I need to display an outline of a dog in a window. I then need to be able to change the colour for different part of the dog by inputting numbers into entry boxes- for example if I put a '1' in the 'head' entry box, the head changes to a yellow colour. The dog should be white by default.
I can just create 4 images (one for the head, body, legs, and tale) to change each part of the bod. I've thought about changing the rgb values of each image to change the colour, but this would also change the colour for the outline (meant to stay black). The only other thing I could think of was making a red, blue, green, yellow, blue, etc. version of each image (head, body, legs, tail), and then just displaying the red version of the image when I need to (and the same for other colours).
I need to know if there is any other way to do this (perhaps with the canvas widget?) before I code it because It will take a long time to change the colour of each image. I just have no idea where to start.
Thanks in advance for your answers
You will have to make different widgets for each part of the dog(e.g: Head, Abdomen etc.) and you will need different images for the dogs part and color, after that you can implement a button that changes the color with the 'if' function.
Related
In the material color tool there is a place where you choose the primary color and it shows you the text color on primary.
Given a color in hexadecimal string, how to know what will be the suggested text color on that color?
e.g.
Some colors will suggest that the text should be black
Others will say that it should be white
Observation: Any language is ok, just want to know what is the logic / function to do it.
They wrote something about text legibility. Apart from that, I played around a bit. It seems like it's a weighted mean of the r,g,b parts of the color. Blue has significantly moreimpact than green, which has slightly lessimpact than red. So it is probably something like (1*r + 0.9*g + 1.2*b) / 3.1 > 0xff (2.85 is the sum of the weights). If it surpasses the threshold, the text is black, else it is white.
In react's material-ui they have a "formula" to create it, which uses the same logic as material components.
I'm fairly new to GIMP
I have some black-and-white images in RGB mode. I want to highlight some areas in plain Red (ie, zero Blue+Green), some in plain Blue (ie, zero Red+Green), and the rest in plain Green (ie, zero Red+Blue)
I will be selecting several areas using Paths, though a simple rectangle would be fine for now
The final image will be Green, with 2+ selections of Red, and 2+ selections of Blue
I have experimented with multiple layers & multiple images, but I always get problems with the selection areas
Thanks in advance !
If what you want is keep the value of the R (or G or B) channel in the selection, while setting the other two components to 0:
Create a layer group above your image layer
Add a transparent layer in the group, name it "Green", bucket-fill with green
Add a transparent layer in the group, above "Green", name it "Red+Blue"
Set the group to "Multiply" mode. You should see your image in green.
To add red/blue, make a selection, make sure "Red+Blue" is the active layer, and bucket fill the selection with Red or Blue.
Notes
With some selection tools, (path, ellipse...) you may have to use Select>Sharpen before the bucket-fill to make sure that there are no partially selected pixels
To see the original image when making selections, just make the group invisible.
You can also use two separate layers for Red and Blue (both above the Green one, in the layer group)
If what you want is just areas of #FF0000 and #0000FF over a #00FF00 background, then just hide the initial image layer when exporting.
I have 456 .PNG icons with a white image on a blue background, but the background is pixelated. So when I use mogrify to replace a colour, lots of parts of the icon won't become the red colour I want, and stay in a shade of blue. Is there a way to replace all colours, all shades of blue, and keep the white icon intact? Because mogrify recolouring the icons would turn the whole icon red, even the white part.
I have a feeling the solution should be simple, but after some googling and some messing around with Imagemagick and Phatch, I can't seem to figure it out.
I kind of need a batch solution, since theming all the icons manually would be... Something I don't want to do.
I am open for any suggestions and I apologizs in advance if this question turns out to be a duplicate!
If you need more information, just ask, and I can give it to you!
The "+opaque color" option will select all colors except the named one, and turn them to the fill color. Thus,
mogrify -fill red +opaque white *.png
will turn everything except the white pixels to red.
I have these four icons that look like this:
But I want to be able to just have 1 gray icon and then tint them different colors by setting the color in XNA / Monogames Draw function.
I took one of the images and pulled all the colour out and made it a bit lighter it to get
I also tried a version where the center of the gray image is fully white but neither look right in the game, here's an image with the icons on top and my tinted gray on the bottom (the tint color is sampled from the center of the original icons):
I figure there should be a way, given the original icons, to figure out how to make the gray icon and also the colors to plug into the draw function so that I get an exact copy of the original. I assume this is possible? How do you do it?
EDIT:
To elaborate on my issue here is another image all with blue icons, the top images are all the original blue icon for comparison. The bottom images are all grey icons I used to tint to make the middle icons. The grey icons are, from left to right, 0 saturation, 0 saturation and 100 brightness, and auto level + 0 saturation. It seems to me that by setting the saturation to 0 I am losing the ability to make the icon look right as it's not just "darker" blue but also "bluer" blue.
EDIT 2: I don't think it's possible, thanks for the help Goose.
Would it work if the grey icon was full white at the center (it's brightest point) and got darker from there.
Then you could just sample the color at the center of your source image (the colored ones) and tint with that.
I think the issue you are seeing now is that the grey image will darken the color you are tinting with, so you actually want to tint with the source color PLUS the amount of grey at the brightest point in the image (if that makes sense).
I have more then 1 week reading about selective color change of an image. It meand selcting a color from a color picker and then select a part of image in which I want to change the color and apply the changing of color form original color to color of color picker.
E.g. if I select a blue color in color picker and I also select a red part in the image I should be able to change red color to blue color in all the image.
Another example. If I have an image with red apples and oranges and if I select an apple on the image and a blue color in the color picket, then all apples should be changing the color from red to blue.
I have some ideas but of course I need something more concrete on how to do this
Thank you for reading
As a starting point, consider clustering the colors of your image. If you don't know how many clusters you want, then you will need methods to determine whether to merge or not two given clusters. For the moment, let us suppose that we know that number. For example, given the following image at left, I mapped its colors to 3 clusters, which have the mean colors as shown in the middle, and representing each cluster by its mean color gives the figure at right.
With the output at right, now what you need is a method to replace colors. Suppose the user clicks (a single point) somewhere in your image, then you know the positions in the original image that you will need to modify. For the next image, the user (me) clicked on a point that is contained by the "orange" cluster. Then he clicked on some blue hue. From that, you make a mask representing the points in the "orange" cluster and play with that. I considered a simple gaussian filter followed by a flat dilation 3x5. Then you replace the hues in the original image according to the produced mask (after the low pass filtering, the values on it are also considered as a alpha value for compositing the images).
Not perfect at all, but you could have a better clustering than me and also a much-less-primitive color replacement method. I intentionally skipped the details about clustering method, color space, and others, because I used only basic k-means on RGB without any pre-processing of the input. So you can consider the results above as a baseline for anything else you can do.
Given the image, a selected color, and a target new color - you can't do much that isn't ugly. You also need a range, some amount of variation in color, so you can say one pixel's color is "close enough" while another is clearly "different".
First step of processing: You create a mask image, which is grayscale and varying from 0.0 to 1.0 (or from zero to some maximum value we'll treat as 1.0), and the same size as the input image. For each input pixel, test if its color is sufficiently near the selected color. If it's "the same" or "close enough" put 1.0 in the mask. If it's different, put 0.0. If is sorta borderline, put an in-between value. Exactly how to do this depends on the details of the image.
This might work best in LAB space, and testing for sameness according to the angle of the A,B coordinates relative to their origin.
Once you have the mask, put it aside. Now color-transform the whole image. This might be best done in HSV space. Don't touch the V channel. Add a constant to S, modulo 360deg (or mod 256, if S is stored as bytes) and multiply S by a constant chosen so that the coordinates in HSV corresponding to the selected color is moved to the HSV coordinates for the target color. Convert the transformed S and H, with the unchanged L, back to RGB.
Finally, use the mask to blend the original image with the color-transformed one. Apply this to each channel - red, green, blue:
output = (1-mask)*original + mask*transformed
If you're doing it all in byte arrays, 0 is 0.0 and 255 is 1.0, and be careful of overflow and signed/unsigned problems.