com/_images/brushes/mini/285.jpg" alt="Cloud Brushes" width="160" height="160" /></a> <a href="http://myphotoshopbrushes.com/brushes/id/284"><img src="http://myphotoshopbrushes.com/_images/brushes/mini/284.jpg" alt="Paint Markers Photoshop Brushes" width="160" height="160" /></a> <a href="http://myphotoshopbrushes.com/brushes/id/283"><img src="http://myphotoshopbrushes.com/_images/brushes/mini/283.jpg" alt="14 High Res Assorted Maps" width="160" height="160" /></a> <a href="http://myphotoshopbrushes.com/brushes/id/282"><img src="http://myphotoshopbrushes.com/_images/brushes/mini/282.jpg" alt="Kawaii skull brushes " width="160" height="160" /></a> <a href="http://myphotoshopbrushes.com/brushes/id/281"><img src="http://myphotoshopbrushes.com/_images/brushes/mini/281.jpg" alt="Hand drawn paisley" width="160" height="160" /></a> <a href="http://myphotoshopbrushes.com/brushes/id/280"><img src="http://myphotoshopbrushes.com/_images/brushes/mini/280.jpg" alt="Damned Hearts" width="160" height="160" /></a> <a href="http://myphotoshopbrushes.com/brushes/id/279"><img src="http://myphotoshopbrushes.com/_images/brushes/mini/279.jpg" alt="Vintage Postcards" width="160" height="160" /></a><br />
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			<media:title type="html">Finger Paints Brush set</media:title>
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			<media:title type="html">Real Brush Strokes Set</media:title>
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			<media:title type="html">Vintage Postcards</media:title>
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