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Author   Topic : "Question: Rotate objects without anialiasin in PSP8 ?"
neff
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Joined: 11 May 2002
Posts: 1444
Location: Germany

PostPosted: Tue May 18, 2004 11:33 am     Reply with quote
Does anyone know how to fix that problem?
I'd like to do an animation, but PSP always anti-aliase my objects after rotate them:



I need it "pixelerated" like in the selection on the right you see.

Anyone understand? Confused
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Pringle
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Joined: 05 May 2001
Posts: 376
Location: Ontario, Canada.

PostPosted: Tue May 18, 2004 1:19 pm     Reply with quote
Works in CS,
convert the image too indexed colours before rotating.
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Impaler
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Joined: 02 Dec 1999
Posts: 1560
Location: Albuquerque.NewMexico.USA

PostPosted: Tue May 18, 2004 1:20 pm     Reply with quote
I assume you mean PSP to mean Paint Shop Pro, which is a program with which I've had no experience since version 4. However, whatever works in Photoshop usually works in Paint Shop Pro... so,

Work in an indexed color space. If you only need to animate that magenta rectangle, set your palette to four colors (black, white, magenta, transparent). Bam. No more anti-aliasing.
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QED, sort of.
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jfrancis
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Joined: 08 Aug 2003
Posts: 443
Location: Los Angeles

PostPosted: Wed May 26, 2004 6:45 am     Reply with quote
Run a mosaic filter on the finished product to simulate the appearance of working low rez un-antialiased -- you know, the way they hide nudity or conceal identities on television.

-- actually, I take it back. That won't solve your problem; you'll get a blocky look, but you'll still get antialiased color values.

If you are generating animation, and if you have antialised rgb values on black, and you also have identically anti-aliased alpha channel on black, then dividing the rgb by its own alpha will "unpremultiply" it -- In Maya, this is accomplished by checking the "composite" box in the render values. In shake, there is a "division" node. In Adobe, god only knows -- I think there might be some kludgey "unmult" plugin that will do it. The trick with division arithmetic -- if you can even find it in your software -- is that it has to be written so as to skip black pixels in the alpha, since division by zero is arithmetically undefined.

http://www.digitalartform.com/alphaChannel.htm
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