Animated gif texture in 3ds max - animated-gif

and thanks in advance.
I don't know what I am doing wrong, I have created an animated .gif in Photoshop to use as a texture map for a model in 3ds max 2010. The Texture displays well enough in max and in renders, however it is not animated. I had it working at one point, but I cannot figure out what I might have changed in the settings that would cause animated textures to not play. That being said; I am very interested in learning of other file types that are better suited for animated textures in Max.

Try use image sequence (png,tiff)
Save each frame animation as file with names
some_name__000.ext
some_name__001.ext
some_name__002.ext
and load first as image sequence.
Max will create IFL file when you load texture as image sequence
Next time you can load IFL
IFL is text file, so it is easy to edit

Related

Microblink SDK: Take only the photo which is inside rectangle

I am using Microblink Sdk with reactjs. So, when I open the camera to take the photo of some document it takes the picture of whole frame not just inside the reactange.
Is there any option to take only the picture only inside the rectangle.
Thanks!!!
The rectangle displayed on the screen is there to help the user position the document they are scanning.
Specifically, the detection of the document and data extraction works best if the entire image is sent to processing, and if the document is positioned roughly around the rectangle.
That means that if you “cropped” the image to the rectangle before recognition, you would effectively lower the success rate of scanning or you would have to move the camera further away from the document to keep it in that sweet spot where the document has a margin around it, resulting in a lower resolution image, lowering the success rate once more and defeating the purpose of the initial cropping.

how to scale an image with gimp and save the actual scale and all the white space

there are a ton of scaling instructions for GIMP but all of them tell you to scale and save easy peasy. I feel like I'm taking crazy pills.
This is what my save or export generates:
How can I simply export a selection? Shouldn't the GIMP instructions include this detail? Sorry for ranting.
In Gimp (and some other popular image editors) the image you work on is actually made of separate images (a.ka.a layers) held together on a "canvas". The "canvas" gives the size of the final image.
There are three different ways to scale things and you have to use the right one:
The Scale tool : scales the active layer by dragging corners. Doesn't change the size of the canvas. This is probably what you used.
Layer>Scale layer: scales the active layer by providing explicit dimensions. Doesn't change the size of the canvas.
Image>Scale image: scales the whole image contents and the canvas. This is probably what you should have used.
What happened to give you the image above is that you resized the layer using the Scale tool, so you got a tiny image in the corner of the canvas, which didn't change size. The uncovered part of the canvas was displayed as a checkerboard pattern. If you exported to a format that supports transparency such as PNG or GIF the image would have been transparent, but since you exported to JPG which doesn't support transparent images Gimp replaced the transparent part by the default background color.
Everything is well explained on their website. https://www.gimp.org/tutorials/GIMP_Quickies/

Generating tiles from BitmapImage

I am generating tiles from very large images to use with leaflet. I have a working solution that uses System.Drawing.Bitmap and loads the image from file. I already have the image in memory as a BitmapImage however, and would like to reuse it for memory purposes since these images can be very large. But I can not find a good way of doing this with BitmapImage.
What I basically need is something equivalent of
GraphicsHandle.DrawImage(sourceImage, destinationRect, sourceRect, GraphicsUnit.Pixel);
I need to crop and resize a part of the image, and draw this onto another image in a specified location and then save this to file. What is the best way of doing this using BitmapImage?

Get WPF single path data from . png file

I would like to convert png file(transparent icon) to WPF "path data".
Any idea how to get single wpf path data from .png icon.?
There is no direct way to do it. A PNG file is a raster format (i.e. it stores the colour of each pixel in the image). WPF Path Data is a vector format (i.e. it stores the image as geometric drawing instructions). If you are unsure what this means, see here for more info.
Vector can be converted to raster (at a set size), but raster cannot be obviously converted to vector (which is what you want).
The only way to try and convert raster to vector, with varying results, is to "trace" the raster image to guess what the equivalent geometric vector instructions might possibly be. The ability to trace a raster image accurately is directly proportional to its pixel dimensions and complexity of graphics. So tracing a [presumably] small icon might not be possible at all.
If I were faced with your problem, I would get as high a quality PNG image as possible, import it into Adobe Illustrator, use the Illustrator tracing tools to trace the image, and finally export the result of the trace to XAML (using something like http://www.mikeswanson.com/xamlexport/).
If you are looking for runtime tracing, this is something I have not come across. Given the massively varying tracing parameters which are required for different styles of raster images, I don't suppose it would even be realistically possible.
Good luck.

C, GTK: display stream of RGB images at < 60 fps

I'm developing an application that shall receive images from a camera device and display them in a GTK window.
The camera delivers raw RGB images (3 bytes per pixel, no alpha channel, fixed size) at a varying frame rate (1-50 fps).
I've already done all that hardware stuff and now have a callback function that gets called with every new image captured by the camera.
What is the easyest but fast enough way to display those images in my window?
Here's what I already tried:
using gdk_draw_rgb_image() on a gtk drawing area: basically worked, but rendered so slow that the drawing processes overlapped and the application crashed after the first few frames, even at 1 fps capture rate.
allocating a GdkPixbuf for each new frame and calling gtk_image_set_from_pixbuf() on a gtk image widget: only displays the first frame, then I see no change in the window. May be a bug in my code, but don't know if that will be fast enough.
using Cairo (cairo_set_source_surface(), then cairo_paint()): seemed pretty fast, but the image looked striped, don't know if the image format is compatible.
Currently I'm thinking about trying something like gstreamer and treating those images like a video stream, but I'm not sure whether this is like an overkill for my simple mechanism.
Thanks in advance for any advice!
The entire GdkRGB API seems to be deprecated, so that's probably not the recommended way to solve this.
The same goes for the call to render a pixbuf. The documentation there points at Cairo, so the solution seems to be to continue investigating why your image looked incorrect when rendered by Cairo.
unwind is right, cairo is the way to go if you want something that will work in GTK2 and GTK3. As your samples are RGB without alpha, you should use the CAIRO_FORMAT_RGB24 format. Make sure the surface you paint is in that format. Also try to make sure that you're not constantly allocating/destroying the surface buffer if the input image keeps the same size.

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