Transcripts
1. Introduction Series 2: Hello, everyone. Welcome
to this Affinity course. Graphic design software with powerful complete
features, and it's free. This course is continuation
of preface class, which I divided into two series. In the first series,
we learn about the different tools available in Affinity and how to use them. We also learn about the
Vector Mode and Pixel Mode, two important modes
that you need to understand when
using Affinity. In addition, we learn about the adjustment layers and how to adjust and manipulate colors based on the needs
of our design. Now in Series two, we
will continue our journey and explore more Affinity
features in greater detail. First, we will learn
more about filters. Unity provide many
different filters with interesting
features and function. We will explore them one by one, learning how to use them and
applying them to our design. Filters are important because
they allow us to change the appearance of an image and create different
visual effects. By understanding
how filter works, we can explore many
creative possibilities. Next, we will learn
about the plane modes. These features is closely related to the adjustment
layer and filters. In the preface class,
we learn how to use adjustment layer and
to manipulate colors. With blending modes, we can also change the
appearance of colors by controlling how one layer interacts and plans with
the layer below it. Then we will take a deeper
look at the brass tool. We will learn how to use a
different type of brass, create custom processes, and apply them to different
design needs. This course is not only
about learning theory, we will also practice
what we learned using the files and material
that I have provided. The main goal of this
course is to help you build a strong foundation
in using Affinity. Once you have solid
understanding of the tools, you will find easier to
use the different tools, understand the
available features and continue improving your
design skills step by step. Everyone, please do not forget to leave a
review for this class. I really appreciate every review you share because
your feedback can help me evaluate the course and create better class
in the future. Also, do not forget to upload the project that you created
during the exercise, including both the
main projects and the other exercise that
we completed together. By sharing your work, you can also inspire other students. As a final tip from me, learning design may
take a long time. And during the process,
there are maybe times when you feel a challenge
or even i bored. However, no matter how much
progress you have made, do not forget to appreciate your own work and achievement. Every design and every
project that we created is part of the learning process
and a sign of progress. Each experience will help us move one step closer to
becoming better design. My name is Fathoni Ashari
and I'm excited to get you learn Affinity
software together. So see you in the next session.
2. Important Information: Hello, everyone. Before we
begin this Affinity class, there are a few things
I would like to share to avoid any confusion
during the learning process. As I mentioned earlier, this class is a continuation
of the Affinity Service one, which I published previously. If you have not taken
that course yet, you can access it
through the link in the description or visit
my profile to find it. In the Affinity Service one, we learn the fundamentals
of Affinity. We explore the various
toes available in Affinity and learn how
each of them works. We also learn about the
Vector Mode and Pixel Mode. The mode has
different and others. Creative words As are
completely different. Each mode has its own functions and characteristics that are
important to understand. In series one, we also learn
about the adjustment layers. With adjustment, we can modify different visual
elements such as shadow, headlight, brightness, contrast, saturation,
and many more. We also practice applying adjustment layer
directly to our design. Throughout this course, we will focus heavily on
practical exercise. The goal is not only to
understand the theory, but also to help you develop your skills and become more
confident using Affinity. For that reason, have prepared the material you will need throughout
this course. You can download them
from the project section. I have included a link to
download the required files. Once you have downloaded the
files, please extract them. And the inside, you will
find photos and files that I have organized based on the topics covered
in each lesson. I have also organized
the course material in a systematic way so that you can follow the learning
process more easily. However, if there are
certain sections that you have already mastered or
already familiar with, feel free to skip them and focus on the parts you would
like to learn more about. The most important part of
this course is the practice. We will spend a lot of time
applying different tools, features and effect
to our design. Practical sessions are very important because
simply watching and listening is different from
practicing by yourself. By training the toes
and technique directly, you will develop a better
understanding on how they work and when to use them. I also want to remind you that learning
Affinity takes time, so there's no need to rest. So you can take your time and study two or
three lessons at a time so that the
learning process does not feel too overwhelming. So you can then continue with the next lesson
at another time. The most important goal of this course is to
help you become more familiar with the tos and features available
in Affinity. Better understanding of features such as adjustment layer, filters, len modes, brass
tool, and many others. Learning graphic design
takes time and practice. However, every time you
practice and try something new, you are taking another step forward in improving
your design skills. So enjoying the
learning process, take your time and
do not be afraid to keep experimenting and
good luck to everyone.
3. Gaussian Blur: Make the Bokeh Background: Hello, everyone. I'm
glad to see you again. In the previous session, we have learned about
the adjustment layer, and we have learned
one by one how to use the adjustment layer and explanation and
theory behind it. In this session, we'll
move to the filter layer. In this filter layer, it
is very exciting because there's a lot of effect that
we can apply to our design. As you can see
here, when we click in the pixel and then
go to the filter, in this a filter, there's some category from blur, sharpen, distort to
astrophotography. Or maybe we can still using
the frequency separation, apply image and to the
tone map or plug in. So in the filter layer, we're focusing on this
one in this area, from the plur to
astrophotography, and we learn one by one. As you can see here,
in the pure category, there are so many option
lure we can choose. And also in the sharpened
category, dis start category, noise or disart as you can see, a lot of dis start here, and we still have noise. We still have lighting, colors, and so many things. And we will learn one by one. It's not all of them, but mostly the filter that available in this category, we
will learn by one. You can access also the filter
through here, this filter. And then this one
almost cover all of the feature that available
in this filter tab, also available in
this filter ayer. And it will take
really long time because to learn one by one, to explain the theory behind it, it will take long explanation. But it's very exciting
because I also implement it. I also show how to
implement the filter into into the object
or into the image. And so you can understand
the function of this filter and how to
implement it in the design. So let's move to the
filter number one. We will discuss plu filter. In the plu filter, consist of average caution plurTifus
globe, Bloom, and so on. And then let's move
to number one. We will discuss Caution plu. This is just for example, maybe I will click Pile, click New and choose the
Timo SepenoTVI that we have created in the preview session and create document like this. It's basically the
same document with this document with
this document, but I just delete this one. Delete and then left this document that we
just created recently. In the filter layer, I'm going to import this image. This one is basically the
same image we delete. Just. I'm going to scale
down this image. And I'm going to
change this photo from UnsplasTks to Unsplas and then the author to
provide this photo. And then I'm going
to change the name to Sakura Sakura Braun. This is the cherry
blossom, though. Go. And then how to
implement it in the filter. There's two ways to
implement in the filter. We can using this pixel
and then click Filter, click click Gaussian
plu this one. And then in the Gaussian plur, it's only available
while setting. The setting is use. This one. If we slide from the left to the right and then
increase in the use, if I increase in the two pixel, for example, and then this
is the result, split few. This is before and
this is after. Here. So the cotan lure it
just give the blur effect. It just gives the blur effect
to the image like this. And I just click No
spread view here. When I click Apply, right? So the image, the sakura Bicron
or cherry blossom Bicron, it will damage with the
filter because I can edit or re edit to back to the original image because the filter will
damage the original. So I can re edit again. But sometimes I will return to the original one. It cannot. So this is the
consequences of filter. So what if I want
to use the filter, but I can still edit in
the middle of editing? I just realize that,
oh, I need to re edit in this one
and then it will very sometimes
it's very annoying if I can't re edit
in this picture. So there is a second
way to use the filter. The name is the live filter, so I need to redo redo. To the original one, this one. This is the live
filter. This one. If you click the filter
through this icon, it will offer the live filter. When you click the CaucionPlor
here, through here, Caucianblu, it will
create the new layer. This is the filter layer, and then the filter layer will influence the layer
behind it, right? So the Caucion plur will
influence the sacra papron. The rest of it, you
just click here to choose to choose this number you want and the value you want. And there is no
few or split view because we can view
within this one. This is before, this is after. This is before,
and this is after. So we can still pack to the
original image or we can still we just click
Close this window. Engines and also we can infer, for example, like this, and then we can add
a sun brass to make, you know, like, which area that content of blue like this. Maybe saturation. Like this is to make
it more smooth, right? So we can edit like this. And then if we want to
revert to the original one, just hide this layer. I just filter layer like this. And then picture will
pack to the original one, and we can still bring back the blur with the caution blur with invert,
something like that. So I just steal it. I create
using the caution blur. And then this is how to implement the caution
blur number two. Like this is to make
the whole picture. I will blur. So if
you're wondering, what is the prepha
preserved Alpha? So if we increasing the
value and the number value, as you can see, in the edges of this image in the edges of
this image, there is a line. This is the result
that we unwanted result because it will produce
some line in the edges, even though we can actually, we can make a little bit like
this to make the line coin. But the pers off layer, when we click this one, it will make the line edges cut. This is PFO, this is after. This is BFR, and this is after. So this is better when we
click the preserve Alpha to avoid the white
line here like this. Okay, so this is the gaussian blur
is actually also suitable for the
Background blur. Like when we take a photo with camera and then
bring the Bouquet effect, you know, everything
behind our Baron is blur. So I'm going to, you know,
practice about that. So I'm going to import
this picture, this one. And I bring this one into new tocoen because
I'm going to select my selection this woman
with this umbrella, right, with this kimono. It's very suitable, I think, because it's also the same vibe. The behind it is
a sakura flower, right, and similar to this one, so I need to cauchinblRmove
the caution blue. Back on here, I'm going
to make selection using Object Selection tool. Here, please wait. And to make a tighty up, I will using the selection
press tool here. Maybe some object is, you know, is not selection perfectly, and we need to make it make correction
little bit like this. That's okay. After we satisfy the result, we click the mask layer here, and then we have this one. This one, this selection,
woman selection. The rest of it, which is
click rasterize like this, and I copy back to this
picture and I paste to here and make it a little
bit smaller scale down, and then maybe click
little bit Jess this. This one, this pecron
should be plu right? So I'm going to utilize this cauchenblu to make
the saca pecronsblur. Maybe I will woman
object or woman. So I'm going to use
the cauchionblu to apply the peronblu. So just click on
this one, filter, go to the cauchionblu and
like this. Like this. First of Alpha, don't forget. And maybe I will
choose maybe five p x, five pixel. Like this. Yeah. And the result
will be like this. This is before, this after. This before, this after. So here, guys, so I will a
little bit make explanation. When we click this layer woman, and then we directly click
filter, the caution blue. So the caution plu the filter automatically inside
in this layer. So it's like creating
cliving mask. So the filter only influence
this layer, right? So when we not selected
any layer and then we click you know, the the filter. So the filter will create
is not inside the layer, but to stand alone to creating to creating new
layer and influence all of this image behind it. In order to get, you know, synchron with the spacron, I'm going to using
the white balance, just simple editing,
little bit white balance, bring to the inside
of woman layer, little bit cold like this. Like this. So this
before, this after. Yeah, I look suitable with
the Bicron, with the object, the Picronblur and then
focus only in the woman. So this is the Gaussian blur. And I save this one filter. I will save with Gaussian. Right. And let's move
to the diffuse glow.
4. Diffuse Glow: Brightening and Broadens the Hightlight: Hello, everyone. So let's move
to the next filter layer. The next filter layer, we still in the blue category, and then we talk
about Tifuse glow. So before I explain
about diffuse glow, so I'm going to tilt this layer. I don't need this object, right, because I have
this object Blu. So for this TifuseGlow, I'm going to use this picture. This picture. This picture. What is this? Oh,
this is waterfall. Yeah, you can see here,
this is waterfall. And I'm going to
copy in this layer. I delete the objec and
I'm going to import again this this waterfall too. And I'm going to change this document from
landscape to portrait. Like this. Let's move to
this picture number one. So for this layer, I'm going to add
the defuse glow. The difuse glow will automatically
inside of this layer. It will different if
I just click nothing, just click in the artboard
one like this and then click Live filter and
just Diffuse glow. Diffuse glow will
created standalon layer, and then it will in the top of this
layer, just like this. But just click here, just click devious glow. So I'm going to explain
about this one. So the devious glow is basically it will
post the headlight. It will post the het light. But it's not only
the heat light only, but also make it more subtle and then make
it more devious. So it's a very soft result. I will increase in
the t use, this one. I will increase in the t use. So the result will as if in the wet area is a spread
to the around them, the spread, but in a subtle way. So it's like we died
the fog effect, right? This is fog effect. Like if like this. Maybe I will in the intensity, I will just maybe
just keep it low. And then the the opacity I
will bring to life like this. So this is before, this is after or
maybe it's too much. I will reduce the tives
and reduce the opacity. So this before, this after
this before, this after. It will make you know, the headlight in more booster,
but at the same time, it will also spread
the headlight in a subtle way and
make it it's more like defuse the headlight and diffuse the headlight to
bring the glow effect. This is before, this after. And then if you pay attention, this object around
this headlight, like these leaves or this tree is not really
affected, as you can see here. So it will only apply in the headlight area
on the headlight area. So the re use like usual, the red use will bring how
strong the defuse glow effect. The opposite in the
more lower number is close to the original one. And then this is
also make it strong. And the intensity,
it will make the, you know, like this one, if you pay attention, how much we can set the smooth or from like this
threshold, more from. So basically, the threshold and intensity is the
opposite setting. But actually the
intensity will increase the edges like this and then threshold when
we click reset, for example, click right use. When we click the
threshold tune the 100%, is close to the original one. And then threshold, bring 0%, it will, you know, make the defuse
effect more firm. And then it will cover almost the entire area when
we threshold set to zero. It's like opposite
with the intensity. But the intensity is
actually to, you know, bring the the devius glow
is a subtle or foam, especially in the edges. This is how we use live
deviusGlow, right? So we will move to the
next picture, this one. This is also applied
at the same result. We click move to the tbod maybe in this
port too, for example. And then click this image. Click devious glow like this. And then, yeah, it
will automatically post the waterfall effect
and then the sky effect. So again, this object will
boost the headlight area, make it more glowing ratius. Increase the ratuse
keeping the intensity low, and then increase the
threshold like this, for example, and the opacity and increase increase
the threshold like this. So this is I'm going to show you this is
before, and this is after. This before, and this is after. This before, and this is after. So this is the Diffuse
glow, the diffuse glow. Again, we can still utilize
the plane mode and then using the darken multiply
so many things Lighten screen to bring more, you know, brighter when it
comes to the headlight. Then lighten is more natural
before, after before. And after. Yeah, like this. This is how we use the
live devious glow. Okay, we will save
the devious glow. We move to this one. Bloom, right? Bloom, boxplre, motion
blur, so many things. So many things we can
discuss one by one. And then each effect will
exciting to discuss. So see you in the next session.
5. Box Blur: Blur Based on a Box Region: Okay. Hello, everyone. So with the prefs lesson, we have learned
about the fish flow, and let's move to the next
live filter, BoxPlur. Let's create the new document, click New, click the
most Append TTBI and create the document. Like this. And
from the Box Blur, I'm going to using this
one, this picture. This cross picture, put in here. More or less likings. So before I apply a box blur, I'm going to explain
about the blur about this brief explanation
about this blur. Especially the difference.
As you can see here, this is the Cauchienblur, and this is the box blur. At a cleanse, this
is the same result, but actually it's different. When you look at
the Cauchienblur, when you zoom in, here. This is the gaussian blur.
The causienblur will only affect the
plur and it will, you know, general
plur in general. So plur in general here means the transition from this black to this white is very smooth. And there's no other
any effects behind it. But when we look at
this, this is box blur. This is box blur,
right? The box blur. This one, this is the box blur. This rectangle.
This is box blur. Here, there's some
edges from edges like divided between these
edges start to transition. And this is also the line. The line is form, and this
line also from a edges. Between this white area to this white this transition
area and this black. So as you can see here,
this is the difference. And in the corner, you know, this is like consists of similar or resembled to
the box AFI like this. So in this box blur and
this is caution blur. Again, caution blur is a
blur with blur in general. Box blur will blur with
little bit like this. Result. So let's apply
it to the image. We click Live filter, click Box Blur like this. When we look at this, when
we increase the retice, maybe similar to the causionblu. Don't forget to purs Alpha. It's similar to the
causionblu like this because this is also
giving the blur effect. But when we increase
in the blur, more, more pl, more blur,
as you can see here, this is start to
resemble the box, you know, like this is
like this square area. As you can see here, this is
like square area like this. This is like square area. Here, like square area. This one has a square area. So it will change the headlight, especially the circle objeck, what do you call it too, I will convert to
the square area. This one. This is square, this is
square, this is square. So basically, that the object that contain the height light, you will convert to the square pl square
effect like this. This is the BF after. So basically, it's the same
function as a cauchianblur, to make a blur the object, but using the different method. And then for example,
to implement that, I'm going to import this butterfly like
this, just like this. Reduce the for example, I will put the
butterfly in here. Which one? This one? And then, yeah, this
is the same method like the caution blur to
make the background is blue. Maybe I will inert one, carpe and using the brass tool
like this to make it blue. Don't forget we move
to set weight to the foreground and start
to increase the opacity. Like this. Increasing
the opacity, like this. Like this. For example, like this. Maybe a little bit reducing
the opacity and this. Yeah. More or less like this. This is before, after. Using the box blur. This is basically the
same as couching blue, but different method,
different method to make the object blur. So I will save this
project with box blur. Box blue. Here. Next, we move to the Oh, from the previous club,
we moved to Fox Blue. But actually, we
left this one Bloom.
6. Live Bloom: Produce a Vivid Glow Effect: Hi, everyone. So let's move to the
next Bulter layer. The filter layer we want
to talk about is plume. This one. This one. So before I can explain
about the plume, let's import new documan, create a command, and I'm going to import this
one this flower. This flower. And also, I'm going to
copy this artboard. Telet me object, import. Oh, no, no, no. Yeah. So I'm going to explain the
plume using this picture. So basically the
plum or it's like the vibrant and make it
the color more pop up. So to be more precise, let's we start with this picture first and click
here, click plum. And yeah, like this. So it's basically to, you know, to blend the shade of
meton and headlight. It's similar to yeah, HH. Something like
that. We can choose the method, contrast or write. Who the contrast, it will post the contrast from
the shadow plan when we increase this one
or midtone plans in the mid ton in some
area in the area, it will boost and height plan. Yeah, the headlight
has become very substantial because mostly in this area is a
consist of headlight. And the color, we can
boost the color like this to make it more because
the color is dominant, is a yellow, green and purple, so the color will
boost like this. So it's very subtle though. Shadow plain is not really much because it's not
much of shadow here. Or maybe we can click
strong this one, and then the effect
is more stronger. Click reset, click contrast
when we click bright. So it will make all of
the images brighter. So the difference
of the color is not much as the contrast, right? Because when you
use the contrast, the color will more light. Here. And this is before, after. And this is before after
using the contrast. So more or less like this, how we can use the plume. And let's move to the
next image, this image. We click here, click Plum. It's also similar. We just increase
the shadow plane first, we choose the method. We can choose the
contrast or pry, we click the contrast and
increase the shadow plane. Maybe it will only affect in this area because this
area contains a shadow, especially in this
wood or tree area. It's contain a lot
of shadow here. So it's more effective in
here and midtones here and also hatelt plan here and click strong here to make
more color more pop up. And then oh, no, no. Before, after before, after. So it's basically,
quite similar to, you know, like hue
saturation, right? When we slide the saturation
or increase the saturation, it will give the similar effect. So this is the plume. When we look at this icon, it's like flour, you know, make the flour or
the object is more colorful like this before,
after before, after. You can reduce opacity here. This is close to
the original one. And this is like after we apply plume with
contrast method. This is more or less we use
a plume pluur it's not blur. There is no blur,
but yeah, okay, more or less like this,
explanation about the plume. And then let's move
to the motion floor. Before I move to
the motion floor, let's save this one. Plum. Save. Okay. See you in the next
motion blur discussion.
7. Motion Blur: Blurs to Simulate Directional Movement: Okay, guys, so next move
the next filter layer. We were discussing
about the motion blur, this one, the motion blur. So before we talk
about the motion blur, let's create the
new document here. And I'm going to
import this image. Which one? This one? This one. So I'm going to use this image to explain the motion blur. So the motion blur, it will make the blur
like the caution blur. But so let's explanation
the motion blur. So the motion blur, we
can adjust the direction. We can adjust the direction
of the blur effect. For example, this
one, the rotation, this motion blur
is a zero degree. So the Ic is the motion blur only at the
side, the left and the right. When we move the
rotation to here, so the motion blur
will be like this. Like this, for example,
like this as if the plur is moving as
if the blur is moving. So back to the example, I'm going to select this pole. So I'm going to use the
object section tool to select this pole like this. Okay, if we satisfy
with the result, Ctrl plus T like this. So we have the ball selection. And for example, so I'm going to make a little bit bicker, you know. So This one. I will type the shot
fall only like this. All right. So I have the
copy of fall like this. And I think I will duplicate
the can and put in here. So this is like if the
picture will communicate. The picture convey
the message that this man is the shoot the ball, and then the ball is moving
from here, here to here. But we can add a little more
dramatic with this one. This one, this ball
one, this ball two. We can apply motion blur here. You can apply the motion blur, this one, first, a little
bit zoom in like this. In the t use, we increase the red juice. The result will be
like this. So in the ball as if the
ball is moving, right? Or move faster like this. And we can just
rotate the rotation. Maybe I will set to
340 like this 1048. And in the ball
two, I also apply some motion this motion pure, this rotation and
this red juice is to how much the strong
ball is moving. And then rotation will
rotate like this direction, this direction will rotate this direction. Maybe too much? I think. With this effect, this picture will
communicate that this man kicking the ball and that
the ball is moving fast. But the certain moment, the ball capture perfectly, the bull capture perfectly. And then there's no
other setting here. Just provide this tuse and rotation setting,
just like this. In the previous project, we also learn about this motion blur in the project
in the pixel mode, right? Remember, when pixel
mode when we moving the leaves into the
pixel demo, right? We also using this motion plur. So the motion blur here means
when we look at this one, the caution blur
is a general plu. Box blur will create the
plur using the box method. And the motion plur creating the plur but we can adjust
the direction of the plur. Yeah, I think like this, you can utilize using motion blur. Or maybe we can also combination blur with caution
blur like this. For example, I'm going to apply, this is the caution
blur Timo, right? I'm going to apply motion
blur in this Sakura Bicron. I think I will click
the Motion blur here, to edit like this. I like this. So it's a plur but it's like the Bicron is moving. All right. The Bicron is moving. Before? After. It's like
the picron is moving. So that's how to
use the motion blur is to give the plur
on the moving object. Let's save this docomen I
will give name motion plum. Like this. Next, we move
to next adjustment, the filter layer, blur. So see when we talk about blu.
8. Raadial Blur: Gives a Circular Blur at a Chosen Position: Well, everyone. So let's move
to the next filter layer. We talk about the rat plur. And then to explain
the rattle blur, I'm going to use this image. This is the fan, right? The fan for PC for calling the PC or calling
the CBU, this is the fan. Maybe you family report that because I'm pretty family
reporting this one. Now I'm going to
make effect as if this fan is rotate or
this fan is rotate, and I'm going to
make this proper. It's like rotate. It's like rotate with
this one raleblu. When we just click
raleblu like this, this raleblu when we slide this angle, the
result will be like this. The result is worse. Like this is worse like this. So before we apply rattle blur, let's create the
selection for this fan. But I'm not using the selection with objection tool or
something like that, but I'm going to use this
circle Ellipse tool. I'm going to make
the ellipse tool to cover the propellers,
this propeller. I click City RL plus circle
to make a selection, right? And I just hide the circle, and I have the selection the
circle selection in here. I click the pixel, this one, the obje, the layer obje and
then ceterlPlusT to create new layer from
the selection. Right? And just set plus d to
delete the selection. So I have two image. This one is two. This one is the original one. This one is a selection
of plers like this. I just undo back to the place. So I have this one, so I will rename with N T one, this one, rob and
this is circle. Okay. So the player that wants to apply in this rater plu
is this one. Prop ler. So click filter, click
plu and then start to at this one at pluri this. But the result is not good, right? The result is not good. But actually, this
one, the ratalPlur, we can adjust the center
the center point. So we can just move in this
is, like, offside, offset, and we move by gradually until this one like this. Until, you know,
like this circle, plex circle is pesible
clearly, like this. And then the rest
of it, which is regs this is before.This one is, you know, like, rotate faster
and faster and faster. And this is gonna be slower. And when we slide, it's more faster and
faster. Like this. So we can also, you know, give the additional effect. I'm going to duplicate
this propeller, right? And for this one, a little bit make it different like this. So it's like creating
the sum effect, right? The rotate is really fast. So this is before,
this is after. This is before, this is after. So this is how we can
use the RTL plur to make the objeck it become
a radial blur effect. And then if we utilize
it in the fan case, it's like we can create the pan like rotate faster
using the ratalblu. So the key is using
the radial blur, we can use it to make the
object moving or rotate, right? So we need the rotate object
like fan, for example. And then when we
apply the ratalblur, don't forget to choose
the center point. And then we also
adjust the angle. So more or less like this, how we can use the rata Blur. Before we move to
this one, lens blur. So I'm going to set
this one first. Rata. Alright. And then next we move to the
ins plur. All right. So see you in the next session, we will talk about the insplur.
9. Lens Blur: Simulates Blurring From Wide Aperture Lens: Let's continue our practice. Let's move to the next
filter layer, lens blur. So the lens blur is basically is similar to the caution blur, but it's like different
kind of method. So to explain the lens blur, I'm going to borrow
this asset from the caution blur a
woman and sakura Baron. I just copy here. So
in this caution blur, I delete and I replace
with lens blur. So here, I'm going to
explain the lens blur. This is the relatives,
usually in the relatives will provide how much stronger
the blur the blur apply. The more bigger number, the more plur but the lens blur is utilizing
the different method. This number of plate. So if we increase this
number, it will more subtle. For example, when we
using three plate, it will create the rectangle. As you can see here, this is
similar to the rectangle. It's consists of rectangle, overlapping rectangle, right? Overlapping rectangle. When we increase to four, we will create square. Yeah. I will create square. It's not rectangle
anymore. It's more square. When we create five,
it's like pentacon. For some reason, it's
look like pentagon. It's a five blade. So in the plate curvature, it will create, you know,
the blade has, you know, similar to bend
bending like this. For example, like this. This is a number of blade here means and
then plumed result. It's not effective much. And plume factor here. Similar to have the 66 plate
here, as you can see here. It's similar to the six plate. When we using the three, it will close to rectangle. When we choose the six, it will close to six plate. So it will convert the bulb on the lamp into six side
of blur like this. This one, this one, this one. Yeah, one, two, three,
four, five, six. This one, one, two, three, four, five, six. As you can see here, one, two, three, four, five, in this one. This is four, this is three. This three, four, five, six, 79. The more this one,
the number of plate is close to circle, right? Maybe it will go with five. Yeah. Like this. So next in the result, it will make the more pretran brrter and then plum factor. On this one, make more
pretend BterPlum color. Here. Here. Here, as you can see here, it's like blm color. Some headlight will
create more pop up color. Increasing the rate. This one. So more clear example, I'm going to import this
picron new Byron, this one. I'm going to put
directly to this one. This is, you know,
like lamponPgron, a lot of lamb and
suitable to become, you know, the Byron. And I put in here
under the woman, and then maybe I will the
sacra picn I will hide first. Yeah, this is not
affected anything. So in this, you know, lm pacron I'm gonna apply
the lens blur like this. And then it will very
very exciting result. Don't forget to preserve Alpha. And then the blade curvature, I'm going to set to five, yes. And then bloom factor like this. Bloom color. So bloom factor. Rasul this bloom
factor. Like this. Yeah. That's what I mean. This is the lens blur. It's like similar when when
we're using the camera, the paron is really blur. But sometimes in the
pagron has some lighting. So the result looks
like we like this. So more or less like this guys. And because the color of this woman is not suitable
with the background, so we just uh change the
white balance like this. It's very simple, right?
It's very simple, like this. So this is the lens blur. Like we create the bouquet
effect from a photo, like we using the lens. The blur is similar to
the lens doing here. I think plum factor need
to plum factor like this. Yeah, more or less is like this. So this is before, after. Before, after. This is very, very, you know, exciting. If you want to make
the background, blur. But it natural blur, like when we use the camera, you can use this
lens blur because the poke is close
to the result of the camera blur because
the blur can you know, make the headlight into circle or into the
number of plate, based on the number of
plate and make the color is a pop up or maybe the headlight is more
stunning with plum factor. It's not only plum factor, but also plum color
to enhance the color. It's not only enhance
the headlight, but also the color, too. So this is how we
use the lens blur. Let's save this one, and I'm going to
name lens. Blue. Mode. Okay, this is
very interesting, one of the best, one of
the interesting filter. Next, we will explain
about depth of field. This is very exciting to do. Actually depth of
field and field blur is quite similar result, but using different method. So let's see into
the next discussion.
10. Depth of Field: Applies Elliptical or Tilt Blur Gradients: Hello, everyone. So let's move
to the next filter layer. The filter layer we
want to discuss is the depth of field and
field blur because this is, you know, a little bit similar. Let's discuss both of them. We create the new document. But click New docoenTO 72 TBI. Create document, and I'm going to use this
picture, this one. This one. And also, I'm going to duplicate
this artbordRotate this document to 2000
by 3,000, like this. And then I till it, and I'm going to
import this one. So I'm going to
explain the Okay, so let's start
with this picture, this one, the port one. I'm going to name
arco two this one. So this pixel, rpo
one depth of field. So after we click here, this is the circle,
right, two circle inside. And surprisingly we can adjust
the picker of this circle. We can make it smaller
or make it larger. In this area, in the
inside of circle, it will become the mind focus. And then this one, this area is become
the transition between focus to plu, and we can adjust. Surprisingly we can
adjust this one right, we can adjust this is the
circle becomes oval like this. And we can put this
one in this area. So when I set like this, this area in the inside of this in this circle is
become the focus area. While this one is become the transition between the
focus area to plur area. And then the area outside of
the circle is become blur. So this one actually
cratus like this. Here. And I click vibrant, for example, and clarity. Clarity Because
sometimes some area is following the blue. But also, we need to
improve the clarity. I think it's too much. I
think it's okay, like this. So the result will be like this, don't forget to
preserve Alpha, right? The result will be like this. This is a P four. This is after. This is
before, this after. We can also increasing the
tics maybe to 30, for example. Let's say we set to 30. So the result will be like this. By attention this area. So the focus area
is in here, well, this is become the area of transition between
blur and focus. We can also reduce
this one if we make it more shorter the
transition like this. So as you can see here,
so we still preserve this area like this
head of butterfly, the butterfly, some wings, some area some wings area is, you know, focus
and this is blur. So this is the depth
of field plure. The tus is to value how much
and how strong the plu is. The vibrant sometimes
when we apply some blu, maybe some color we lose or
some color is not correct, like the original one, we can fibrin we can improve with vibrance
and clarity here means some area that apply plurift we lose the detail and we
can use the clarity. This clarity to
improve the detail. Yeah, absolutely detail
in the focusing area. So this is tipped field. So we can we move to the
elliptical to tilt sift. This is also on the
same. The tilt sieve, we can, you know, tilt area. This area, maybe I will
make it more smaller. This is blur,
right? This area is a focus point like this. Because the butterfly
is a little bit tilt, so I'm going to improve this adjust this tilt
this rotation like this. Like this. So this
is before before, after before after, as you
can see here in this area. Before after before and after. This is how we use the
tabbed Blur, like this. Next, we move to
the second picture. The second picture
is also the same. We will make this area is a blur with taped
off field like this. We set this area, make it offal like this, maybe just like this. Make sure that the
tital in the t of birth and somebody some
area this more or less. And then clickpa
increasing the rat ice. Little bit vibrant and
a little bit clarity. Maybe it's too much, we
can t this like this. Yep. So this is this is before, after before, after as if in the focus area is only in the head and
the some body part. Maybe this is the camera or the focal length is really
precise to shoot the head. And then there's some body area will aluOr maybe we
can set this one. Yeah. Yeah, more or less like this to be
more smooth transition. This is before, this is after. This is before,
and this is after. So this is the way we
use the depth of field. We choose the mode.
We can choose the elliptical or tilt sift. Besicallys the same,
the method because when the elliptical is
like the blur will, you know, create the radial, for example, the radial effect because this is the circle. Well and then the
areas become focused, and this area is
transition area. Well, tilt sieve is,
you know, like tilt. We can adjust the rotation, tilt rotation just something like that. But basically,
it's the same. And then after we
choose the mode, we can increase the ratuse
and certain number we want. And also if the color losing some color due to the
due to the blur effect, we can increase with vibrance. And then if the image
losing clarity, we can increase a little
bit clarity just like this. Next, I'm going
to save this one. I'm going to save this one, and I'm going to
give the name off.
11. Field Blur: Adds Focal Points to a Blurred Image: All right. For field lure, I'm going to put on
this image because the Fildlre is still
similar concept, but using different method. So let's create the
create document with the most event TBI, right? And I'm going to this one, Rpod one and Rpod two. I copy all of them
and paste in here. This one, this RPOd one
this is the empty airport. I just till it like
this. All right. Let's remove the
depth of field plu, like the depth of
field plu, like this. I delete the filter. Next, I'm going to start
with this image first. Let's apply field
plu. Like this. The method is, as
you can see here. So in this circle, if
you find in this circle, you can put this circle you
want because I want to make the butterflies become the
main focus, so I put in here. If you want to make this another
circle, just click here, this one, and I'm going to
make one more this one. So I have three circle. This one, this
one, and this one. So with this circle, we can edit individually
or we can edit globally. In the global rat use, if we set all of them, we can set the global ratuse. So all of these
pictures become blur. So don't forget to
person the alpha. All of these areas become blur because we
set the global tus. So I will set the global
rats to 40, for example, 42 40, 40, for example, here, this is the global tuss. After that, this is the
selected handle level. And select the handle
power. So I click here. I select the handle
this handle this point, and I will use the
selected handle level. Reduced close to
zero, like this. So this is the area that close to this point
become the main focus. And we can make it more
further like this. The selected handle
power here means when we reduce the focal and the focus point is only
close to this one. And when we increase
the handle power, the focus points become more broader close to
this one like this. So the result will be like this. This is before, this is after. Again, if we set the global tuss it will
set the whole image. And after we set
the global ratios, we select the point that
we want to make become the focus area because this middle point is close
to head, a close to body. So I click here and then ratuss
selected handle to zero. I will differen
than we click here. When we click another point, the selected handles
become 100%. Like when we click
here, it becomes 100%. Right? So main point, our main focus is in this point, so we can click here and then
select handle level to 0%. We move to the next image. I click this layer
and apply this one. Fail clar. Don't forget
to preserve Alpha. And in the global tics, we said maybe 40, 39, yeah. Yeah, I think it's around 20, 30, depends on the
picture, right? And just click here. This one, the circle.
And we click here, and we click here again. This circle is a big
combine focus, right? And then in this circle, we select the handle
level rats to close to zero, like this. This is how we use field
blur this is before, after. Before, after, just like this. It's a very simple but really powerful when it comes to blue, especially the blur the object
and the braground, right? So I'm going to
save this document, and I with Build BlueMo like this. Next, I'm going to talk about the maximum minimum
median blurre because this is like this blur
is related to each other. So the maximum and minimum blur, here means it's like the
opposite each other, and then it's related
to each other. So it will be exciting to discuss this
maximum and minimum blur. See you in the next
session when we talk about maximum
and minimum blur.
12. Maximum, Minimum, Median, and Bilateral: Hello, everyone. So let's
continue our practice. We move to the
next filter layer. We will talk about the
maximum blur, minimum blur. So let's keep dive. Discuss it. So I'm going to create
the new document, this one, and create
the document. And for the material for
discussing the minimum blur, I'm going to borrow I'm
going to copy this asset, this butterfly and
this cross baron. I just copy this one
and paste in here. This is the advert consists
of butterfly and this baron. I delete this one. Or maybe if you or
maybe you just here, click this one and input this one and this
one, put in the document. So this is the butterfly. I'm going to put in
here a little bit like I think here like this,
more or less like this. And let's talk about the
maximum and minimum blur. The first filter on we want to talk about
is maximum blur, and then we will talk about later minimum blur,
maximum blur. The maximum blur here, it will influence the Pigron. Don't forget to
preserve the Alpha and click Rate like this. The maximum plural
here automatically will enhance the height light, the headlight area or the headlight or the area that consists of headlight here, headlight, and height
light here and here, the height light area. Right? Maximum. Just click like this. I will increasing the
headlight, right? So this, it's more brighter and brighter.
It's more stunning. So the more the
number of ratuses the more the Bicron like this. So actually, this
maximum is also suitable choose when we
using this Bron This one, I put on this one, this Bron and I'm going to
copy in this one. This one, I dilate lens blur and I try to
apply maximum Blur. And then here, here, right? It's very, very suitable. When I bring this woman, for example, which
one? Lens Blur. I bring this woman to this layer and I hide
the butterfly like this. So this is also suitable
when we're using the maximum blur because
in the previous picture, this is a lamp, consist of lamp, and we will make the
lamb is more stunning, more brighter using
the maximum blur. So I think, yeah, I just just for the example one. To this maximum blur
at the butterfly. And then, yeah, I
just reduce and I set maybe to three point. And this is before and after. And this is before and after. So this is how the
maximum blur works. And I'm going to
duplicate this artboard. To talk about the minimum
blur, this minimum blur. This one, I'm going to delete
in the maximum blur and add this a minimum blur here. So the minimum blur is like the opposite from
the maximum blur. The minimum blur
here means to reduce to reduce this flat.
Yeah, I think flat. Is similar to flat. Like this to reduce the flat, like this. So it will make the shadow area more darker and darker and then also
reducing the height line. This is before, this is after. This is before,
and this is after. So basically, the minimum and maximum is literally
the opposite, right? They literally opposite. This is more This is
to make brighter. I'm going to increase to five, for example, five, and
this one is also five. Minimum as of five. And then forget to click
preserve the Alpha. So here, this is the opposite. And I'm going to copy again
this part to talk about this media. This one. Minimum blur. I delete
the minimum blur, and I will add median Blur
here, the median Blur. Don't forget to click
preserve the Alpha, and I'm going to set five x to see what happened
or maybe you'll experiment about the five or
maybe more five like this. So the median blur here means
it will boost the tons. I will make the blur
only in the tons. So and the result is not is more darker or more
brighter, is the same. Even the flare is also the same. It's like, you know, like become more painting
effect like this. So remember, this is
the minimum blur. I think I will increase
the minimum blur to add eight like this. And also, this one is also
eight the maximum Blur. Here, this is more brighter and the flare
is more stronger. This is more darker. The Sato is darker, and
the flare is more timer. And this one is not make
a brighter or timer. So the median lure here means it will make the gap between Sato and height
light is more closer. So there's no area that too
brighter or too darker. It will, you know,
boost the methian. This is for x. Scope. My Okay, so this is
the maximum blur, and this is the minimum blur
and then the median blur. So let's move to the
next flu filter. And this is the last Blur
filter in the live filter here. This is the Bilateral blur. And also, this is the last
blurre in al category. So to do that, I'm going
to pour on this image. I think this is perfect example. I just copying this one, the artboard and
the Bilateral lure. I'm going to delete the
methane Blur first. I delete and I start to
this is the original one, start to add the
Bilateral blur here. So the Bilateral plu will
influence this layer, right? So in the setting, don't forget
to preserve Alpha Alpha. And then in the tuse if
we increase the tuse. So in the bilateral plu it will selection the focus
area, the focus object. The Bilateral blur here
means it will select it. I will choose or select
the focus area, right? They preserve the focus
area to keep focus. Well, the plur area, it will make more blur and blur. As you can see here, when I increase the tie the tie number, the pacron will more blur. And then in the focus
area is preserved, keep focus, like in this
area in front of this one. So this is before and this
is after this before, and this is after. We have covered
almost all of them, Blur area, lure
category, filter, lure from this one
Gaussian Blur, maximum minimum plodamtN, we have learned all
of them, right? And the next session, we move to Sharpen. The Sharpen consists
of unsharp mask, clarity, texture, high
pass, and multi pen. So see you in the
next session when we talk about this
one, Sharpen, filter.
13. Unsharp Mask: Sharpen Image Edges: Hello, everyone. So in
the preface lesson, we have learned
the filter layer. We have learned the
blur filter layer. We discussing about CausianPlur refused blow until
the lateral plur. And then it was very
exciting because so many filter we have learned and then implemented
into the design. So in this lesson, we are going to learn the filter layer, move from plur category to Sharpen category,
you can see here. Click Pixel, filter,
and sharpen this one. And then in the Sharpen, this is the consist
of unsharp mask, clarity texture, High Pass, and multi pen Sharpen. All of these, this is the same function is
to sharpen the object. Maybe if our object is not sharp enough or maybe a little bit blur or maybe in
the low quality, we can enhance
with unsharp mask, clarity texture, high
pass, and multi pen. But each of these has
different method to, you know, to sharpen
the object has different method
in this session. So let's continue. We talk about the
first Filter layer in the Sharpen category
is Unsharp Mask. So let's discuss. We move to Affinity software. As always, to implement
the Bilter layer, I'm going to create
the new document. So actually, this is
the new document, but, yeah, I just delete, click New document here, the most Affinity
to DPI and create document here for
the Unsharp Mask. So I'm going to
use this picture, drag and drop bring to
the document like this. This is the eagle
head or eagle. Yeah. All right. And
then I'm going to, you know, duplicate the airport. And for this one, I'm going
to change the dimension and the resolution because I'm
going to import this picture. Like this. So we have two image two image here as an example to implement to experiment
the Unsharp Mask. Let's do it. So let's directly
to apply the Unsharp Mask. First, I click the pixel here, the layer, the
eagle head, right? And then click
Unsharp Mask here. So if you pay attention closely in the eagle head,
I'm going to zoom in. This is the default
of Asha mask. And if we click this
one, there's no changes. There's no improvement
because again, first, we have to pay attention
in the right use, right? Right use when we sled to the right and
increasing the number, so it's basically to make the shadow to make the
dark area is more darker. So of fur the
chocolate color here, like line in the fur. So the red use is basically
to increase the shadow, to make it more darker and
preserve this white area or height light area is not affected only in the shadow,
for example, like this. Here, here. It's also make the boundaries more clearly between like this. It's also make the boundaries between the detail more clearly. So the factor here means
it will increasing significantly in the shadow
in the dark area, right? This is before when we
gradually like this. Right. It's a very, very significant improvement
compared to the original one. And this is before and
this is after, right? So if you pay attention, it's not really natural, right? If you pay attention
here in the edges, the factories create
the boundaries. There is some outline, right? W increasing much like this, it's not natural anymore. It's like, it's too much, right? So the function of
the factor to make more stronger the differentiate between the tag area
and white area. But sometimes the
consequences is not natural. So there is a threshold. So the threshold here means when we're using the threshold,
increasing the number. So the tresots function to the difference between
tag area and bright area, and light area is more
softer like this here. So the threshold is more or less is like the
effect is more subtle. But yeah, I just using it
a little bit like this. So this is before, and this is after. If you think that
it's still too much, so we can reduce the
factor or reduce the tuss. So this is before and this is after.This is before,
and this is after. Remember, the principle of unsharp mask in
the tuse is a tube boost the tarp area because when it comes to the
detailing the object, right? I will preserve
this bright area, but also push the
tag area because the detail is usually
depends on the tar area, dark part like this. And then the factor, it
will post more further. It's a very sensitive
setting, actually, like this. You can see here, the factor is more aggressive
result, right? It's more aggressive
result than the rights. And then Tresult it
makes the differentiate between Shadow and the
headlight is more softer. This is before after before
after look at this eyes. This is before. It's
like, it's not sharp, and then this is after.
Yeah, like this. What if this live Unsharp
Mask using in this picture? I'm gonna apply this one
with unsharp mask like this. So it's also simply we can increasing the rat ice and then the factor
at the same time. As you can see here, when we increasing the
radice and the factor, it start to appear
the phase pattern, right, the phase pattern. So the phase pattern
has appeared. But it's basically, it's
not a natural pattern. It's like artificial pattern. So the threshold it
will make more softer. After bundy effect.
This is like this. This is close to the
original one, right? And just when we set to zero
or just a little like this, this is before, after. Before, after. Look at the eyes and the hair. Before, after. Again, the principle
of unsharp mask, if there is a shado if
there is a tag area, it will push in the tag area, it will push in the shado. So that's why in this hair, it will more clearly
differentiate between each her. But if this is too much, just reduce the ratuse. Okay, molass like
this. The unsharp mask
14. Clarity: Sharpening Image by Increasing Contrast: Hello, everyone. So let's move
to the next filter layer. Pre firstly, we have learned
unsharp mask and then it's a very interesting filter. Right now we will talk
about the clarity. So before I talk about
the clarity lays, we create the new document
like saw this one. And I'm going to borrow this artboard because I'm
still using this material. Maybe I will explain
the clarity, still using the same material. Right? So later we
will make comparison which one the best to
improve the detail, right, because we can still, you know, compare one by one between unsharp mask clarity
and the next filter. So this arbod this
play artboard, I just steal it
like this and then remove this unsharp
mask from prefusPjeck. This one, this one. Okay, so I'm going
to explain about the clarity. This
one, the clarity. So the clarity here means this is the default
setting from the clarity. This is 0%. And this is in
the middle point, right? If we set this clarity to minus, it will lose the detail. Look, before after
we lose the detail, right? We lose the detail. But if we set strength to
increase the number maybe 65. This is after v after. So we gain the detail. Because the strength, this
is the 0% is a default. Minus is a lose detail and plus is a gain or
increased detail. Just simple like
that. The clarity, the principle of clarity
is simple like that. But it's unlike the unsharp mask because the unsharp mask
we have power factor, and threshold, and we can
adjust individual setting. But this one is
not. The strength is like combination between, yeah, power factor
and then also. But the clarity offer the subtle version of
unsharp mask, right? The clarity still
push the tug area. But little bit bring
up this brother area. A little bit bring up the
bread area like this. The principle actually
is still the same. The Tarkan area is more darker. The pred area just a little bit, a little bit
brighter, like this. This is before, this
is after this before, this is after simple like that. So if you want to improve the detail in a subtle
version in a subtle, just a little bit
increasing the detail. Not significant difference
between the original one. The clarity is better
than the unsharp mask. But again, if you
want to make this, your image is significant
detail compared to the original one and then
make it more stronger, more clear in detail, yeah, I think unsharp mask still
better than the clarity. Again, improvement. If you just make a
little bit improvement in detail, clarity. Let's move to this photo. What if you're using the
clarity in this photo? Just click here.
Click clarity here. Again, remember, when the
clarity move to zero, it will make the object is
more smoother like this. So in the face, it
will lose the detail. I will lose the shadow in
here, the shadow in here. So the pace is more smooth. And it will happen sometime in the clothe
pattern like this. This is before clarity
apply, and then after. So we losen some detail. But when we set the
strand to plus 40, for example, the face is the pattern face pattern
is more up here like this. And then this clothes here, this is before. This is after. So the pattern of clothes, you know, the pattern
of clothes is more more detail like this. And sometime in the hair area. Yeah, the hair is
also more clear. But the consequences if we're using this
in the photograph, the face will like
unclean, right? Because the clarity will post absolutely
post the shade to. But we can reduce this
one with mask layer. So in the clarity
here, this clarity, we can apply mask
layer in the clarity. For example, I will apply mask
layer in the clarity here, and this mask layer, new mask layer has created
in the top of layer, we print inside on the clarity, place inside this
in the clarity. It is set up clarity. The at and the mask layer. So after that, using
the pin Brush tool and make sure the fork cron
is flack and then maybe set this opacity to
50% around 50% and start to throw start
to press in this area. This is to reduce
the unwanted shado and the ted flag area. Meanwhile, we not lose
the detail, but, yeah, we can still make
the face a little bit more clean compared
to when we uh, due to the clarity filter. So this is before, this is after This
before, this after. This is the mask only mask. But the clarity, we can here, click here, Tangle visibility. A clarity, this is before. This is after this
before, this after. So from the cloth, from the hair, from the face, from the eyes, nose, lips, eyebrow, everything
is more detail. It's not resitable when it comes to the face when it comes to the smooth object like this. But when it comes to tailing
the animal like this, yeah, I think it will be more easy to apply
just like this. Right? We have learned clarity. This is how clarity works. It's really useful to increasing the detail.
It's just the clarity. Let's we save this document. I'm going to name clarity. Right. Next, we'll
move to the texture. And then later we
will talk about high pass and multi pen sharpen. So see you in the next session.
15. Texture: Sharpening Image Midtones and Contrast: And let's create new document. Click the MsapnT TBI and
create the Document. I'm still using this material. I'm still using this
material. The Airport. Just copying the airport
from the previous project, this one, and this airport
one in the most bottom. I delete it, and then this one. And then we delete
the clarity layer. All right, so let's talk
about this texture. So the first image, we want to experiment with
texture here, texture. So in the texture,
this is consist of strength, tuse
and compression. It's similar to
the unsharp mask. Very similar to
the unsharp mask. This strength, increasing
the strength this, the more higher percentage
in the strength is on the more tail we proteus. Ratuse is similar to
the factor, right? But I think texture
here means it will boost this t tile, but it's not as strong
as the unsharp mask. It's more satan than
the unsharp mask, but more stronger
than the clarity. And the compression is the same. Compression is to make the
gap between strength and then the dice is more subtle. It's make it more subtle. Detail, but more subtle. So this is before, this is after this is
before, this is after. So I think texture,
for some reason, is a better than
sharp mask because this is we need to
increase the strength, increase the retice
and a little bit, like, you know, put the compression,
increase in the compression. And this is one.
This is the texture before and after before and
after. It's not too much. The shade is still
respectable, maybe different. For example, like this,
this is Unsharp Mask. For example, if I write use put in here and
factor put in here, here, the result is not, yeah, it's not close
to the original. It's like different
different picture. So this one, texture is
better than the texture. Texture is better and easy
to use than unsharp mask. So again, this is the texture is more easy to use,
more subtle result. More better result.
Not as strong as unsharp mask, but, yeah, it's more easy to use than
unsharp mask for some reason, and it's more strongest
than clarity. So Unsharp Mask in the top of
level to create detailing, but it will create different
pictures not natural. Clarity, good tos, but it's just increasing
a little bit detail. If you need to push
detail more further, Texture is the best choice. As far we learn, right? Then what about this photograph, which is click here and
then add the texture. So previously when
we apply clarity, the face is, you know, it's like so many Shado and
then because the Shado is too much like the whole image and the whole face,
what about this one? This one. Again, texture, it will appear in
the texture phase, but this is more
subtle, more subtle. So the pace increasing
the detail, but is not much shado appear, make the compression, the
compression like this. This is close to the original
of solidly like this tus. So the rate, it will make the shade to area is
more darker and darker. So I just leave in here, run here, and strength,
just like this. This before, this after
we can canine the detail, but not broken the whole image. Detail in the close
detail in the face. Yeah. I think texture
still outstanding compared to the clarity when it comes to the pace
and Unsharp Mask, welcome to the result. Yeah. Texture is better. Before we move to the
next Bilter layer, let's save this document. Let's put the name
Texture Timo. Like this. Okay, next, we move
to the next Sharpen. We'll try to High
Pass here, High Pass. So see you in the next session, we'll talk about High Pass.
16. High Pass: Sharpen Image Edges: So in this session, we're going to continue our
discussing in a filter layer, and then the filter
we want to talk about is High Pass, right, High Pass. So we'll talk about
the High Pass. So to talk about, again, I'm still
using this material. I think, so in the last
discussion about the Sharpen, I'm going to compare to the asap muscularity,
texture, and Timo. So let's create
the new document, click New Document, click Timor seven DTPI and then click
Create Document here. So again, like I
mentioned previously, we use this artbodT artboard, copy page here, and then
this one RPOdPly Artboard, I'm going to delete
this and then I clean up the prefus
filter, texture filter. I delete this one, too, and I delete this one. So let's talk about
the High Pass. So the High Pass is like when first we
click the High Pass, it will convert
to the gray color because the High Pass is like we usually to define which
one area that sharpen. This is the area, you know, the most area that affected
when we apply in the sharpen. Usually, the high
pass is combination. When we apply in the high pass, it will also combination
with the plain mode. So when we just the result
is maybe not we want. I still covered in
the gray color, and then it's not good. But when we blending mode, we change in the blending
mode, plain mode, we change to vivi
light, Vivid light. And then gradually we
increase the dice. So we will increasing the
detail, for example, like this. This is before, and this is after this
before, this after. So we can change the vivid or maybe I will send
the rede first like this. We change the vivid, we change
the overlay soft light, hard light, vivid linear. Yeah, this one.
Overlay, soft light, Hard Light Vivid
depends on your need. Overlay maybe it's more subtle. Soft light is more subtle again. Hard Light is maybe strong
and the most strong is Vivid. So overlay subtle Soft light
is more subtle, Hard Light. So this one, this
is before, after. Maybe if you vivid
is too strong, you can go with the soft light. This one, before, after. Before, only after
before, after. I'm going to increase
this one before, after. Before, after. If we not satisfied the result, we can double High Pass. We can using the two layer
High Pass like this, and this is before? After before, after. This is how we use
the High Pass. Usually, High Pass is
combination with blending mode. We can choose from the Olay, soft light, Hard
Light, and vivid. So what if we use
for this photograph? I think Click here. Click High Pass. Remember, we can apply High Pass with
combination with landing mode, we choose soft light like this. And then maybe this is before, after before, after maybe
we can increase the tue. Before and after,
before and after. And then if we need to make more natural more
natural results, we can double this one. We can double in the high pass. So with the double High
Pass, we can adjust. Maybe this is not too high, and this is high like this. So this is before and after, before and after. This one. This is how we use the High Pass to make to increasing the detail to sharpen
the object like this. This is the High Pass, right? So let's save this
for High Pass. The last filter in this
sharpen is multi pen sharper.
17. Multi Band Sharpen: Sharpen Image and Detail Enhancements: So the last filter we want to discuss is the
Multi Band Sharpen. This is a little bit tricky, but yeah, let's discuss. Let's create new document, right create new document. And then I'm going to
copy in this airport. I'm going to copy in
this airport like this, and I clean up on this one, Airport one, I till it
Airport one, this one. I'm going to clean up the filter from PrefusPjek. Like this. Right? So so click here and
click the Multi Band Sharpen. So the first thing we need to decide standard
or fine detail. Let's go with standard and the base ratius The more pixel, the more sharpen
result like this. And the number of pens, when we increase is also make
it more sharpened, right? And then pen range here means it will make it
darker in this darker area. Well, the contrast here means, as you can see the contrast will make the shadow
is more deeper. Shadow is more tipper like this. Again, when it comes
to the detail, it will really
depends on how much the shadow will manipulate it by more darker
or more deeper, more darker and more deeper. So this is the principle
of creating the detail. It's like, to make sure that the area that has a
shado more darker, but still preserve
this highlight. Right? For example,
in these arts, this number of Ben increase and the BN range
thing with like this, will keep the equal
more natural, right? Contrast, maybe a
little bit like this. So this is before, after before, after
before, after. Heart plan, it will automatically increasing
in everything heartblan. It's not natural
because it's too sharp when we use
the heart plant. What if we choose
the fine detail? The fine detail? So the finta is it will a little bit prioritize the headlight,
as you can see here. When we set the tus to zero, it will close to
the original one. The pase tus, it will make the headlight
is more in the white area. I like it's more firm, right? It's more in fine til compared
to the standard, right? The standard, it will
prioritize the Shattu. It's not really
prioritizing the headlight or the bread area.
The Bret four. Fine detail? Yeah.
This one standard. Which one you prefer. Maybe for this use gas, I think the find dital
is more suitable, right, because this is four, not
only the shadow is important, but also, you know, this
white four is also important. The separation is
more clearly from this white four and then the chocolate four on
the tuck four like this. When we look at this one, it's like this is original one. It's a very, very smooth, and there's no you know, when the best tus is zero, there's no separation in
each line when we increase. So we can each line create it. And then when we increase
the number of pen, it's more thicker
and more brighter. The peaches also is
more thicker when we set to close to one pixel.
It's more thicker, right? From creating the line
and more thicker and more thicker. Pen range? Yeah. And a contrast, this is increasing
in everything, increasing the shado
and increasing the headlight, like this. Maybe after. I think, for some reason, Multi pen
Sharpen is a good choice. Good choice, right. For some reason,
it's good choice. This is this is after. But if this is too much, you just reduce this one
and reduce this one. Pas artive reduce this one. This is before after
before, after. So this is how we use this
multi pen sharpen and how you use with the face
photograph or picture. So let's add multi pen sharpen like this and then click
the standard first, increasing the pastus So this
is before, this is after. And surprisingly, the multi pen sharpen is not
damage in the face, right? It's not damage in the face. And then the texture on
the face is also appear. It's not damaged in the
face. Like this contrast? Oh, no, I think, just like this. What about the fine detail? Oh, the fine detail. Right? The fine
title will boost. It's not only in the
shadow, more tipper, but also the the lighter
is more brighter. So as you can see the hair, this is more Tita, and then sometimes some hair is conferred to more
brighter, right? Like on these eyes
or the eyebrow, the iris, sometimes it's
it's more brighter. The line between this hair
is more firm and more thick like this
one, look, right? So this is the multi pun
sharpen using piney tile. And if using standard, it's more subtle.
It's more subtle. Like these sneezes before, after before, after, right? The detail is good. It's not too much
detail like this, especially in this
clothes also stunning. Right. Wood is not as
good as the clarity, actually, when it
comes to the clothes. But, yeah, I think it's better. It's better. With
the pundit out. Yeah, I think when we
use the fund it out, so on the headlight,
it's also pushed. It's not only the shadow, but also on the
headlight, like this. So I'm bringing it to
standard, just like this. This is how we use the
multi pan Sharpen. So I'm going to recap. So we save first
use multi Sharpen. So I'm going to comparis
between sharp mass, clarity, texture, High Pass, and Multi Band Sharpen.
18. Comparation Blur Filter, Which Sharpen the Most Effective?: So let's we make comparison. First, the unsurd mask. This is the unsurd mask, the most stronger detail. But sometimes if we too
much give the edit, the problem in the
unser mask is not is, you know, like, change the whole image into
the different picture. So I think the unsub mask is the strongest filter
to sharpen the object. And then the clarity. Clarity is I think it's good to increase the
detail like clothes hair, and it's more natural,
it's not much. It's not increasing detail too much, but still respectable. This is not suitable
if you need to post ditail because it's
only very, very subtle. But the problem in the clarity, when we apply on the face,
for example, like this, it will make the face like
push the shado and make the face more it's like
dirty or unclean result. But it's good for
clothes and hair. So we can use the
mask layer like this to eliminate
in the face area like this to keep the
face close to the original like this,
a soft improvement. Texture, I think this is one of the best tools for
increasing the fetal. Because texture is not much different with
the original one from the shadow,
from the headlight. But offer the I think the
best the best detail. Right? The best dit
dieta is so crips, but it's not losing
the shado or the area. It's not too much different
with the original one. So I think texture, I think is the best. Hi pass. Yeah, high pass is also
similar to the unsharp mask. It's a very strong,
but still it's not strong as unsharped mask. But actually, this is because
I using two layer hi pass. So the result will
the result much stronger than the then the
clarity or texture, right. But actually, when I
using just one, this one. Yeah, I think HPAs, remember that to
using the high pass, we need to combination
with planting mood. I think this is similar
to the clarity, but it's more stronger
than clarity. And for pass also safe, it's also suitable
for increasing the pace detail,
the face texture. So I think for
increasing the detail, I think high pass
is a good choice when it comes to
increasing the phase. The last multi multi pen is more complex
than the texture, the texture, and the high pass. But a similar. I think
the multi pen sharpen. It's a little bit tricky. But again, this is the
most complex setting. We can experiment
more deeply about this Basrato number pens,
pen range contrast. But again, life
multi pen sharpen is really suitable for any. I think it's more suitable
for any situation. I think for the pace is
also good, good result. Clarity is a good for the
pace is more smoother. For example, when we move
this one strength to minus, the pace is more smoother. But when it comes
to the clarity, yeah, I think texture, high pass and multi sharpen
is the best choice so far to make more sharpen
object like this. So next we move to the discussing about the
filter distort category. There's so many tools
here in distort category. It will be very exciting,
though, very exciting. We will discuss one
by one about all of this and implement
it into design. Absolutely. So say you
in the next session when we talk about
distort category.
19. Ripple: Produces Radial Rippling Effect: Okay. Hello, everyone. So in the perficon, we have learned the filter
layer in the blur category. And right now, we're going
to continue our practice, our discussion about
the filter layer in the distort category. As you can see
here, in the pixel, click filter in the
distort category. A fred offer a lot of builder
layer in the distort. We can see in this list, there are different
perspective dural ping bunch, spherical ripple, lens dorsion, lens correction, rectangular to polar, polar to rectangular, plat it display so many
things until messed up. And we will discuss one by one. One of these, we
will discuss one by one and also how to implement
it into the design. So I think it will take
longer time, absolutely, but this is very interesting
because, you know, like each filter offer
unique features. So let's discuss. So let's discuss one by one. The first filter layer in a
distort category is a deform. So before we going to create new document and talking about
defom as you can see here, this is the layer I created to identify to identify which features that offer
in the filter. For example, when I click
this one, Live filter, and I click ripple
or twirl Ripple, for example, this one. So this is the ripple. And
I can see what the ripple doing in the shape or in the picture or
in the bond number, something like that in the
P in the object like this. So this is just
for introduction, and we will talk about it. We will talk about
this page letter. So let's create new document, Timo seven duo TPI
and create document. So let's talk about
this one, the T form. So we create the new Timo second due to TPI
and create document. So for implementing the T form, I'm going to use this picture. I'm going to put in this
picture like this one. So the D foam is like PPE, you know, like Pape tool. We can create the point, each point like this,
and we can def the pose. So let's apply T from a filter. We can click Pixel filter, click the Start and TFoam. We can create point here, and then with this point, we can move in gradually or to change the foam to change
the foam from the object. So let's I create the point. First, I'm going to create
point in this here. Just click like this. Just click like this.
It's like the puppet. Each point, we can
adjust each point, and then we can
reform this object. For example, in this head area, this heat area, this
head area like this. And then this area. So we
can adjust each area we need to make a all right
more oryzs like this. I have created this point. So I have created this point. With this point, we
can move this object. We can move this, you know, this part of the object. We can adjust and then reform. So for example, like this, this hand, I'm going to
make the hands more lower, select this one, two point in this one and then gradually, I just gradually like this. I just track we can
doing like this, we can do it like this.
We can do it like this. But yeah, for example, yeah, I'm just
going to like this, for example, like
this, this one. So as you can see this body, it tends to leaning to pack
and I'm going to make, you know, like, more straight or vertical, little
bit vertical. Like this, block all
of this and then pack gradually. We can
adjust like this. And then we can also change
this heat. Change this heat. Like this, right? And then we also make
this one more T one. And this one, still, we can adjust one by one. Like this. All right. After we satisfy, just
click Apply like this. So when I compare to
the original one, so I put the original
one once more. I put the original one, this one, this is the original. Right, this is before,
and this is after. This is before,
and this is after. Sometimes if you want to this
is make this as a model, and then you put the object in here in this hand and
then you think that, Oh designs need more lower, designers need more lower. This object is too high, and then it's not
suitable for putting the text or putting the
object like in here, you can make it lower the
hand lower like this, right? So this is the function of DFM. Is like it's first we create
the point, right, the point. In the area that we want to deform and then
pay gradually, we move this point and reconstruct this object,
for example, like this. Okay. So this is in the deform. But implement the dirty from actually is a very
specific use case. This image, it should
be clean and, you know, it's more better if the object, it doesn't has the Picron. So this is like isolated
image doesn't has a Picron. And then we can fly to edit the bone and then
to stretch the body, for example, to stretch in the hand to stretch in the body. But what if this
object has a pagron? It's a very hard
to implement it. For example, I'm going
to use this picture. For example, I'm going to
use this picture like this. I just import like this. And then, so because this
object, this person, so because this object has a picronT is playing
football in the field, and then the field as a Picron, it's hard to deform this object. It's hard to deform this object, especially when we want to move in the hand or want
to move in the foot. And then let's apply
apply deform like this. And I create the point in here
in foot in here and here. For example, like this,
this one in the body two, in the head, in the hand. So if I want to make a little
bit movement in the foot, I plop them yeah, the result, it will
stretch directly. I will stretch. It's not
only stretching the foot, but also stretching
the field like this. It's not only
stretching the foot, but also stretching
the field. Like this. So it's not really convenient. It's not really suitable
for moving this object. So that's where t from is not suitable for a
picture that has a picron. So let's move to the
next distort layer. We talk about the perspective, this one pixel filter. This is more complete this one this step is more complete
compared to this one because some filter it can
be edited in live filter, but some filter is not be able to edit in live
filter because they have to, you know, distraction the image like defrom it will distraction. I will damage the original
image. It should. And then so that's
why the live filter in here is not
complete as this one. Pixel filter in distort
this more complete. So we will learn filter
based on this list. First DFOmNxt we will
talk about perspective. So let's move into
the next session. And before we move
to the perspective, let's save this from DFOm
Like this, like this. Next, we move to
the perspective. So see you in the next session.
20. Perspective: Reform the Image Perspective: Hello, everyone. So let's
continue our next filter layer. We talk about this what? Perspective. So let's
create new document here. The moose a D TPI
and create document. Oh, this one, I'm going
to delete this one. Yeah. All right. Perspective. In the perspective, I'm going to utilize
this image, this one. To explain your perspective. Oh, I think the dimension image is not suitable
with the Airport, so I'm going to, you know, like, click the Airport and make it suitable, like
in the dimension. Okay, like this,
this is the Airport. And I'm going to copy this
airport, actually, right? Copy this Airport, and we
will utilize this image. This one. Yeah, this one, using this airport, like
previous dimension, right? This one. To set to 2000
like this. All right. So if you pay attention, this wall is not straight. It's not tend to lend leaning and then til maybe
it's around how much degree. And this is make the images not natural.
It's not natural. Like this photo captured
with ultra white lenses. So some area is like little
little bit curve like this. So with this perspective. We can adjust this one
and then fix this one. So we click this perspective and then the perspective inside in this layer in this photo, right. And then I'm going to click
view this one, click Show. Click grid. As a help, I'm going to use this grid
to as you can see here, this one is not
perfectly straight, it's not perfectly horizontal, vertical straight, what
we are going to do. In this left perspective, we click this one, this corner. And we move gradually like this, through to the inside, to the left to the right
like this and make sure with little bit help of crit, we can adjust this vertically
straight like this. Right? And then for this one, we can also set particle
straight like this. Like this. So basically, we can adjust more like this. Each corner, we can adjust. We can adjust each
corner, right? We can adjust each corner. Maybe we'll make it more
white like this, like this. It's also be able to
create like this. But for fix this image, yeah, we following
this grid like this. Alright, again, like this. So, this looks like when
we're using the perspective. And if I compare, if we compare, I'm going to duplicate
this layer until it this one, right? If we confir this is
before, this is after. This is before, this is after. This is before,
and this is after. So I'm going to hide this
crib and the rest of it, just click Rasterize like this, and then let's zoom in. After we click
Rasters, let's zoom. To see the difference is. So this is before, after. Before, after. This is the function
of perspective before, after before, after. We move to the next
object, this one. This is also the same. When
we look at this building, it's also a little bit lining. It's not perfectly vertical. So let's apply with this one. Click here, click perspective and then show the grid
show the grid here. And then just move
this one. This one. Like this. All right. So I hide the grid. So I'm going to
duplicate this one and one of them, which one? One of them I delete
this perspective. This is before. This is after this before, this is after this before. If the building is like more shorter than the original
one, right, more shorter, which is click here, stress up like this. Click the RL. Oh, no, click Shift and make
it more a little bit higher. So this is before,
after before, after. It's like the correction, the lens correction, right? Sometimes it's also depends
on the lenses we use. If the lens is ultra
white, usually, it will produce not
corrected perspective. It will produce a different
perspective to the original. So let's more one more
example in the perspective. I use this layer. And I'm going to
import this picture. Which one? This one. It's also the same. Just click show the grid and then put in duplicate
the layer first. This one, duplicate
the layer, right. Funny. We delete
this layer. Yeah. We have to layer upon
this building, right? We hide this top layer. We put this one with
perspective layer. With the perspective layer, we can directly adjust this
perspective like this. For example, we can set the perspective following the following this one crib. Yep. All right, more or
less like this. So in the version of building with perspective
correction like this. So let's compare with
the original one. This is before, after this
before, and this is after. Right. So this is how
the perspective works. Learn about perspective
with the re picture, and I think this is very useful tools to
make the correction. So next move to the
next filter layer. We'll talk about Twirl Twirl, see you in the next session.
21. Twirl: Twirl Effect Bassed on Clockwise Distortion: Okay, everyone. So let's
continue our practice. Let's move to the
next filter layer. We talk about this Toral. So before we continue to
our next filter layer, let's save this one. And I'm going to with
a perspective Do this. And this session, we're going to continue to our
next filter layer. The filtering we want to learn
is to start th this one. Tal. So let's we
create new document. Create two women here. And I'm going to use
this picture, this one. Just drag and drop
here like this. And I'm going to
duplicate this artboard. So we're using two image to demonstrate the
Twirl this one. Yeah. This is the same object,
actually. Like this. So when we look at
this one, this intro, when I add this thral in the top of layer
and I just like this. Look at this one. This one. And if this is the
effect of thralR? Sometimes it's also
combination. You can. This one, rectangle and circle become one like this, like this. This is Toral. And
then this one, this fan become like this. This is Toral.
Yeah. Right? Twirl. So we are doing the
same with this one. I click here, click Twirl here. And then, so I just
click tus angle like this ring to the center of tuse like this and increase
the tuse like this and also increase
in the angle. Again. The result will be
like this before, this after this before,
and this is after. Yep, we're increasing
this one more and more. Yeah. Like this, if we set two plus the rotation we following the
clock clockwise. And then if we minus, it will following the opposite
of direction like this. So this is before. This is after, like this. So we also copying the Twirl
maybe just click here, move to the second picture, and then click TL. Same like before. This one. This is the center point. We move to this one like this. We're increasing this
W, too much, right? Increasing the like this. Yeah, I think the result
is not good as this one. I think this is more subtle. And this is like damage
the pattern, right? So this is the thr
works. Like this one. The throw works
when I put in here, even it will combine the
blue and the yellow. Shape, even though this one
is not combined become one. This is like individual shape. And then because
this troll effect, it become like this spiral. So to deep dive more. So let's take one practice
more to demon straight the thral I'm going to
copying this part. This one, I tilt the acid, the material, and I'm
going to import this one. Yeah. This one and this one. All right. So I'm going
to make selection T one. This fish using this Pixel
mode using this one. Just please wait until
Affinity make a selection like this and then click
Musk layer, right? Cetera plus D to the select. And for this one, so I give them the
water like this. And I duplicate the
water and I put here, and I apply the troll like this. Just clip the angle. Yeah. Angle and retice. And I gradually put
this in the center. Just increase the tuse increase the tuse maybe
I will set to 1,400. For example, or too much, 1,300. Yeah, more or less.
And then the angle just a little bit like this. Yeah. Next, I'm going to this one set this blending mode,
change this water. So I'm going to rename
this water too. Like this and this water. I'm going to change
the blending mode to soft light like this. Right. And then Troll. I'm going to copy
Torl and put in here and in front of this water. Like this, maybe it's too much. I can reduce the ice. Like this one. Right. So in this water, maybe I will apply mask lyre and then set
to black like this, reduce the opacity, increasing
the crust and start to throw around this like this. So this is like this
fish, make a troll. This water is a spiral because the fish is
moving like this. So before, after before, after. The simple implemented
using Torl like this. So this is how the Trol works. Next, we will talk about
the pixel, filter, distort, pinch and punch
this one Pinch and Punch. So before we move to
the Pinch and Punch, let's save this one. I'm going to give name l. Tim. So the next we're
going to discuss about this one, distort
22. Pinch/Punch: Squeezes or Bulges an Image Area: Hello, everyone.
So let's continue. We'll talk about this one. Pinch and Punch. So let's
create new document. Click T seven do TPI. Then to explain the
Pinch or Punch, I'm going to use this
picture. Which one? This one? Before I apply to this image, let's I explain about this one, I delete this tol, right? So what if I add Pinch and
Punch in this page like this? You can see here this
one. So the pinch and punch is basically to make
the object is convex, or if this is a plus a positive, and if we set to minus, it will concave the
object like this. So this is pinch
and punch, right? Maybe I will increase this. Yeah. So what if I implemented Pinch and
punch in this picture? So because I think
for this eyes, we can make the ice is more
picker with pinch and punch. It's not need to make
slicing the ice and zoom in, but using just pinch
and punch like this and grease the juice and increase the pinch
and punch like this. So it will make the ice is
more picker and convex. And then we copy this
pinch and punch, and then just move
this one to this ice, maybe a little bit red juice. Like this. So this
is before, after. I will make the eyes
is more picker. Maybe this eyes in
the left eye is, you know, still a
little bit picker, and we need a little bit
picker in the right eyes. So the picker pinch
of pinch and punch, it will make the
objeck is more convex. And then the use, it will, you know, increasing the broader the area the area that influenced
by pinch and punch, for example, like like this. You looks unnatural. Okay? Like this. Oh, this is too much, right? Too much. Just like this. Alright. This is Before
after before, after. This is pinch and punch. Because I am is an ICN person, maybe my ice is not
really pick tends to, you know, like small eyes,
small ice and slanted eyes. So maybe in the photo, we can use this one Pinch and punch to make it
more little bicker and a little bit
open open the ice. Just like this simple.
It's very simple, very easy to use. Pinch and punch. When I apply
in this Timo like this, this is more concave. And in the minus and the plus, it will make concave and convex. So we save this one first. Pinch and let's say
pinch punch like this. Right? So let's move to
the next filter layer. We talk about Spherical,
this Spherical.
23. Spherical: Create a Convex or Convave Sphere Distortion: Hello, everyone. So I'm
glad to see you again. Previously, we have learned
Pinch and Punch, right? And the next we will
learn the Spherical. This one, the Spherical. So let's move to the Spherical and we create new document
like this, right? So to experiment the Spherical, I'm going to use this picture. Do you know the convex mirror? This is the convex mirror. And usually we found this in the cross road in the
cross road as a sign that this convex mirror is usually to cover the plain spot fuse. So when people who want to
turn left or turn right, they can see in the
convex mirror and then they know what's
happening in the side of root. So before I explain about this, so let's move to
the intro to start. What if I apply this one
Spherical this layer. Now when I increase in the intensity and increasing
the retuse like this, as you can see here,
if I move the spercle, the result will be like this. So it will create
the convex effect. Like we using the convex
lenses in the class, for example, like this. So it will create
the convex effect. And this is also
suitable when we see in the convex mirror like this. So it will create
the convex fuse. Like this in this
building is a curve. And then, for example,
this building is also curve, right. So it's really suitable. When we create like this, this one, too, is also curve. So let's experiment with
this picture, right? This is the convex
mirror template. So I also import this picture, for example, this one. And bring the so we
can move this one, this layer under the
convex mirror like this. And we can adjust. Yes, we
can adjust. What's wrong? Yeah, like this and we
can adjust the layer. For example, like this, we
can zoom out a little bit as if this car hitting the convex mirror and
they see what is happening. What if we add the sphericle
like this we just increase the intensity and
also increasing the tuse increasing
the intensity. Like this. Again, increasing the If we need more
increasing the use, right, which is
screw up with mouse, it will create more
curve and curve. If the use is just stop
in the 1024 pixel, we can scroll up with mouse. We make it more evac Right.
But I think it's enough. I'm going to increase
the intensity more and more to 100%, I think. So this is the function
of Spherical, right? How we can implement
it in the spiracle. Like, for example, let's duplicate this airport and
I put into another object. This one, I tweet this one and then try to import this one. This is just for example. Maybe just using this picture. This one. And what if I put the spiracle in here
and then it is here. This one from here, put in here. So it will create the
the convex effect, we like the effects
from the lenses, right? Effect from the lenses. So the spherical is like we
put in the glass like this. Either we can edit in a convex or in a conveveF
example, like this. When the intensity
is plus maybe 100%, it will convert it will
create the convex, right? But when we set to the negative, like this, it will create
the concave image effect. So the spacles like we using the lenses like
this in front of my eyes, in front of our eyes. Intensity to negative, it
will create the concave. When we create positive, it will create the
convex effect like this. So we can move like this, we can increase interactive
as if this birth as if we see the bird through the convex
lenses like this, more or less like this,
how we use the spiracle. Before we move to
the next session, let's save this
document and put in here with spiracle. Si. So this isn't the Spherical. So let's move to the
next filter layer. We talk about this one. Filter, you start a ripple. So see you in the next session.
24. Ripple: Produces a Radial Rippling Effect: Hello, everyone. So let's move
to the next filter layer. Previously, we have
learned Spherical, and then we next move
to the filter layer. We talk about ripple. So let's we move a little bit
into layer, introdocument. So let's see in this
page back to this page, what if I apply this ripple, this ripple or
through this filter. If there is a life filter, we can use this one
ripple, like this. So ripple, when we set
the intensity like this, the result will be like
this, the intensity. If you put the stone in
the water in the lake, for example, so it will
create the ripple, right? It will
create the ripple. And then the wave in the water. Yeah, this is the same analogy to explain the ripple like this. Yep, more or less like
this is a ripple. This is when we
apply in the center. When we put in the center
in the number center in the pan center in
the ecle like this. Still, we can adjust
the center point in this live ripple. So let's apply it in
the example check. Or for example, I
saw ripple be able to apply in this flag. You know, this is when we
set this ripple to zero, it will create the
ordinary flag. And then if I increasing
the intensity, it will create the flag is
waving, flag is waving. This is also using
six intensity, seven. It's like the flag is waving. So let's move to
the implementing the ripple into the design. I'm going to create
new document. Click Timo 72 DPI,
click Create Document. I'm going to import
this image, actually, this one. This one. So because this image
dimension in the portrait, so I'm going to set this
art port to portrait, just set to 2000 by
3,000 like this. Actually, we can set the ripple. I think we can delete this one. No, I think we can
use selection, this leg and then bring
this a ripple, right? So I think I'm going to
duplicate this layer, right? And I hide first. This bottom layer I hide and
I'm going to put this one. I'm going to make selection. Quick selection.
Maybe I'm going to spit up to save the duration. O. Like this. After that, we click selection. After that, in this
layer, active layer, we can click CLG to create new layer from this
area we select. Quick click ctr plus D
to remove the selection. Okay. So we can apply
this layer with ripple, like this with ripple. Set the intensity to this one. Yep. From this ripple. And then this one
because this layer is sometimes offsite, right? This layer is offsite. We can create the, you know, the mask
layer with this ripple. Click Muss layer here, right? And then we move to
the pixel mode, right? And then click Pine Brass tool. Set the four cron to black and increase this one pass size. Maybe too much too much
and reduce the opacity. Maybe I will set 40 around
40 and start to not enough. 50? Yeah, start to more 60. Yeah. Start to
delete the opposite. This one, I'm going to reuse in order to
get smooth ripple. Yep. The result
will be like this. This is a ripple before, after before after
to give you know, a little bit ripple effect
or this use case, right? Well, if we think that
this is more need more, just like this increasing to 33? Yeah, I think it's good.
So this is before? This is after to give
little more ripple, more or less like this. Right, ripple. So we move
to the next filter layer, we talk about this one. Lens distortion and
lens correction. We directly talk about
put of the right? So let's move to
the next session. But before we move
to the next Wilder, let's save this one as
always to document. Why I always save my project
is like to reminder that, oh, I have learned about this, and then it will easy to
us to maybe sometimes to review about the project
that we have learned before. It's easy to review.
It's easy to recall. So that's why I always have the document in this
course in this class. So I'm going to
put this name for Ripple So let's move
to the next pixel, a filter, this one. Move to the filter with Taco pot lens distortion
and lens correction. So seeing you in
the next session.
25. Spherical: Creates a Conves or Concave Sphere Distortion: All right. Hello, everyone. So let's continue to
the next filter layer. So we're going to
talk about this one. That is to take lens distortion and lens
correction. All right. So what if I apply
lens distortion, like this to this layer. The result will be like this. So it's similar
to the Spherical, right? Similar to the sphericle. Right? And we can
also put in here. So this is when we apply
in the lens distortion, similar to the Spherical. So when we set on the positive, it will create a convex effect, and then when it set
on the negative, it will create a concave effect. So let's apply to the design and we talk about
it more further. Let's create the new design and then create the most
appended to TPI and here. And I'm going to
explain, you know, the distortion you seeing
this picture like this. So this is a house. And then my assumption this house was taken
by ultra wet lenses, maybe from smartphone or from
camera because, you know, the image is have curve effect, like this is the ultra weight. So the ultra wet, they can capture weight range of picture, but the consequences
it will, you know, compress the image into
the curve curve like this. So the result will
be curve like this, copying this at part two, and I want to import
the o the picture. This one. This is
like the same case. This is also a little
bit, you know, a little bit curve in this
straight part, right? So let's move to this one first. This one, this home. I I duplicate this to
my comparison letter. And this one in the top, I hide this one in the
bottom and the top layer, this one, depicts house layer. I'm going to apply the
lens distortion like this. And then simply
which is put here, increase the lens distortion
and put in here like this. So I'm going to use this one. Grip. Yeah. So in this
one and this one, it should be around like this. Yeah, I think, more
or less like this. So I'm gonna remove the grid. Maybe. Mm. Yeah. This is before, after before, after. With the lens correction, we can correct the position, the position of because
this is the ultra weed, you know, we can edit like this. This is This has become more straight, right,
more straight. Maybe we can increase. Just Yeah, I think it's perfect. Then we move to
the next picture. This is not too
much curve, right? Just a little bit curve
in this, you know, in the street so we can just a little bit make the
correction for this one. And we move here to increase
the distortion like this. We can utilize this one. We can show up the grid to help us Yeah. Yeah, more or less like this. We show up the grid, and this is this is before. I'm going to
replicate this layer. This one, I delete this one. So this is before,
after before, after. So it's not perfect
result, right? This is maybe not suitable. Yeah, I think just like this
before, after before, after. Little bit correction, little
bit create correction. Yeah. All right, like this. This is
before after before, after. It's not much, but just
a little bit correction. So the point is the
points is the same. We can using the lens
distortion to make maybe to fix the image result. Maybe when I said this one, when I apply this layer
with insistortion, when we set tune the positive, it will create the
convex effect, and negative is also like this to create the concave effects. And then this is more curve than previously more concave effects. Let's we save this one, we save put the lens distortion. And let's directly move to the, you know, next layer. We talk about this one. Pixel filter, distort. We talk about lens correction. So I'm going to import
this picture this one. This one. So for the
lens correction, we can apply through Bilter
distort and lens correction. So the lens correction here
means is like we can adjust little adjust about
the lens we use, especially when we're
using the camera because the camera might
be the SLR or MAs, we can change the lenses, and then we can
apply the camera, the print of camera,
the mark of camera, and then also the lenses we use. Maybe we use the
aftermarket lenses, and then we can
adjust like this. Maybe we can capture specific photos because
sometimes because when we're using lenses maybe with low focal length with
low focal length, it's also making
the ultra weight and making the
picture more curve, or maybe we using the
long focal length, maybe using more
than 100 millimeter. For example, the
picture look like, you know, look like pullet,
something like that. So we can adjust the
lens correction using, for example, if I using the
Sony camera, for example, Sony camera, maybe
6,700, for example, and using the lenses Sony E 70 to 350, for example. So we can adjust the vocal in, like this yeah, just like this. Maybe we can just a little
bit making correction to tune the lenses pies or the
lenses effect we use. It's not much change the object. Maybe we can change to 18 to 108 millimeter, just like this. So it depends on the camera
we use and also lens we use. There's so much of Camera
Band, from Sony, Samsung, Panasonic Colin Pus
nikon, Leica, Fuji film, cannon, I mean, things like including the
Apple, Apple iPhone. And then the lenses were using
also so a lot of a brand, a lot of aftermarket lenses. And then we can adjust
the vocal length. Default vocal length
from the software is 1 millimeter to
300 millimeter, but it also depend on the lenses with different
lenses, also different result. So this is a four
lens correction. It's a very specific
features for very specific camera and lenses and for very
specific picture too. So next move to the pixel layer. The next pixel layer is no, no, no, pixel layer. This one. Distrt we still in
the distort category. We talk about rectangular to polar and polar
to rectangular. So we will talk about both
of them in the next session. See you in the next session.
26. Rectangular to Polar: Hello, everyone. So let's
continue our practice. This one, we will discuss the pixel layer,
filter the Pixel. So this one, we're
going to discuss the filter layer still in the distort and
rectangular to polar. Rectangular to Polar,
this one. All right. So I'm going to delete this
or just delete this arbor. And maybe I'm going
to use this picture. This picture to explain the polar to
rectangular to polar. This one, filter, distort
rectangular to polar. So the rectangular to polar
here means in the simply just to become like this. There's no other setting that
developable in this filter just a converting the
picture become like this. When I undo, so the
rectangular to polar here means it's like to stretch
the image to become circle, and the side will
meet with the side. So in this side, it
will meet this side. So, for example, I
stretch this image, maybe I will put in here. Maybe I will stretch this image right and I make it a circle
and I make it circle. From this long picture, I make it circle,
just like this. So when I apply the
when I play this one, fill distort the result, more or less like this. So it's like for example, when I create this one, New pixel, and I will bring the gradation from white
to black gradation. When this pixel, I applying the lens
rectangular to polar. So this is the plaque area. And then this is the transition from plaque to white,
and this is white area. So so this is the plaque side, met with the white side. And then the rest of it,
this is the transition. This is the Gratian
color we create. So this is like this is how this one
rectangular to polar. So what if polar to rectangular? It's like the opposite. So maybe I will
hide all of them. And I import this new image. Alright. So I'm going to
duplicate this image. I hype to pick up here. Okay, guys, so what if we apply the polar to rectangular? The
result will be like this. So the polar
rectangular here means decide decide I'm going
to bring this original. So maybe I will rename original this one Rectangular to
Polar, Rectangular to Polar. This one, polar to rectangular. Alright, so this is the
polar of rectangular. I will bring this one. So this is the original, right? This is the original. So the polar here means, so I think this is
like divided into two, right until here,
and all of them, it will stretch to the circle. For example, for example, we create this pixel layer and click this one,
the pixel layer, click the Cretan, like this, and then let's apply
polar rectangular. This one is divided
into two parts, right? This is the white area, and
this is the black area. And wet area is become a,
you know, like circle. And then the color in this area will
continue in this area. So this from white to gray and continue gray in here
to black, like this. And then this one
is the transition between white and black. This one, become black white and become white to grey and
continue create to black. So yeah, I think the theory
behind it is like this. If you hard to understand, maybe this criterion
will help you to understand the behind polar
to rectangular, right. So before we move,
let's we set this one. I'm going to name
rectangular to polar. So let's move to the
next filter layer. I think this is more
easy to discuss. Pixelated it, Displace, glitch,
and then the rest of it. So see you in the next session.
27. Pixelated: Creates Blocks of Color to Obscure Image Areas: So next to move the
next filter layer. We talk about pixelated. This one, pixelated. Right. Let's create a new
document, create new document. And then for the pixel edit, it's a simply to convert
the picture into Pixel Edi. For example, I'm going to import this tiny dino like this. Simple. Actually,
this is very simple. When we add the pixel edit, it will convert
everything to pixel ed. Like this. When we increasing the quantization,
just like this. Is to become pixelated. It's like loosen the detail and change to the
pixelated, just like this. It's like yeah, low resolution. But this low resolution
is not come from the pixel because the
image is low resolution, but this is tuned to the filter. And we can reduce the number
to make it more theta. When we zoom in
like this, this is the original pixel att, right, when we set to this one to pome this the decatt is more
and from just like this. We increase to become
pixelated, just like this. There is no other option
setting in this pixelated. It also be able to
make, you know, the sensor or the blur
in some part of object. For example, this is the
number car and hold by police. Number plot, I
become pixelateed. It's, you know, two sens on
the numbered car like this. It's easy. We maybe
we make a selection. This one, make selection. To censor. Like this. Just make a simple like that. Make selection and copy. S plus G to make a duplicate, plus D to. And this one. This one just applying
the pixelated. Like this. Just like this. So it will blur this number, and it's not visible anymore, the number and then maybe if you want to upload on the
Internet and then still, you know, give the number car, and other people will
identify this number car. We can trace this car about, you know, like the information
more further, right? So we need to make
it blur right? We need to make it blur before we upload it to
Internet, for example, to keep the privacy
about the owner of the car or the
further information. Make selection like this, eter plus G or don't
get in this area. In this layer, Sel G, and then era plus T to
Dslect remove the D select, and we got the new layer from this lot number and
then click Pixelated. And then increase the
quantization. I like this. So before we move to
the next pixelate it, let's save this
document to pixel So next, we will talk
about the Displace. I think this Displace is a unique features that
Affinity offers because Displace is very
suitable for create a mockup for mockup protact
or for many purpose. So see you when we talk
about the Displace.
28. Displace: Distorts Using a Displacement Map: Hello, everyone. So let's
continue to our practice. We'll continue to learn
the next filter layer. The filter layer
we want to learn is this one Displace here. This one that Displace. So let's move to
the new document. We click the New Document here and click Create New
Document like this. And to implement it
the pixel layer, I'm going to import this image. I'm going to use this teaser. This because the T shirt
is a more portrait, so I'm going to
set this arbort to portray refer to 2000
3,000 like this. And then this one, this is a T shirt, T shirt like this. And I think I'm going to add some Bicron each for
Bicron, like this. So I'm going to explain
how Displace works. So I'm going to create the
mockup for Tissert as if the mockup the
design is printed in the t shirt using
Displace, this one. Displace. So this one, I'm going to import the design. I think I'm going
to use this one the prefusTno the preface Dno in the prefusPjq
us for example, this, I'm going to set
tune this one like this. What if I apply Displace
directly to here. So this is the
window of Displace. And first, before we
slide the string here, we need to click Load
Map from layer beneath. So here means that we can load
map based on the T shirt, this one. So this one. So this design, this minute, you know, we following
the curve of the T shirt. For example, I like this,
we click the load map from layer beneath, like this. And we increasing the
strength like this. Maybe we close temporarily. So when we moving this design, this design following
the clothes, right? The design is following
the clothes like this. Wherever I go, I
put this design, it will following the
Tissar shape, right. But the problem is,
if you pay attention, some design is pixel ed it and some edges
is broken, right? Some pizzi pixel it, some some area is broken. So I'm going to duplicate
the t shirt, this one. Duplicate the thirt.
In this t shirt, the top layer t shirt, right? I'm going to add
the cauchienblu. So I'm going to use causienblur to make this
thirt is more subtle, right? I'm increasing the t shirt
maybe like this is, like this. And then using 14 14 pixel
and also add the level. This one. I'm going
to using the level. So the inside of Tishir, I'm going to put the
level adjustment inside of tissut, right? So the Tsir level
and caucionPlur, I'm going to increase
in the black level and little bit white level. Or just place like this, right? After that, this one, Displace Map, click Load Map from beneath layer like this. So the foam is more subtle, right. The foam is more subtle. So when this cloth whenever
this clothes moving, it will following the
shape of the shape of, you know, the shape of dessert. If we think this too much, maybe we can reduce to
six like this, right? So when I find this
Tino is a moving, it will follow on the
shape of tissue, right? So the rest of it, which is change the blending
mode in the Dino into multiply like this. And then the last,
it's not last. In the tis shirt, we will hide. I'm going to hide this tissert and the rest of it.
Yeah, just like this. And to make it more, you
know, more realistic, I'm going to set the Alps ch, duplicate this Dino and using the soft light using
the soft light. But I'm going to reduce
the soft light maybe 30%. Yeah. So this is, I think it's perfect. So this is the result. Do the design. So let's try the next picture. I'm going to also
put here this one. This is design, right? So this is the same process. Let's say, I'm going
to group this yeah. This is for TNO. Oh, wait, wait, wait. Yeah. Yeah. So I'm going to group this one
Tino and I hide temporally. So let's be working with
this Tsir this design. Like this, we put in here, Make sure the tisser that
has left and cogent plu we activate or anhyd then using Displace,
this one, Displace. Displace like this and load
map from layer beneath. After that, we make it. Maybe I'm going to
set 60 like this. And then Yeah, the rest of it, we adjust the design. Like this. After that, we move the adjustment
layer to multiply. And also, we hide this one, dessert, and then the
result will be like this. And to make it more a little
bit, you know, better, I'm going to duplicate this one, set to soft light and
reduce the opacity. Yeah, maybe 40, 30, 30. So this is This is the result. I'm going to group set, save the planet name yet. So this is for the SensfPlanet. This is for no using Displace. So this is to create
mockup simple mockup. If you want to using the
Tsar mockup. One more. Let's do it one more to
practice Displace, right? I just going to impart this one. This is doormat, right. So I'm going to
type in this one, I'm going to set will
come, for example, and then maybe use the phone, custom h the phone. Like this, I'm going to using, for example, the bold phone. Yeah. Christmas size.
Maybe in this one, I'm going to set to yeah, a little bit a little
bit prawn like this. And the rest of it, just
click here, click Displace. Yeah, like this. Again, because the
pecron is not smooth, we need to duplicate
this one Pecron and help with Gaussian Blur because
we still need the detail. After that, we
repeat the process, lot map need layer like this. Okay, the rest of it,
just convert to multiply. But I'm going to m set the I think the colour is not
suitable for this case. And I duplicate this will
come with soft light. This one, Multiply set
to maybe 76 like this, just like this, right? So it will following
the shape of doormat behind this
Bicron like this. So more or less like this to
utilize the Displace, right? So next, let's move to here
and save this document. Displace. Yeah, I mean, we move some file to this
folder, Displace them this. So the next we move to next Clitch The filter
layer is glitch. And we can also access glitch
to here to Live filter. So see you in the next session.
29. Glitch: Add Glitches Effect : Hello, everyone. So let's move
to the next filter layer. The next filter layer is cltchPixel filter,
distort and glitch. So to talk about glitch, let's create new command. We create new document here, like always, like this. And to talk about this
document and this glitch, I'm going to utilize
this picture, this one. I think glitch is one of the
unique features in affinity. One of the unique features
because it's very easy to use. Relative very easy
to use, right? And then a lot of
option we can choose. So let's create this layer first set up this layer first
like this. Mm hm. And I'm going to duplicate
this picture this art board, and I'm going to use so
I'm going to use this one. Yep, to experiment
in the glitch. Here. All right. So I think I'm going to
make it more further. Right. So let's start with
this picture, this one. I'm going to apply the filter, live filter in glitch. So this is in the glitch.
To apply the glitch, in this method, there's
lot of options, lot of options you can chooe, right? And then string. And then each option is also
using different settings, for example, operation
or distortion. When I slide the string, the
result will be like this. So in the glitch is like
apply perspective, right. This is when we slide
the positive number. When we apply the
negative number, it will the opposite. This is the operation
distortion. This is glitch. It's easy to. And then
the channel ordering, we can choose RGB. This is consists
of red green blue, as you can see here, this is
consists of red green blue. This number, this is
red, green, and blue. If there's a purple here is a combination
between blue and red, red, green, blue, we can
also GRP, green, red blue. This is the composition of
color because red, green, blue here means this is maybe red is
representation of shadow. Green is for mid tone, and blue is a headlight. When we moved on the GRP,
greenhblue headlight. So we can switch. Yeah, we choose the RTP. Later in the operation
or distortion, we will make this one
and this one is offset. Like we move left and right. Or we can also change the offset to
vertical or horizontal. Still now in the
channel ordering, we can choose the
composition of color. And then the RGB here, this is the channel of
a number of channel. If we choose click one, there is a consist of one color. This one is a two color and
this one is three color. All right. This is
vertical and horizontal. And shred is like
the picture will cut horizontal or
vertical like this to become small square or maybe
we can set to it like this. Maybe just this little bit,
this also a little bit, and then mixel like this. Right? This is shred. It's like cutting to
the small pieces. Blast. Blast is
similar to shred, but it's like the hair cut
like this slice slice. It's like slice into square, vertical and
horizontal like this. Or maybe the object is slicing
into small part like this. And then sow tooth. More
or less is like this. Similar to check
saw, no, no, no. Yeah, check saw tooth or
sow tooth. Yeah, sow tooth. T start like this ripples
ripples, similar to wave. Waves, yeah, I waves
itself like this. Clitch then still a lot of
option here. You can adjust. You can experiment by
yourself like this. Click the set. This is
how we use the clitch. Maybe we often use this one. Just appreciation, operation of set and using vertical and
horizontal like this. This is the usually glitch
using act and then actually, we can also create maybe when I moved
on the quantization, for example, this is similar to, you know, it's like the
row blocks environment. And then we can also combination
with mask layer here, mask layer, and then mask layer, we put the inside
of place inside of clitch like this mask
layer in the inside of clitch inset of filter
layer and we can throw to make it
unclitch this object. So we can also edit which area that
doesn't need a glitch. So again, even though
the glitch will apply in the whole image, but we can still using the
mask layer to, you know, to exclude some area that
not affected by glitch. So it's like a person
in the rob block world. Rob block is identical to clich
and accelerate like this. So next we moved on this one. What if glitch we apply in
the photograph like this? We using the glitch. Apply some glitch. Using the
operation offset, like this. Mostly the glitch that
often we use often is using these upset glitch, like this, offset glitch. Just like this. Oh, no, no, no. Yep. Just like this is not much setting
we can apply here. This is bidirectional.
It's too much, right. Number of channel
three bidirectional. And then, yeah, it's like, simple to use, but a lot
of option we can use. Morelses like this. Okay, let's save this document to
restart and I'm going to give the name which So, okay, this is more or
less how to use a clich. So we move to the
next filter layer with a shear this one. And so, see you in
the next session.
30. Shear: Reshaping the Curve Image: Okay, friends, so let's move
to the next filter layer. We talk about filter. We start shear. So the shear filter
doesn't available in here. We have to using this
blist shear, like this. So let's discuss about it. We create new
document like this. So I'm going to
import which one? This one. This building. So the shear layer is similar to perspective,
similar to this one. Oh, no, no. This one. Here, this one. Yeah, here. When we saw increasing
the shear to maybe 17%, 24%, 20%, the result
will be like this. This is when I said to negative, the result will be like this. This is she available
in transform, but this is a little
bit different. So let's apply share. I'm going to
duplicate this layer, and then click Pixel, filter, distort and Shar. So we can make the pictures leaning
horizontally and vertically. For example, when I set
horizontally to write this one, the result will be like this
and I set tune this one, this will be like this, right. So I think I will hide this
bottom layer. This one. So when I little bit
make this bottom, it to left like this,
to right like this. It's like the result from those from and then the result is the
opposite, right? The opposite. And this one, this
is the horizontal. To top and bottom, go up and go down like this. So I'm going to use this one
little bit yeah, like this. And then vertically. So we can also create
the curve like this to create a curve vertically
or curve horizontally. This. So more or
less is like this, we click Apply here. And this is before,
after. Before, after. I think the effect
is not strong enough because the example
is also not curve. So let's move to the
next image example. I'm going to use this
curve home. Which one? This curve home like
this. This one. So we move next to
the second example, this house because this
house has, you know, curfew because maybe this is
using the ultra white lens. So let's apply shared
in this picture. Distort shear like this. So what if I maybe we can utilize this shear like this. For some reason, this is a little bit
effective compared to prefus tools using this
one call lens correction or lens distortion, right? So this is when we click Apply, I'm going to compare
to the original one, this one, the original one. So this is before, this is after before,
after. Before, after. So the curve effect is not strong as this original
one before before, this is after before
this is after. So this is how we use this one. Share like this to make it. Yeah, it's similar
to lens distortion. This is how we can use Share. I think this is very
effective combat to the lens distortion
for some reason. So again, this just depends
on the use case on the file. Maybe a little bit
So this before. This is before,
after. Before, after. Before, after. Look
at this field. The curve is a reduce the curve. Right next, we
talk about filter, DisttFlter ditart and mirror. I think mirror is a simple tool. There is no need to discuss
much further, but yeah, let's some headlight about mirror and afin mirror and afin. So see you in the next session.
31. Mirror: Producing Mirror Effect to Image: Every one, so let's move
to the next filter. So we're going to import. So I'm going to import. This one, convert the
outboard first like this. So in order to suitable
with this picture, right? So the mirror is a
simple Blake filter, distort and mirror. So the mirror is just
literally mirror. So the picture we divide
it into half, right, and top and bottom, and the top will reflect the bottom part will reflect in the top
area, just like this. Then we can still edit, for example, the
angle like this. Just angle like this
or output like this. Just like this. There's
no other editing, other option,
except this number. If we increase the mirror,
the result will be like this. Yeah. The rest of it is like, you know, like a pattern if we increase in the
mirror like this. Similar to Mandala. But yeah, mostly we using mirror in the one. Number
of mirror is one. This one is the object, and then this one is
reflection of the object. And we can adjust the position. This is the mirror,
right, but we can adjust the mirror result. So it's basically when
we set to the patom, the mirror start with this area. When we increasing this ptom, the mirror start in this area. So it's like similar to parallax parallax movement,
parallax move, right? This is the mirror.
Simple. Very simple. When we increase the number, it will shape a
mandala like this. And we can Oh, this is very, you know,
like, very interesting. When we set to the number of mirror to 20, and then we move, this pattern is like
animation amazing. So, but again, this is
similar to Mandela. Let's set on the one again, just like this.
It's just a mirror. Simple to use object into two, dividing the image into
two part, top and bottom. And from this case, and top is in the mind area, and then the bottom is the
reflection from the top area. This is how we use the mirror. Next, we move to the
next filter layer. We talk about thetrtobn. This one. To talk about this, let's create new document. Right, create a new document. And I'm gonna import this one. Do you know this one? This is the pattern. This is a pattern
like this artboard. I think 2000 2000 square
square. Is like this. So with Avin, we can
create the pattern. We can send this pattern
into small area and copy paste like this and
copy paste like this. But this is take long
the time, right? It's very take long the time. Even though we can be
able to create like this, but this is take a long time. We can utilize this picture. This one. This one pixel filter, distort and oven. This one. So this one, you have
to pay attention. We have to pay attention
in the extent mode. We can set to full
repeat rub and mirror. So let's we set to work
first and then scale down to maybe this one to 20%, for example, and scale X
and scale Y, also 20%. The result will be like this. Yeah. Rather than
just, no, no, no. I forgot to click
Apply start a win. Just click Apply, like this. Rather than we just
copy and paste, copy and paste, we
can directly copy. So I'm going to import again. I will hide this patty pattern. I will impart again this one. Right here and then I'm
going to duplicate. So this is as a pup. So I'm going to apply
this another method. We start adving another method, extend mode to repeat what would happen
in the repeat mode. Or I will hide this one. So dial will be like
this guys repeat. So repeat here means it will take the last pixel and it will repeat the
last pixel like this. So it will take the last
pixel, the last pixel, and then it will extend
the last pixel and the last the last shape here, here, the last shape, right? This is the repeat. So what if we move to full? Yeah, there is no full we can reduce if we reduce the
scale, just become like this. What if we move to zero? Nothing change.
This is just upset. And then b yeah, we have using b
reflessly and mirror. So mirror is basically
also mirror. Mirroring this
object. For example, if I if I cancel kansa If I using different different
object, for example. So I'm going to put this one, this Tino like this
and I mirror this one. Pixel, filter, distort,
and then AVN click mirror. The result will be like this. This is mirror. This one, mirroring with this one and this one mirroring
with this one, this one. And you
bring this one. So this is mirroring
each other, right? Top layer, mirroring
with right layer, top right with memoring
with top left. And then this is
the bottom right, mirroring the top right. So mirroring each other. Yeah, I think. So I think it's suitable for
create a pattern, right? Just set maybe 15 and set 215. Yeah. And offset, this
is just for offset. Maybe. Oh, I want to make maybe in this area in the
HS area is not perfect. She is not perfect part. You can use this
offset to do that. So just click Apply, and
this is how we use Aven. We have experiment with
Patti and also with Dino. Let's save this one. I'm going to put
the name Avin Limo. Like this. All right. Next, we will talk
about the last. I think I also for headlight, I will explain I will talk about this one, the
start equation. So the equation here means we
can input the formula here. But honestly, I'm not
capable to doing that. I'm not capable to explanation
the equation like this. So I think the equation, I'm
going to skip this part. Alright, I'm going
to skip this part, and we directly move to
the filter mesh wap. So I think mesh wap is a really, really unique features and important features in affinity. So let's talk about mesh
wrap in the next session.
32. Mesh Warp: Distort Image Based on Mesh Area: Everyone, so let's move to the last filter layer in the
distort category, mess ap. So to apply this one, let's create new
document. This one. Yeah, I'm going to
confort pot right. Okay. And for this mesh wap, I have this one, this file, snack, snack
Shado and snake headlight. So I'm going to import this one. This is the snake Snack
Snake package, right. And then I also cani
Import this one. This is the snake package. This is, you know, for the shadow, and
this is for headlight. I'm going to also import this protoc design
like this, right? And I adjust the size, and I adjust this packaging
design similar to this one. Yep. All right. After that, in the snack headlight,
I'm going to hide first like this. And then this one, I'm going to put in front of this layer. And I think we can
reduce the opacity like this to make it in the
pesible of a snake headlight. You know. And I think I need to reduce opacity for
temporarily to make sure that this is
visible in some in the shade is visible in the packaging the packaging
model is visible. So than that, let's
apply the mesh verb. We click here then chips
snack design, re chips. And I'm going to use
this one pixel, filter, distort and mess for like this, we can adjust this
point as a curve. We can just like this.
We're going to adjust like this. We're going
to just like this. And then we can also create
the point, the point. For example, I create
the point like this to create new point,
for example, like this. And then this one, this one, maybe in some area that
need to curve need to bending due to the curve like this. This one. I think it's too much. So
after we create like this, let's edit this
these packaging to close to the shape of this packaging stuff
packaging template. This one, packaging
template and this one. So let's make or edit the form of packaging design to similar to packaging
template like this. It's not need to precise,
but it's similar. Like this, we can
create like this. No need to be precise, but similar similar result. Right. Similar
result. For example, like this, this is very
substantial substantial. This is we need to curve
to painting the shape. Gradually, we adjust based
on the shape like this. Right. If this hard to adjust, we can also adjust this one. These two, this point, the number two from
the second line, the second line, right? It's not only just in the most
in the edges in the side, but in the second line, we can also adjust like this
to make it more realistic. And we can also select all of them with local of them
like this and reduce, reduce the adjust the curve, the form like this. Like this, this one. Yep. After we satisfied, we, you know, make this packaging from similar to the
package like this. All right. After we
satisfy the result, we click Apply like this. After we apply, we bring back this one R chips snack design from this one
opacity 47 to 100%. So this is the foam we
have created, right? After that, I'm going to duplicate this next shadow.
I duplicate this one. So we have two
layers next shadow. So this aches snack design, I put between the snack shatto. So this next shado
one in the top of the re chips neck design and then this one in the bottom. And then after that,
I'll bring this one, the sneaxt ShadoPNG
in the top one to click Create Clipping
mask like this. So this chip snack design
will crop following this next shadoFm After that
we just click Multiply. Yeah. So this layer, this snack design will reflect the shado available in the snake shad on this one. This one, if we unhide and
height this one, right? So the shadow that available in this packaging will
reflect in this package. So the design, this one will influence the shadow by
snake shado like this. And after that, we unhide
the snack headlight here. And this one, I'm going to add I'm going to change the
blending mode to add like this. So we have created the protect
packaging. The rest of it. I think it is just for
a click rectangle, put it here like this. So this one this is the
proto packaging or mockup, actually, Map to create mockup with utilizing this
one mesh work. But as long as you
have this one, packaging motel packaging like this and also
headlight like this. As long we have these two, think's easy to create mockup. And then to make the design
following this mockup, we're using the mesh
work. Like this. I think this is how
the mouse web works, and I'm going to save this works nice more like
this, more or less. We have learned about
distort. Almost all of them. We have learned about distort, and the next session, we
move to the noise category. Still, we have noise category, detect lighting and colors. So many things we
need to learn in this pixel and then
filter category.
33. Denoise: To Reduce Image Noise: Hello, everyone. I'm
glad to see you, Ken. And in the preface lesson, we have learned filter
in the T star category. And in this session, we will continue to the next category. The next category is the noise. So if you can see
here, when we look at the pixel and then filter
and the noise category, there are some category. From the noise at noise deviwsP noise to dust and scratches
or the interlace. So in this session,
we'll learn and talk about one by one in
the noise category. So let's move to the first
category, the noise. Here. So basically the noise
is to reduce the noise. So why it's called the noise. To implement that and to
explain about the noise, let's import the
material for Timo. For this session, I'm
going to use this picture. You go to the filter
folder and then this one, this drag andthro and put in the document into document here. This is the Perth picture. Maybe I will little
bit zoom in like this. So if you look at the Perth and then look at the background, there are a lot of noise, right? There are a lot of noise.
And with the denise filter, we are going to reduce the
noise, remove the noise. But yeah, I think we can reduce the noise
significantly better. So to doing that, just click
the active layer here, I'm going to rename the
layer to Perth for example, right, and then got
on the pixel filter. Noise and click the noise. Or if you also be able to use the noise or to recall the noise through Live
filter here, the noise. But I'm going to explain
the denise through here. Filter, click noise, and
also click the noise. Here in this window
denise window, we can see a lot of settings like luminance,
luminance detail, luminance, contribution,
colors, and color contribution. In the luminance, when we
increasing the percentage in the luminance or track this point or
increasing the number, the noise will remove or the function is to
reduce the noise, right? This is 0%, we increase
a little bit like this, increasing a little
bit like this. As you can see here,
this is the 0%. A lot of noise here, is
like grain noise, right. And then when I sat to
maybe 20%, for example, around 20%. Here, here. So to see the difference between refuse and after
and before and after, we can click Split View here. This is before and
this is after. You can see the
difference, right? When we increasing
the luminance, to suppress the noise, right? And then the result
will be like this. Maybe I'm going to
set to 50% like this. So you know you can see
the difference, right? This is to remove the noise. This is very clean from noise, and this is still full of noise. But the consequences
of reducing noise, some area or some part
is losing the detail. If you look at
this in the wings, this is the reducing noise,
it will lose the detail. It's not like unlike when this area that
still has a noise. So in the titil, we can, you know, bring pack the detail
with luminance detail. When we increasing
the luminous title, the titil is increasing, but the consequences,
the noise also appear. When we look at this, what, 50% here, when we increasing, the noise will bring back
the noise like this. But at the same time,
also bring back the title, right?
Luminous titil. Like this. Well, the
luminance contribution, the luminous contribution is to give is like opacity
to the luminans. So the luminance and
luminous contribution, when we increasing the number of luminants it will
reduce the noise, but when we reducing the
luminous contribution, it will bring back the noise. So I think for the safe setting, I will set to 100%. And then the next
the color here, the color, when we set to 0%
is like the default color. But when we set to 50%, I think some color is reduced to reducing
desaturation, but it's not much. The impact is not really
impactful to the object. I think maybe in a su monitor, there is no difference
between colors here. And a color contribution is
also opposite of this color. So I think for the color is not really important from this case, at least from this case. But we need to pay
attention in the luminance, luminous detail,
luminous contribution. Three of them is very, very important to
discuss, right? So before I'm going to apply, I want to copy
this one original. So I'm going to rename this
one this one TNOisOTNis per. Right? After that, I'm
going to click Apply. Yeah. So as you can see here, this is the clean version
of Bird and the background. And then this is before after before, after.
Before, after. So this is the
function of the noise, as you can see here,
before, after. This is the noise bird, and this is when I hide
the bird original word. So the next example, I'm going to copy this arbor. I'm going to copy this Airport. And I'm going to using
the difference image. So I'm gonna important this one. This picture. So if you if you can see here in the first area or in the background area,
there is some noise. So if you pay attention in
the detail in this image, there's some noise in here. So noise, especially in
the truck area because the tag area is a potential to, you know, like, a lot of
noise in the tuck area. Okay. This one. Click pixel Filter, Noise, the noise, like this. So we set to 50% luminance, like in this previous setting, luminous detail, we
increase luminous detail. So if you pay
attention in the eyes, when we set the luminant to 50, it will be like this and
reducing the luminance detail, it will also reduce the
detail interesting. Yeah, I think it's
quite similar, right. So yeah, I think set luminance
detail to close to 100. And then we can see the difference between after and before
with split view. So this is before. We increase the dominance. Maybe it's not strong enough. The difference is.
Yeah. All right. You know the difference is. But sometimes the detail
losing the detail. So I think like this, it's not much difference this use gas, but at least we can
reduce the noise. Look at this phase. The noise is reduced. It's not strong as
before, like this. So we click Apply.
Before we click apply, let's duplicate this layer. This one for original. And this one for the noise. Click Apply in the noise
layer and click Apply. So this is before
after before, after. Yeah, it's not much difference with the original but at least
we can reduce the noise. So this isn't the noise level. This is before, after. Yeah. So this is the
noise function. So So that's the denoise works. The function is to
reduce the noise, to suppress the noise. And then next we move to the next filter layer
in the noise category. The next is at noise. So the at noise also
opposite with the denoise. Doing that to explain about
at noise, we save this one. Let's give the name denoise. So in this session, we moved to the net
noise discussion. And then I'm still using
the same material. Like the noise because it's, you know, it's still a relative, still a similar concept because between the denise
and at noise is the opposite. When we denise, it will
suppress the noise. While the at noise, it will increasing
or adding the noise. So let's we talk about it. We could hear, burd
and click the pixel, filter and click noise, and click at noise. So at noise is
very, very simple. It's to adding the noise. Before we slide this point, we can choose the
caution or uniform. Caution and uniform
type of noise. Let's say we click
the caution and click the monarch just like
increasing the intensity. Yeah. It will increase
the noise, right? Like this. It is a
very strong noise. And this is closing the
original. This is original. This is the original. And this
one, increasing the noise. And the noise is
very, very strong. And yeah, I think the noise. If you wonder what
the difference between caution and uniform. When you clean the
uniform like this, I think uniform is more
stronger than caution. I think the caution is
a more subtle crane, and then the uniform is more, you know, more harsh the crane. So when we look at the noise, the noise consists of multicolor from the crane red and blue. I think this is the RGB. I think this is the RGB, but it depends on the
pacron the default, I think consists of RGB, right? But when we click the
monochromatic here, so the RGP so the RGP noise will convert into Black and
white noise like this. So I think if you maybe you prefer the monochromatic
noise like this. I think monochromatic noise
is, I think it's a natural. So I think it's close to
the reality when we choose the monochromatic, like this. When we move to the
uniform, like this. And then caution. When we click when we uncheck the monochromatic,
we'll be like this. We can see the difference
with split view, and this is before,
this is after. So this is how at noise works. First, we choose
the type of noise. We can choose
caution or uniform. So if you want to RGP noise, we can uncheck the
monochromatic. If you want to the monochromatic or black and
white noise, uncheck this one, and then we apply the noise level depends
what we need like this. I think 59. Okay. This is how the add noise works. Very simple, very simple. And then, yeah, I think it's one of unique to add the noise. After than that, I'm
going to duplicate this layer, this one. So I'm going to rename
this one for add noise. Here and then set the
noise to, let's say, 40%, round 40. Click Apply. This is before
after before after, as you can see here, before
after, before after. So this is the noise works. The same method we can also
apply in this picture, right? Let's duplicate this
original layer. This is at noise. We rename at noise like this. And then just click Pixel, click Filter, click
Noise and at noise. Just like this.
Choose the type of plur and maybe I'm going to use the monochromatic
or unchecked. Later, which is
increasing the intensity, and after that, I think it's better monochromatic like this. Then that click Apply. If we think that the noise
is not strong enough, increasing the noise like this. Yes, click Apply. This one after before
pf after before, after. This is the at
noise works, right? It's very simple, very simple. So let's move to the
next filter layer in the noise category. The next filter
layer is a defuse, see you in the next session. Before we move to the
next filter layer, let's set us this Timo
to at noise Timo. Add Noise. Noise, Tim. All right.
34. Diffuse Noise: Add Noise/Particle to Image: So let's move to the
next filter layer in the Noise category. So I'm going to click New layer. I'm going to, you know, change the catacor
2000-3 thousand because the image that
you want to import is a portray mode like this. Right. So in this session, we're going to discuss about
devius and p noise, Diffuse. Let's talk about diffuse first. DeviusT explain the diffuse, I'm going to import this image. Take this one. So the pl noise is it will make the object or the
picture become a noise. So the convert the object become a noise. What does it mean? Let's we apply directly. This one, when we click on
the noise and then diffuse, simply just like this. So to convert the object to convert this image into a noise. Is. So this is the
butterfly and it is the flower sunflower when we, you know, increasing
the intensity. So the butterfly and the
flour converting into noise. When we look at the
devious glue in the filter layer
Blur filter layer, when we look at the filter
layer in the Blur category, we have learned
the devious glow, it will make the blue
that contain a heat light become spread around or maybe
to spread the headlight. And also increasing
the headlight and making the head light in a plu until it's similar a
fog, something like that. So this is also the same principle diffuse
in a noise category, it will convert the
object into a noise, convert the object into a noise. Just simply like that. Look at the split view, for
example. So did this before? This is after this
before, after. We zoom in, this is
before. It's after. Look at the flower
and the butterfly, increasing the reducing
the intensity. This is before, and
this is after before, after. Maybe you can? Yeah, before, after.
Just like this. So I'm going to maybe this name, I'm gonna maybe original
and I duplicate this one, and this is the I use like this. When I apply in this one, click Apply here, this
is before, after. Before, after. So conforting object
into a noise. But we will creating
something unique with this diffuse because
the diffuse is available in the
live filter here, Diffuse, we want to make a, you know, because diffuse is
available in live filter. We're going to make
some interesting effect with this diffuse. I'm going to make selection in this picture in this
object in this butterfly, click Object Session two in this original layer,
click Object Session two. And let's wait until the
Affinity utilize this object. This one, right? And I'm going to use this one, the session plus tool to draw. Just throw like this. It's not need a
really precise this as long as it will cover
all of this part, this one. After that, click
the original layer, this one and CtrausG. We create a duplicate
of butterfly, and then cetra plus T. Next, we also selection this, you know, sunflower, right. Oh, this one, click original
and click sunflower. Yeah, or making slashing
in the sunflower. Yeah, I think it's a perfect. Maybe some area we need to fix. Like this, right? After that, we can click the original and yes, click
the original one. This one in the patom
layer, click Sara plus G. So right now, we have the
butterfly layer, right. And then this one, the butterfly layer and
the sunflower layer. The next we're going
to remove this object. We hide the butterfly first, and we're using we hide the butterfly and
the sunflower first, and this one, maybe I'm going
to rename with this one. Sunflower. Sunflower and then. And in this original layer, we utilizing in pending
prestolT remove the object. And then throw the
Ipenting pustol to remove the object like this. And then remove. It's very easy to remove object like this. So we need a pekron the plain
pecron remove the object. All right. So we bring back
this butterfly and sunflower, right, in this layer. So this is the original
one is a plan. There is no object in
available in original one. We put the butterfly and
sunflower, the above original. So let's apply with
Diffuse, this one, diffuse. We're using the live
filter diffuse, and then increasing the
intensity like this, right? And then we also apply mask layer in
the diffuse like this. Mask layer one, this
layer mask layer, bring to inset of the
diffuse like this. So this is mask layer
in the diffuse layer. After that, we
don't forget to set the foreground to
plag like this. Right? And you sing the pine brass stool
and start to throw. We set the opacity to
maybe 250 around 50. Right. And then start
gradually like this. Reduce like this. Like this. We want to bring back, you know, bring back
the part of noise, set the fcroun to white,
and then it will, you know, making the
noise like this. Maybe I'm going to this
one, this areas close. Yeah, like this. And then we can also
apply also this one. Maybe this diffuse, we can still increasing the
diffuse like this. Right like this. And then this one,
this flower too, we also available we
also be able to add the diffuse in the sunflower and just intensity increase
the intensity like this. And then apply the mask layer in the inside of diffuse
in the sunflower layer. Bring back the mask
layer to diffuse here. In the inset of diffuse, here, the diffuse the inset of diffuse, there
is a mass layer. Again, we can using the pine crustal to bring
back the shape of flour. We increase the opacity, maybe to around 50
and start to throw. Maybe I'm going to
start with this one. Yeah. Reduce the opacity. Yeah, more or less
it's like this. So it's like the butterfly. And so the diffuse
make the butterfly, and then the sunflower
is disappear, like from, you know, the tissue. So the Diffuse make the butterfly and then
sunflower disappear, like converting into
the grain of noise, and then it's like disappear. Here is a very interesting
tool for diffuse, right? So let's have this Timo to diffuse. Diffuse. And then let's move to
the next Perlin Noise. So pearl noise to KumanParl
noise to Perlin Noise noise. Pearly noise got pearly noise. Filter noise, pearly noise. Oh, yeah, yeah, yeah,
yeah, yeah, yeah. So let's move to the next. Builter layer in the noise
category, pearly noise. So see you in the next session.
35. Perlin Noise: Creating Background Pattern Using Noise: Hello, everyone.
So let's move to the next further layer
in the noise category. We are going to talk about this one Pearl
noise, pearly noise. So let's we create
new document here. New document, because
the document that I want to import
later is portrayed, we set the document to portray resolution like this because the pearly noise
is not available in here, you know, parle noise
is not available. So the parle noise
we can access with true filter noise
and parle noise. Before we apply in
the parley noise, let's like always, I'm
going toport this image. I'm still using the
same image like the previous one and
this one. This one. So in the pearl noise, next, we click here and then
click Pixel filter, click Noise, and
click Perlin Noise. So the pearl noise. So I'm going to explain the pearl noise. This
is the pearl noise. We will create the
pattern or this one. The pattern, maybe we can
zoom in, zoom out like this, like maybe cloud, something
like that, persistence. This is more harsher, this
is more softer and oc tas. This one. So this
one, this pattern, it will post it will affect
this birth per layer, when we set, for example, to overlay this one. So the persistence will
influence this per image. For example, when we zoom
in here, when I zoom in. So when I zoom out,
as you can see here, this is like this one, this one, it will
influence the image. And when we change the blending mode to soft light for example, will be like this. And then when we ging to zoom out like this,
becoming like this. So yeah, we can increase
the persistence. It's become more harsher
or more, you know, more small parlis, and this one is more subtle
and the big pearlinis. This one. So the perois
in the non mammoth, it will create this one
in the dark as become shadow in the pret
arrays become het light. This area becomes shadow. This area becomes headlight. This one, when we
look at the of light, this is the shado, and this is the heat light,
and this is the shato. This is the het light,
and this is the shato. To make it more precise, I'm going to change
maybe to vivid light. As you can see here, this one. When I zoom in this one, right? This is the duck,
become a shatter. This is the bright,
become a headlight. So maybe in the past, blending modes is a soft light for this use case like this. Like this. So this is
before without pearl noise, and this is after pearl noise. So I'm going to compare
to the original one, this one, the original one. This one. This is before, after this before, this after this before,
and this is after. So this is how we use
the pearly noise, right? First is to create the pattern to create the
pattern that's similar to High Pass and then we're using the blending mode we can
using the overlay, right? We using the overlay or we using the vivid light to make
this filter working. So that's why let's save the pearly noise Sam. So the next session, we're going to talk
about this one dust and scratches, dust
and scratches. And also later, we talk about a little bit about
the interlace. So see you in the next session.
36. Dust and Scratches: Remove Artefacts Like Dust and Scratch: The next filter layer, we talk about dust
and scratches. Dust and Scratches. Let's discuss about it. Click a new layer, of course, and click document like this. So I'm going to import this. Which one? This one? This one. This is the old photo that
contain some scratches here and also dust
like this right. So I think this Airport
is not suitable, right? I just adjust the airport. Click Arbord here, and
we can adjust the page. Like this. So, so we're going to
a little bit clean up this picture with this one. The filter, we're going to talk about the dust
and scratches. To a blended dust and scratches, we can also access in here dust and scratches
with live filter. So because the left filter
is available, yeah, we just create with the dust and scratches with
live filter like this. Don't forget to preserver this. And if we increase the rat use, this filter will eliminate
the dust will eliminate, you know, the
scratches, the dust, the scratches and some
small particle here. But the consequences
of this filter is we lose the detail, right? We lose ditilF
example, like this. When we increase
the tuse like this. So some scratches, some
tests will remove, right? Maybe increase to
ten, increasing more. But the consequences of
this we lose the detail. Yeah. Unfortunately, this is the consequences of
dust and filter. But a little bit a to make it a little bit reduce this is the original one, right? We reduce the maturity
dust and filter like this. And then the tolerance,
maybe we can increase to bring a little bit
detail like this. So if we see if we see here, this is before, this is after. This is before. This is after. So we have removed
a lot of dust here. Maybe in this area,
this area is because this is too strong, right, too strong, scratches
maybe it's hard to remove. But this one we have
removed the maturity. So to bring back the teta, maybe we close this one. We can using the mask
layer mask layer, the mask layer in the inside
of dust and scratches. And using the Pin brass
tool to bring back the area before we apply
the dust and scratches, make sure that we use
the foreground to clay. Because we want to bring back the fork cron and
then start to throw. Set the opacity, maybe
to increase opacity or maybe just leave
it to around 30%. Yeah. Throw the phase because, yeah, we want to preserve
digital in the phase. They use the press maybe around 200 200 Yep. Bring the reattaT one, the ear, the head, like this, increasing
the opacity. Like this. Yeah. In this
close, for example, this close in this hair, this close right Maybe we bring back to what
to eliminate the can. And maybe I'm going to
increase or decrease the press size here to remove this one,
to remove this one. Y, to make it a little
bit reduce this one, too. This one. Yep. So this is before after
in the mask layer, right? But in the scratches, this is before after
before, after. I did, maybe we
lose someth tail, but we also be able to clean up some dust and scratches
in here, right? So it's a little bit clean. So this is the function
of dust and scratches. Maybe we can still increasing the retice
because this is life filter, we can still read it here. This is more cleaner, right? Before, after before, after. Indeed, maybe we
losing some detail. Maybe we can revise this
area like this rockets. This is before, after this one. Before, after. Before. Again, this is the result of, you know, dust and scratches in combination with mask layer. So this is how we use
the tusk and scratches. It's very useful
for some use case, especially when we have when we have a odd photo and then
maybe we want to clean up. Yeah, maybe we can use dust
and scratches like this. So Before we move to the
next adjustment layer, let's save this Okay. Before we move to the
next adjustment layer, let's save the book space into dust scratches Scratches. T. This is how the toss
and scratches work, and let's move to
the next adjustment, the next filter layer. The next filter
layer is this one. The interlace the interlace, even rows and out rows. So see you in the next session.
37. Deinterlace Odd and Even: Next in this session, we're going to continue
the pixel layer. We talk about we're going
to talk about this one, the interlace, even
row and out draws. I think this is just short
explanation because, yeah, it's like the
simple too actually. Let's create new document, click Timo, 72 TPA
and then here. And then I'm going to
import this picture, this one, this one. Yep. So I'm going to
set the airport to ptr. Right. Alright. So before we apply even rose and odd rose, let's we duplicate this picture. I'm going to set the original. And this one, I duplicate again. This one, I'm going to
give the name even rose. And this one A throws. So let's talk about
the even rose. Filter, noise,
interns, even rose. Doing that, I'm going
to hide in the autos first and then we'll be
working on in the even rose. Pixel, Filter, Noise
and even rose. This one. So maybe
at the cleans, there's no change
in the picture. But when we look at
zooming in this four, this origina and this even rose. This original and even rose. So the even rose, in my opinion, it will make the headlight. It will suppress it will
suppress the headlight, right? And then make it in
the headlight area become blue, especially
headlight rose. And then, you know, the food that has horizontal has a son layout like
this horizontal, it will affected by even rose. Right? Especially horizontal
and the headlight like this. So what if the otros? Yeah, we activate
the otros layer and applying the otros noise, the derlens and otros,
just like this. So in the otros, I
heighten the even rose. So in the otros, you know, the difference is between
otros and even rose bud. Yeah, I think it's hard to tell the differences because it's like Otros and even rose, they affect it in a different four different
individual four, right? Yeah, it's hard to
tell the differences, but between Otros and
Ivanos they make the, you know, like the four that
has headlight is a blur. Is a blur like this. As you can see here,
this is the original. Is a very detail. But when we apply even rose or otros,
it will make it blur. And this one the blur is
also similar actually, but sometimes it's
different, but similar. You know, the blur will
suppress the headlight area, the headlight PT more or less. So more or less is like this, hot rose, and even rose. We save the interlace like this. So we have learned about the pixel layer in
the noise category. And next we talk about the TTc. The D tech category
consists of edges, horizontal edges,
and vertical edges. Again, I think this is also
the tos to identify, right? But to talk about more, let's discuss in
the next session. So see you in the next session.
38. Vertical Edges and Horizontal Edges: Okay, friends, so next we
continue in the next category. The next category is a T tech. I consists of edges, horizontal edges,
and vertical edges. So let's create new documen to implement the edges effect. I'm going to set this one
from 2000 by 3,000 Spot. Create acumen here, and
I upload the same image. I open the same image
like perfuse image. I'm going to use this one, this one, the red panda. The red panda here. So let's apply the
B in this here, this is no available no available in the category
in this live filter. So we use this one. So I'm going to
replicate this layer. I'm going to set this
one as original. This one. So let's apply
this pixel with filter, filter, detgtgesrizonto,
and vertical. So I'm going to add these edges a copy edges and vertical edges. So we apply one by one and
how s the difference is. So I unhit three of them. We start with the edges. Okay, we activate the edges. I click the pixel,
click the filter, and click the the
tag and edges here. So the edges, it will identify the edges
of object like this. So if you see here, this is the original
one, this is the edges. So the edges will identify
the edges of object, right? Edges of part, this is. Maybe if you want to find
the edges of object, you can using this filter, it will help us to
identify the object, the edges of object like this. Even for this is the
edges of objec like this. More or lessers like this. So what if we move to
the horizontal edges? Activate the layer, go
to the big el filter, and det horizontal edges here. So the difference is
compared to the edges, this is the edges, this
is the horizontal. So the horizontal is, you know, this is the
horizontal edges. I will preserve the
horizontal line and then suppress
the vertical line. Like this, for example. The vertical line, for
example, like this, this vertical line is also reduced or suppressed
in the vertical line. So the article is opposite
with the horizontal line. Let's see the vertical lines. We applying the vertical lines, vertical lines, particle edges. Vertical edges here.
So the vertical edges, it will preserve
the vertical edges and then eliminate
the resontal edges. And then, this one, this line is also
suppressed and then keep the vertical bamboo
or vertical four like this line with a vertical four. So this is when I compare the original to the
original edges like this. As you can see here, compared to the edges with
vertical edges. This one will eliminate the vertical edges
the horizontal edges in the vertical edges, right? While the horizontal edges will eliminate the vertical edges and keep the horizontal edges
in the horizontal edges. So the horizontal edges is basically eliminate
each other, right? And then edges is
like the come in the universal edges to identify, just like this, more or less. So this is very
useful if you want to know the edges of the object. Right here. And
what if we change, for example, when we apply
some adjustment layer? Yeah, I think there is not much we can do within
the adjustment layer. Maybe soft light soft light. Soft lights so cool when we using soft
light in the edges. It's a very firm, right? It's very detail and
very firm of light. But the rest of it is no. Not much we can
chew with this one. This is how the edges works
to identify the edges. We can using the vertical edges, horizontal edges or edges
in the universal edges. So more or less like this, we save this one for edges. Oh, I think this is
new category, right? New category. I'm
going to create edges. So next we're going to discuss
about the next category, lighting, consists of lighting
and schedule lighting. Filter, lighting, lighting,
and schedule lighting. Lighting is also
available in here. Lighting and schedule
lighting in a light filter. So we will discuss about this in the next session. See
you in the next session.
39. Lighting: Create Different Types of Lighting and Ambient: Hello friends, let's continue our journey in
learning affinity. So previously, we have learned the filter layer in
the D tech category. Next, we move to the
lighting category. This lighting
category consists of lighting and shadow
or headlight. So we learn one by one. We create new document, and Tim 70 to DPI, maybe I'm gonna this one
change to 2000 by 2000. For example, like this and
create document like this. So the first thing we want
to learn is lighting. We can also access the
lighting from here. So we import this image. This one. I'm going
to import this image. This is the lamp, right? So with the lighting features, we can recreate the light. We can recreate the light, the ambience, the pipe
from this picture. Maybe I'm going to make a
little bit rotate like this. Yeah. Yeah. Okay, let's
apply the lighting. We can apply through Live
filter and click lighting or Pixel and then filter and then lighting
and then this one. So I'm going to use
this one lighting, using the Live filter.
Click lighting. This is the window
in the lighting. So it's very complicated though. But I'm going to explain one
by one and off the switches. So maybe you can
easy to understand. All right, this one,
when we click in this node and we move or track
to the left on the right, to the top to the bottom, it will create the
lighting like this. And if you can see the direction
here and the distance, it's represent our
movement here. The direction here means when
we move to how much degree, this lighting will move
rotation like this. Oh this is the plus area because maybe this
coordinate X NY, this is the positive and
this is the negative rights. This is the zero right because this is close
to axis zero here. And then this is the 90
degree in the azimuth. And then this one is zero or oh, yeah, close to 180, 180 degree. And this is the minus. Okay. The distance when we slide to the
left to the right. The distance between this point to this point is
more further, right? To move this lighting,
we using this point. Then we can adjust the width and the height of this lighting. I'm going to set like
this, maybe, for example, we can also make it more
letter with this one. After that, this as to adjust the direction or the
rotation of the lighting. We moved on this one. Diffuse specular and shinss. Diffuse when we throw the closet 0% is
like literally dark. When we set to 100, it will frater In the shyness, when we set to the close to 100, it's more brighter and brighter. As you can see here, it's more brrter and brighter, right? The specular is become much how much the br of
the source and the shins, how much the Again yeah. This is like when we adjust
the shins with the sinus, and specular is is like, you know, opacity of
the shins, like this. Diffuse is like to
control the headlight. It's like the
controlled headlight. So I'm going to use
this one, this setting. Shans maybe I'm not using 100, maybe just maybe around
70 and specular, I'm going to set 200 and a little bit increasing
this one right here. So the ambience,
because in this area, it's become dark, we
can set this area. We can adjust this area
with ambience like this. We can also set the ambience. When we set to 100, it's close to the
original one, right? It's close to the original one. So we set to 100. This is the original
ambience when we set to 100. And the specular
color we can set in different colors like
this is like white. We can set to
purple, for example, yellow or orange, yellow, like this or orange like this. So I'm going to set to
orange like this, right? And then light we can
adjust another lighting, for example, this is light one. We can add here to add this one. For example, maybe
this one is a more. And this one is yeah, a little bit right
here, for example. Like this. And this slide
two, this slide two. And when we back to t
one, it's slide one. And this slide two here. We cannot add it
individually, right? So in this one, the distance we just be able to
add the distance. Yes, maybe I'm going to
add this light two and add once more to
cat light three. Here. Like this. So to remove this one, just click the light we want and click Copy or
remove, just like that. Bring back to the
light one here. And with distance, we talk about the instant direction and
then outer cone this. Similar when we using this
one to make it more wider with outer cone or cone
this one intercon. Here. Intercon. Texture?
Yeah, I think, this is, I think we
not need the texture. We set to zero pixel, right? And then this is the
result of lighting. Before After before, after.
Or maybe we will need to. So this is how
lighting works, right? Before, after before, after
to recreate the lighting. So next we move to the
picture number two. We practice one more,
one image more. I'm going to duplicate
this Airport. Right here. And then I delete this
one, the material, and I'm going to set
this one to 3,000 by 2000 here because the picture you want to create
is a landscape. Which one? I'm going
to use this one. This one. So in this use case, this is area that
contain in lamp, the light from lamb for example. And I'm going to make this areas more brighter. So let's do it. The next, we apply this one lighting here
because in the top of here, there's a lighting from a lam. I think, we sat here. We can rotate the
Azimon like this 90%. Yeah. Maybe make it more red, more whiter. Like this. Alright. And the forget to set the ambience to close
to the original one. And then as you can see
this is too much diffuser. We can read this diffuser, diffuse specular too much, and this one shines. Specular. Diffuse. Because when we add this
lighting light point, the diffuse specular and shines, we cannot edit individually. So the diffuse specular shines sinus apply
all of the lighting. So when we just add here, the settings follow
like here and it's not suitable for the use case. So I'm going to create
this one another lighting. Again, this lighting, I bring
back to this inside here. And let's add it in here. So I'm going to
make that this is like the lighting
from the sunlight. Maybe in the side in the
side is a window, maybe. The sunlight is come
from window window. The outer cone I'm
going to set is here. Like this. Set ambience here. And the sinus, I use the sinus. Tiff is also not specular. This one. So the color
also using white? Because this is white, maybe. Yeah. I think more or
less like this, guys. Ambience, I'm going to increase
the ambience too much. All right, so this is the
result more or less, right? We have edited two point. The headlight is from here
and the headlight from here. The result will be like this. This is before, after. Before, after. If this is not enough, we can bring here
this one. Bring here. Mm outer cone here, and then set to shins
or specular. Specular. Yeah, more or less like
this before, after. This is a small preter and
this is more brter because maybe this is a window and then get the lighting
from the sunlight. So we can add it to
here lighting to make to modify the lighting
from this lamp and also modify the lighting in
this room using this one. Lighting here. So I think next to
the pixel layer, next is shadow and height light. So you in the next session, we talk about shado
and height light.
40. Shadow/Highlight: Manipulating Shadow and Highlight Color in an Image: So the next filter layer, we're going to discuss the lighting shadow and head lights. To explain in the
shadow and headlight, I'm going to pour
on this material, this matter in perfuse. Session so I'm going to put this material in
the lighting material. This one, I'm going to
heighten the lighting. So this is the original, right? So what if I apply the shadow and headlight
in this picture? The shadow headlight is basically just shade
and headlight. It consists of shadow
strength and shadow range, headlight strength
and headlight range. When we set this one, this one, I'm going to bring
the shadow and headlight inside
of this picture. Here instead of this picture, the shadow and headlight. You just and drop here
like this, right? The shadow and
headlight, when I set the shato strength
increasing just like this. So in the shado when
we increase the shato, it will reducing
the shato actually. So increasing the headlight. When we you know, like the shato reduce
the shato to the minus, the shato more
darker and darker. When the shato range is
to influence more widely, for example, the shato this one, I'm going to make the shadow. Well, I'm going to
make this shadow is more darker, for example, and the shade
range, it will make more darker and darker, right? When we set the headlight, when we set the headlight
here, there's no, you know, like the headlight, when we increase the headlight, the lime is more brighter,
as you can see here. This is the 0%, the default, and this
is the headlight. And the headlight range here, it will also make it more broader and the effect
of headlight strain. As you can see here, this one, the area is more, you know, like more wider effect. And also in this area, too. Here. Just like this. I will increase the headlight
and headlight range, it will make whiter
the headlight effect. When we set on the
minus absorbing this reduce the reduce the
headlight, simply like that. Shado more picker, more more picker number
is more brighter here. And this one is also to make
it more range is more wider. When they set the shadow
minus, yeah. Here. If you wonder when the shado
is significant in this case, because the whole image is mostly consists
of shado, right? Shado is a Shadow
termination in this image. That's why when we
set the shado it will affect all of this image, right? It's more brighter. But it's
opposite with the headlight. The heat light is only
affected in this lamb in this lighting
because this lighting, because this image just
has lighting in this area, this area and this
area and small lamp. When this headlight is strong, the shadow area is not affected, but they affected on this area and the
headlight area like this. So this is the shadow
headlight works. We will talk about this one
on this shadow and highlight, and next we move to the colors. And the colors contain
a lot of those, and then yeah, we will
explain one by one. So, see you in the next session.
41. Color Fill: Fill Image With Targeted Color: Hello, everyone.
So welcome back, and I'm glad to see you again. In the preface lesson, we have
learned the filter layer. And the last session, we have learned the filter layer and lighting category, right? We learned lighting and shadow. And next, we'll continue to the next filter
category, colors. As you can see here, in
the colors category, a lot of those that
available in here, and we will learn one
by one from fill auto, gnet and then the fringe. And then also Ambos,
Solaris Afton, Pornoi not all of the will learn because so some tools
I'm going to skip, but yeah, mostly we
will learn all of them. Mostly, most of the tool, we will learn one by
one. So let's start it. We start with the field tool, and then we next
t the auto tools. So I've created the
new document with Lot with 2003 thousand pixel, and I'm going to
import the image. So in the filter in
the filter of f, I'm going to import this one. Yep. All right. So this is the material that we want to make a discussion. So thanks to Mohammad Azim from Asplice to profit
in this picture. And then yeah, let's continue. In this pixel filter
Colors, pill. So fill fill with fgron with background is basically
like when we fill here, we can fill with custom
color, primary color, secondary color, in
painting history. In custom color, we can custom the color filter like this. So it's basically to fill the image with the
color we want. Primarily color, and this is
the white primarily color. This one, primarily color. When we set this one is
also change from white. And we set you know, like switch the far cron
to picron and here. When we set here,
it's be complex. Yeah. And we said the secondary become
white. In painting? Yeah, this one. This
is one in painting. And history, yeah, it's the
same history and painting. So this pie is basically just change this image with this color or primary
color or secondary color. In painting and history,
just like this. In the custom color, we can change the color,
just like this. There's no other
tools or my baby, just reducing the opacity
here, for example. Yeah. But it's not creating
new layer, actually. So it will Tamage
the original image. It will image the
original image. I not created the new layer. When we click Apply here, it's not created a new layer. So we undo. Next, in the filter, this is fill with
the fork cron color. And after that, let's
move to the colors. This one, plaque layer, and fill the colors
and fill with for cron color or filled with the cron colours
basically in the same. When we click the fill
with for cron color, this it will This one, we can change the for
cron color like this. Right? This has become white. When we set to
white, it's become saturation become
black and white, like desaturate
it or monochrome. When we set to plaques
also the same. So it's basically black
and white is zero. And then this is the
number of color. So it's become red. And if we set to blue,
become blue like this. So this is the pcrone while we packed on
the original one, what would happen if we using this one filter and then
colors filled with perone. So the pcronF example, I'll use a plaque
this is a Peron. This is a Picron. It's become like this. Blue. Yellow. So this is similar between pokron
and perone, right. Okay, next two, let's undo. Okay, next, let's
move to this one. Filter colors, this one. Auto level, contrast colors
and auto white balance. To apply this one, I'm going to copy this one. So I'm going to set this one
this layer name to original. This one out level out colors. This one ao contrast
white balance. And we will identify
the difference between out level auto colors, auto contrast, and
white balance. So this is just simplify
those from those colors, level contrast and balance. Let's we hide the layer. This one original. This one to level, colors,
contrast balance. First, we start with
the outer level. In the outer level, in this
light Oto level, click Pixel, filter, click colors and
click Oto level here. So as you can see here, if you pay attention
in this Oto level, it will fix in the level this
is before, this is after. This before, this is after. So I think the outer
level will fix the individual color,
individual level. So I think from the green level here means it will push
reduce the green level. And also, this is the original, you know, as you can see here, the green level is more darker. And then the red level, I think increasing the red
level. And also blue level. So the outer level here means it's similar to when we apply, for example, when we apply
this one level, right? And with the master, we can set the green here and
we can reduce individually. For example, when I
set, yeah, like this, reducing the green and also the blue one,
reducing the blue. Oh, no, increasing
the blue, little bit. So the result will be like this. This is out level, right? And this level adjustment is
influencing the original. This is out of level, and
this is the level adjustment. Auto level, level
adjustment, similar, right? So again, the outo level, I delete this level adjustment. So Auto level from this use
case from this picture, will reduce the green level and then increase
a little bit in the blue level,
something like that. The software will, you know, make it balance between RGP and then maybe
from the Theta, the green is terminated
from this original, right? The green is terminated. And
software then define that this green is too much
and then reducing the green level and
increasing the blue level. So the theory pant is like this. So this is the auto level. Okay? Let's we hide auto level. We move to the auto color. In the auto coolor we
click Pixel filter and got in the autocolor
here, the autocolor. So, we activate this one. Autocolor. So in
the auto coolor, it will reduce some headlight. The difference is not
significantly, but I think, yeah, there's a significant and
there's a little bit very, very little bit difference. It's not significant, though. Yeah, we move to the next step. Autocontrast. Let's read
activate the autocontrast. But activating the
auto contrast. Click Pixel, clip filter, colors and auto contrast here. Autocontrast, is
basically increasing the contrast or reducing the contrast we
similar to this one, editing the contrast through
pretens and contrast here. For example, when I said
heighten the contrast, maybe I will a little bit increasing the
contrast like this. Yeah. This is the auto contrast. Or maybe again,
increasing the contrast a little bit and reducing
the brightness. Yeah. This is autocontrast. This is brightness
autocontras, brightness. So when we compare when we
compare to the original one, this one, autocontras
brightness, autocontrast. So some fog. So as you can see, there is some Shattu or headlight from ShattuFokFk
effect like this one. So it will fix the fog effect. Right. This is auto contrast. This is before and
this is after. This before and this is after. So increasing the contrast
will increasing the detail, especially in a color,
especially in contrast. Showing the shadow
is more deeper, and then the headlight
is suppressed. So the fog effect
like in this area, we'll make it, you know, suppress and reduce the
fog effect like this. When we can adjust
the out of contrast, using brightness and
contrast like this. It depends on our
setting right here. So let's delete the, you know, like
brightness adjustment. And then next, we move
to the out of balance. We activate the layer. And then we filter
cotton the filter, colors and white palance. So the white palans
like the same method, we're using this one,
white palance, right. But this one, when comparing to the original
one, the white balance, I think the software identify the this is too much too
much col, too much cold. So, you know, like this one, when I activate this layer, this white Balance just
influenced the original, right? Remember? And I think because this is blue the
blue colour is termination. So the software identifying that they need to balance
to make it balance. So if you pay attention
to this image, this image consists of
two color termination, blue and yellow and green, green for leaf and
tree like this. But it's not actually green, actually. This is
a yellow color. Right? This is the
yellow color. No green. Or maybe this is from our ice perspective,
this is green color. But when we using this color picker and I
just random put here, this is tends to a close to
yellow, rather than to green. This is close to
yellow. For example, this one, this one,
like this one. Tends to yellow
rather than to green. So that's why that's why
because blue is termination. They super it and
they find that, Oh, we need to a little
bit make more yellow, right, because blue
is a domination. And then the result
will be like this is the white palans from
the auto white pelans. And this is from the
white pelans adjustment or maybe you know, again, it's really high. This is white pelons. And
I'm going to heighten this. This is the original, and this is the white pelans
using auto pans, remember? This before and this is after this before,
and this is after. And we also similar using similar with the wet
Balance adjustment here. This is similar. So this is how the tos works
from auto level, auto coolors, auto
contrast, auto pelans. Actually, we can using this
one for more advance, right? We have learned previously
in the adjustment layer, but this is just
simplifying the tos. And then I think the result
is not really, you know, maybe it's better to using manual setting in color
adjustment, not in auto. But yeah, I still better
to become reference. Maybe when we want to edit
the level, for example, and then maybe we stuck
and don't know how to set or maybe don't know the
setting the parameters, maybe we can use Otoevel
to get reference. And then the software will help out level to tuning this image. So something like that
from the auto level, colors, contrast and
white palons level. So next, we are going
to learn pig net, remove Vick net Trine, and then continue
the next kilter. So, see you in the next session.
42. Vignette: Remove Shadow in the Corner of Image: Hello, everyone.
So let's continue our practice to the next tools. The next voter layer, we talk about this one PignPigN
and remove Vignet. So this is I'm going to explain and using still using
Oh, wait, wait. Still using this
material, right? So I'm going to
duplicate this original. This one, this original. I'm going to name Pigma. Pick n. All right. In this knit, I'm going to
apply the Vignette, this one. And then here, this
is the window, the setting of the
Vignette layer. From the exposure, when we set, increasing the
exposure like this, it will create the thick net, but it is a brighter
color, right? Brighter color. Because pig net mostly when we capture with camera and then the
lenses is sometimes using the thick net filter
or the lenses is drop. You know, the thick net usually is a darker
darker in the corner, right, darker in the corner. So this one. I think the thicknet is maybe tends to darker in the corner, right, because of the pignet. For example, when
we set to here, Pignet and hardness, the
hardness is, you know, when we set close to zero, we will smooth
transition between this area that's not affected by Vignette
during this area. It's a smooth transition. But when the hardness is
increase the hardness to close to 100 so the
transition is is a form. So, you know, the edges
is visible between the fignet area and it's
not affected by gnet. The hardness is very
firm this so they just, like, it's not fignet though. I don't know what they
call it, but, you know, like, the edges is so so firm. Yeah, I think I'm
going to set the edges to maybe 50 around 50. And yeah. And then scale, when we set to reduce
this one is almost cover the entire
the entire picture. When we set here, scale up is more wider and wider like this, this inducing this decreasing
the exposure like this. Here. And shape. Yeah, we can set the Vignette more offal
or close to circular. Circle. This is offal,
circle like this. This is the fit, as
you can see here, and this is the original
after This is before, after before, after
after we apply the fine. Maybe it's too much, right? And let's apply this
one. Just apply. Vignette is also available
in a live filter, actually. For example, we can try using the Live Pignet to create Live filter and
maybe you can still red it. This is the Vignette works. And the next in the
next color adjustment, there is a this one,
remove thicknet. So the remove
Vignette is opposite. It's not opposite though, but
the remove Vignette is to remove the figte develop, you know, in a
picture in the image. So because previously, we have created the Vignette layer that, you know, has a thick
net in a corner. So we just remove again. So we create Vignette
and we remove. Using the removing
net like this. The remove IN is very simple. There is no tos
available in here. Just click Removing net and
we can set the intensity. Maybe is 3% is a
writer and brighter, but we just set
to 1% right here. And we can split few. This is before after before before after before
after before, after. So it's very simple to
remove the thicknet. So this is how we use thick
net and remove Vignette. And we just click Apply. Remove kN. Right here. Maybe I'm going to duplicate
this one Vignette, and this is remove Vignette. And let's apply in the
fgetRmofgnt here, apply. So this is Vignette Vignette. And this is very close
to the original one. Right. So next we move to
the next Defringe Defringe. So see you in the thief
rings discussion.
43. Defringe: Reduce Backlight in the Edges of Object: All prints. So let's continue
to the next filter layer. We talk about the rings. So I'm going to create a
new layer, a new document. Sorry. And then I said
2000 and then 3,000 here, and then create
new document here. And I'm going to
import this one. To discuss about the range. So if you pay
attention this image, because this image is
a peck light, right, because source of
the light source of the light is the
behind the object, and then the in front
of this object in the jacket in the cloth is darker because this speck light. And then if you pay
attention in these edges, like in the jacket edges, in the face edges,
there's a line, the orange line, right? The orange line. So we can reduce this one using the range. Between that, let's click
here in the pixel layer. Click a pixel, click filter, click colors, and then
click the fringe this one. So let's we implemented
the fringe. So first, we need to
decide the fringe color, because the fringe
color of these edges, when we set here, this is tends to
or orange, right. Set to here, for
example, is also orange. So we set to the orange color
like this, more or less. And then we increase in the tolerance and also
on the tuse Yeah, rets in the g bred stressold. So the key is in the tolerance and the
he brightnes stressold. We set tolerance, maybe
it's 100, for example. And then if we set here, is close to the original. But when we reduce
this one, this one. So as you can see here, the difference between refuse, this is the this is
before and this is after. This is before,
after before, after. So the difference here means
is to reduce the effect of, you know, like the lighting, the edges, lighting
edges of the object before after before,
after before, after. It's not only here
in these edges, but also in these edges too. And this phase in this hair
is also affected here. So the difference will
eliminate the line edges, yeah, the edges in the
line edges of the object. And then first, we decided
the color fringe color, and also increasing
the tolerance, increasing the use,
and gradually, this one, reducing the
edge brightness threshold. The result will be like this. So again, before after before, after, like this,
we click apply. And yeah, this is difference. Yeah, serve this one. Yeah, I have created
the fringe before. I just date this
one, the fringe, and then replace with this
tarne stemo. Like this. So this is how the fringe works. Let's move to the next filter. We move to the rice wet
pepper a rice wet pepper. So
44. Erase White Paper and Monochrome Deither: Friends, let's
continue our practice. We move to next filter layer
in the colors category. So we will discuss
about as waste paper, erase wet paper, and
Monochrome titer. And also website for titer. Yeah, we will talk
about these three, all of them in the session. So let's start with
the ras wet paper. I'm going to create new
document, of course. And then yeah, just create
the document like this. Tim 72 DPI, create
document like this here. And I'm going to import
this image sample, minima house minimal
house sketch. So I have this one sketch in house house sketch like this, and this is sketched in
the white pepper, right? This is the function
of white pepper. If I create new
layer, for example, new layer and I bring under
this minimal house pepper, and this pixel, I'm going to
set to, you know, a fill. This one filter colors fill
with a click fill here, and then maybe it's
not too much red. Yeah, like this.
It's just apply. Okay. So if I create
the toboen Okay, so we have a two layer, minimal house cage here. And then this one pixel, the pixel layer with color, maybe sends to red or pink. And if we click here, the pixel layer, you know, will cover with
the white pepper. So if we apply this one pixel, filter, colors, erase
wet pepper, like this. So the erase wet pepper will automatically erase
in the wet pepper and then preserve the sketch. And we can change the
background, right? I in the previous
lip for example, I pack redo, I duplicate
this, this one, and I hide and
this one will that build the colors eras
pepper here, right? And then the pepper color is following the pixel
here in this pixel. And we can change
the pepper layer, pepper color with
the color we want. Maybe we want to move
to, you know, like, a blue like this, purple, yellow, yellow like this, for example, yellow
or green or blue. Like this, blue, like this. And click apply like this
to become blue, right? So the eras dapper will
remove the white pepper here. We'll remove this
white pepper, right? And to become like this,
to become like this. And then we can change
the Pitern color. And then actually the pattern
of pepper still preserve. So basically, it's to eliminate the pepper pepper transparency, but still preserve the texture. And then we can change
the color pepper with a new pixel layer
and with color like this. Then we can adjust
the color with pixel, filter, colors, and
fill like this. So this is the function
of white pepper, right? Let's say this is as like this. Next, we move to pixel layer, pixel layer, Monochrome
Monochrome there. So Monogram tear, I'm
going to borrow this one. This one, the original. So I remove. I hide the remove
Vignette and Vignette. This one, the
original, I'm going to copy the original, right? And I'm going to apply
the Pixel colors and Monochrome Theater. It's basically just simply to remove to convert
the monochrome. There's no other setting. Just click Monogram Tater
and then convert like this. But when we pay attention
when we set to, you know, like to zoom in. So this image is like
consists of, you know, like cumulating oft Cumlating
of dot from the dot, it will create the this one. So basically, it's two color white and black color
white and black dot. Basically just like this. So if you, you know, wonder why this
color is different. So this is not different though. This is just white
and black color. For example, like this, this is just white and black colored
white and black colored. There's no other color. White, this white, 2025,
and this is black. Wherever I move
this color picker, the color is only
two white and black. Even though maybe we wonder, Oh, I think this is with
different color. It's not black. It's not white, but maybe gray. But actually, this consists
of white and black. So this is just
manipulation of Pixel. Maybe in this one in the black, maybe black will dominate
in the dock area, black is dominate
in the pret area, white is dominate like this. So maybe this for example, in the pride area, the distance between
Pixel between, you know, like black
pixel and red pixel is more distance in the pixel in the black pixel because
wet pixel is dominate. Birds in the tag area, you know, like white pixel is
more distance and because the black pixel will
dominate just like this. So this is the
Monochrome theater. So I'm going to name
Monochrome theater like this. Next, we move to the
Websaf WebsafTeter. Between that, I'm going to
hide the monochrome titer. I'm going to duplicate this one, and then I'm going
to web save Tether. So what is websafTiter? When we click the
WebsafTeter, right? So Affinity will convert this
picture become WebsafTeter. Here, after the process
is finished, let's see. When we zoom in,
there's like this. Compared to the original one. This is original one, and
this is a webse Teeter. The webs titer is like the object experience
simplify in the color, right, simplifying the color. When we apply in the titer, it will easy to load
in the website. I will easy to appear
in the website because, yeah, the simple RTP, let's apply with
different image. I think I'm going to
try using this one. Yeah, I'm going to try this one. Okay and then apply websafTiter. Web save titer. Just waiting. I
think the process it tooks longer than usual
filter because this is, you know, like
simplifying the color. So it's basically similar
to the monochrome titer, but this is consist of just
several color palette. I'm going to, you know, duplicate the original one. This is the original So I'm going to set this
one, this top layer. I'm going to websfTiter SD. For example, like
this websfe Titer. And then in this SD, WSD Colors, websfe Titer. So in the WSD when we
compare to the original one. So in the original
one, the original is complex, you know, complex. Like each because each pixel
has different color, right? So as you can see in the color
code, this is different. Even as you can see here, individual pixel has
different color code, right? It's very, you know, like varied color and
almost not identical, even though this is like beside it is not
really the same color. But when the WSD I
activate this layer, you know, this is experience
simplify the pixel, simplifying the pixel, right? This one, similar to this one, and similar this one, similar to this one. So
experience simplify. So this referring this
one website titer using typically
216 color palette. But the original image using the 16 million
color palette. So the color will far it in
the original, but in the WSD. This one, WebstTiter
is a simplify using 216 color palette. So that's why the
color the pixel is more simplify in Webst
Titer like this. So the theory behind it. Okay, the next, we
will learn this one. Emboss solarize half done,
paranoid, paranoid, right? Well, in the left filter, this Halftone, paranoid
also available. So see the next session, we talk about next filter layer.
45. Emboss: To Create a 3D Effect to the Object: Hello, everyone.
So let's continue the next Wilder layer Emboss, solarizehf Halftone,
and Voronoi. So let's talk about one by one. So for the bus, I'm going to, you know, burrow this material, this
asset, butterfly image. The WSD website
Tutor, I will hide. This is the original one, right? And I'm going to duplicate
duplicate this one, and I'm going to
tinameEmbs and then next, I apply inbos layer hood with
this inbosT one, like this. So the inbos basically like
High Pass can High Pass. To apply the inbos, we need the combination
with blending mood. For example, when I try to, you know, increase the
rat ice like this. So this is the butterfly
look like a treaty, right? Look like a treaty,
like the imbus. And the more we
increase the rat use, the more it's like something like that. I become like this. So I think the imbus
like this I think is enough amount is more tiply like the shadow is a more tip each you
know, like this one. This one is a more
tip with this amount like this to apply
the shadow, right? First, we click apply first, and to implement the Emboss, this one, it will influence
the original layer. When this original layer
will hide and click the blending mode,
there's no change. There's no change. Right? It's not changing
anything. It doesn't work. But we need the
original layer here, and then maybe we
can add to overlay. Yeah, the overlay is like
the original one, right? But actually this is
different from the original because as you can see here
when I hide the invose, this is the before
we apply the invose. This after before after
as you can see here, before, after before, after. So the butterf looks like
a three D. If you think that the evos is not strong
enough let's repeat process. Let's duplicate this layer. We click Emboss like this. And you click Emboss
layer, click Builder, click colors. Emboss here. The arad will increase
the amount of Emboss. I think ten pixel and
then amounts like it's more maybe 250%,
and then click Apply. And then click Overlay. We change the bending
mode to overlay here. This is before after
before, after. So the perfil looks
like a treaty, right? Looks like Emboss. The surface is
ambos, then refuse. Here. This is how we
working with Ibs. We talk about next filters Soliz solarizeT one
Builder, colors, solarize. Before between that, let's
duplicate this original. We changed the name
to solarizeT one. Solarize. Let's apply with solarizeFiler,
colors, and solarize. Here. So this is the principles, quite similar to Emboss, right? We need to blending mode. And then the blending mode is suitable is ten because
when we appl the lighten, the low this is like back
to the original one, right? When we set to normal,
this has become like this. And if we click Lighten, is close to the original one. But again, the solarize layer still need the original layer. When we hide the original, yeah, Bet in the solarize. So if you paten closely, the solarize is only affected
in the height light. You can see here
in the background, let's patent in closely
in the background. The background is not
affected by sola rise, right? So in the background is
not affected by Solaraze, only in the headlight area,
in the headlight area. So I think solarize will
suppress the headlight area. And to bring back the headlight, we need on the lighten. Rather than which is norma, we need to lighten because the lighten it will post
the headlight, right? And obsotely we need
the original. This one. Solaris is like to
suppress the headlight. Yeah, I think maybe this is
maybe some certain use case. This is very this can be useful. But yeah, the tori panate
is like this Solarize. Next, we talk about
the Halftone, see you in the
Halftone discussion.
46. Halftone: Convert Image into A Pattern, dots, Line, or Shape: Let's continue to our
next pixel layer. We will discuss Afton. I'm going to create
pixel create document. So I'm going to
import this pixel. Which one? All right. This one. Mm. Yep. I will change the art port 3000-2
thousand by 3,000. Next, let's apply the half tone. Colors half tone here. So the half tone here is
like this is basically to convert the picture, the image into several
effect like yeah, of ton hoof ton is
a different tone, different tone and using combination different
tone and certain pattern. So let's explain. In this screen, if we choose the color
and in this dot cousin, we can change also round to make this more rounded or circle consists of
circle and cell size. Maybe if we reducing the cell size is like
resembled to the original one. Maybe I'm going to
make a little bit. Things under ten? Yeah, like this. Like this. So using the circle, combination of circle and
different tone, Yeah, this is using RGB green blue to make resemble the
picture like this. If we change to
monochrome like this. So the hop tone
consists of circle. Well, circle is a
different size, right? When there's a
gradation, for example, the gradation between
hair and skin, the circle is smaller,
smaller, smaller. And then if this
area is similar, it will more picker picker. And what if we change to
monochrome put using cousin? Yep. The result also
will be like this. So causing is similar to, you know, the rectangle. Causing similar
to the rectangle. Well, round is a circle. Maybe it's too much,
where it used to. Maybe I think it's, you
know, ten is perfect. Right? So what if we change
the screen to line this one? Like this line. Oh, like this. And then the last is circular
right here, circular. What if I add or I
adjust this one? So actually, we can also adjust. Actually, we can
adjust the color. When we set on the
monochrome like this, we can adjust the contrast. When we reduce the
contrast like this is a similar to black
and white, right? Like this. And cell size increasing
cell size like this. Monochrome. What
about line here? Or circular here? Contrast. Se size,
reduce cell size. So this is like maybe this half tone is maybe
if you have a money, you know, like the dollar
money, for example, I think in the money sum, they using the specific pattern, specific image, and also using
the half tone like this. Similar like this, but in different different
setting, actually. So I think this one similar. We can apply for using
the pattern in the money, for example, or use pattern
for design like this. For recap this half
tone, the half tone, we can size, we can set into the monochrome,
here, monochrome. We can also set the color
here, color line line. We can set the
angle of line here, this or circular like this. Maybe sometimes if you
want to, you know, to monochrome or
color like this, maybe you need to make
a little bit contrast. Yeah, small like this, gray
component replacement. Compared to the original one, a better than this one. Life halftone, right? So maybe you can set your Photo profile for your
social media with this one. Halftone. Next, we
talk about this one. This is the last
filter we discussed in this layer in this category. Filter colors, photooi. And I'm going to
skip the procedural text because it's very, very complex, very complex, and it takes a long time
to learn and to explain. And honestly, this is
very advanced features, and I think it's
also rarely used in reality in a real implementation
is rarely to use. And also, interesting, though, but very, very complex tool. Skip this procedural texture, and next we talk about Ponoi. So see you in the next
we talk about Ponoi.
47. Voronoi: Creates A Vornonoi Diagram Like Puzzle: Hello, everyone. So next
continue to our discussion. Next filter layer, we
will discuss this pano, this filter layer panoi. And this is the last filter
layer in the colors category. Before we move to
the next category in the frequency separation, maybe this one
frequency separation. Liquefied, don't map, develop, and then plug ins, for example. Yeah, we'll talk about them. This is, again, the
last filter layer in the colors category. So let's talk about it. To talk about the pan paranoi, maybe I'm going to put on
this picture, this one. Yeah. Right here. So the paranoid. Then let's apply
in the paranoid. To access paranoid, we can use this pixel filter
and colors paranoid. Or we can access paranoid
using the live filter here. The live filter is available
for anoiT one, paranoid. So I think I'm going to use the live
filter paranoid yeah. So the phoronoi here means is too Oh, don't
forget the airport. You have to hide the airport. Yeah, because we just
borrow the image. You have to, you know, like unhide the airport. So the phoronoi
here means likes to divided a picture into cells. Like when we like
when, you know, ceramic, you know, ceramic like puzzle,
something like that. Yeah. Like puzzle like ceramic. Maybe if you want to
build or to arrange a certain image like
this using part of ceramic this is the
similar between that. And if we increasing
the line width, so the line between each cell is more thicker like
this, more thicker. And then if it's
increasing the cell, the cell is more
thicker, like this. So as you can see, this is
similar to cerami, right? So we can also combination
with a level or combination with wet curve if we think that the image
is not bright enough, we can using the
level like this. Yeah. It's like when we apply in the ceramic
floor, for example, is a part of small pitches, and then we can arrange similar to this big image like this. And if you think that the
cell size is too big, maybe we can reduce
to get more similar to pace foam and let's we
try on the next image. I'm going to create
new document. Here, the most 772 DPI
and click New page. So next after we
create new document, I'm going to import this file
in the filter, pop and die. Just track entrop here. We have new two layer tile. This one. I'm going
to set in here. Because tile is square, yeah, I'm going to adjust the
artboard following the tile. Maybe 2000 by 2000. Yeah. And then PCO I'm going
to put here here. Yeah. And we will,
similar thing. This Pop I'm going
to apply for noi. Yeah, this one. Right here. And then we set the sal size, reduce the sal size to, you know, this one,
following this one. Yeah. Maybe it's
two picks to pick. Yeah. And line. Maybe it's like
similar like this. L this. And then, maybe we can change the
planting mode and we, you know, duplicate
the t like this. Let's bring to the top here. Ca this one. Right, create the line. Like this. Copy. Like this. And then also copy, rotate to n and
then bring to here. Copy again right here. And select all of them. Rectangle to here, select. Oh, this one, this
one is not perfect. All right. So I'm
going to group all of them and group here, and then and then click Etcetera
L and click group here. So we have created
the selection, and then go to the
tile layer and setter plus G. And heighten this one, this grid layer and a
rubber si to till it. So we have tile
selection in white area, and then just hide this. And a pregans contrast, we tilt pregnan contrast
like this. Like this. Maybe this is for
anoiforterfore, after. I think if we increasing
the size like this, yield, like this. Similar to the
when this apply in the tile to puzzle or
to arrange the puzzle, you can using this for planning. Yeah, this is for
anoi more or less. Okay, guys, this
is the last filter we learned in this color. Play the color. This one, paranoid. And next, we'll continue to learn the next category
of frequency separation, as removal, liquefy develop, yeah, liquefy, to map. Yeah. And then Astor photography, maybe we talk a little bit about Astor photography
letter. And then, okay. So see you in the next session. All right, don't
forget to save this. Okay. And then this
one Phonoi All right, so you in the next category, we will talk about
the next category.
48. Astrophotography and Remove Background: Hello, everyone. I'm
glad to see you, okay. So in the preface lesson, we have learned the filter
layer in the colors category. And right now in this Asian, we'll continue to learn our next category in
the filter layer, the filter layer in the
Astrophotography category. So we're going to talk
about the Astrophotography. We talk about the move
background and also a little bit talking about
color map mono layer. So the Astrophotography here means to edit in the
astronomic photo, like to edit the moon
or stars or collapses. So to talk more about that, let's go into practice. I'm going to create
new document here, and using the Timo 72 TPI, like us, like useful.
And create a moment. I'm going to use this
one, this moon photo. So if you pay
attention this photo, I'm going to a little bit
zoom zoom out like this. So in this moon, maybe
around this moon, as you know, fog, right? So fog. This is white, shadow, white shadow,
something like that. And then the function
of Astrophotography, especially in the
rim of background, it's not about to remove the pgronO to make selection.
No, it's not like that. The remove pgrond here in
this one is to fix this area, these colors behind
the main object or for this uska is a moon. So this moon has become
the main object, and then the pgrond around it, the Bron surrounding the
moon will, you know, like suppress suppress or maybe just remove
something like that. So to apply this filter, let's talk about this
remove pagron first. Before I apply the
remove Bicron, I'm going to create a
duplicate layer and I'm going to set rename this
one to original and then this one to moon
remove PcronO this one, remove Bicron like this. So in the remove agron layer, I'm going to apply
this removed Bicron. So let's talk about it. In this remove picron
window, right. As you can see here, you will
find this one, this circle. This is very similar filled
or tap or field lure, right? Similar. Maybe you can go
back and then roughly, you can tap or field and filled. So the method is similar when it comes to
the you know, circle point. So let's apply remove this one. So when I click here, click sample at handle position. Here. I'm going to so
this software will take the sample color to here and automatically we'll
adjust this setting. For example, here, right? So the fog behind
the moon will go. But we can create moving this one to take the sample
around this moon, like this. Or maybe we can add
the point here. The point we can add the point like this or add point again. Like this to get
the patter setting. So the point is to take
the sample of pron color. When I move this pron this one to the preta
area in the main object, so the main object
behind it will gone. So, this is a circle represent which area that
should be delete. And then if you think
that the color of the moon is not similar
to the original, yeah, we let's
edit with GP here. Like this, maybe
this is too yellow. This is too purple become purple when
we add in the green, when we add when
we add in the red, for example, here means it's
to eliminate the red color. And then to bring the Background is become the red when add. So this remove pagron is
really care about the pagron. And if we satisfy or we can also click split
view, this one. This is prefer and
this is after. Here. This is before, this is after. This is before,
it's after before and after before and
after, like this. And if we satisfied, we just click Apply
here and then here, this is the remove Pigron. This is the original or remove
pgronOginal remove Pegron. If you think that Oh, the moon brightness is not similar to the
original, that's fine. We can help with
level, for example, and lip it at the white level. This Yep. Maybe this is I'm
going to put in the level adjustment inside
of remove playground. And this is before
after before after. So the remove Bgron here
means it's not removing the black area to become the
athletes are transparent. But the remove
Pegran is to remove the unwanted color
behind this moon, especially when it comes to the space photography,
something like that. Yeah, to remove this shadow
and to make the space thing. The space things more
clearly and yeah, I think, more proper to see. So let's re try
with another image. So I'm going to duplicate
this artboard, right? I'm going to
duplicate this rpart and I delete the material, and I tilt the material, right? And maybe I'm going to set this arbor to portray
2005 3,000 like this. And then let's put
the next image. I'm going to put
on this picture. This is the galaxy
picture, right? This is the galaxy picture. But as you can see here, the galaxy, this
one, Okay, right. And after this, I'm
going to duplicate again, like refuse step. I'm going to set this
one become original. And this one remove
pgronPkron remove. Okay. All right. In the remove pagron I apply this filter Astrophotography
and remove Paron. Again, I click this sample at handle position and this one, the point, I'm going to track and drop in here, for example. Again, this point will take the color sample and then this color sample will
remove from this picture. And I'm going to add another
color sample this one. And I think this one. Yep. More or less is
like this, right? So the H point will take the color sample
that need to remove. Output black level. This is close to the original
one, output black level. But when we reduce
like this, yep. And after that, we
can click Apply. As you can see here, this is the original. This is the removed background original
remove background. And we can also help with level to increase
the brightness. Yeah, more or less
level adjustment here, and this is before
after before, after. So indeed, this filter
really suitable for astronomy or
Astrophotography like this. I think this is the function of remove Bgroun in the
Astrophotography, Astrophotography. Well, the color map
monolayer, for example, when we talk about
color map monolayer, I think this is similar
to channel mixer. So this one, a Big cell filter, color mepnlayer I'm going to talk a little
bit color mapnayer. So I hide this
remote background. I bring the original one and try to apply
color met layer. So the color me player
is basically similar to channel mixer, because yeah, because if you expert in
the Astrophotography, I think this channel mixer
has certain burps right, because sometimes sometimes if we change the color of planet, the color of star or the
nuance of galaxies is also each color in space is also represent
certain things, right? Maybe the color, it's
represent the gas material. On the color galaxies,
for example, this is the reddish is also represent the
certain information. So if we change the
color too much, like the color of this past represent the contain gas
or the content material. So I think on if you expert
in astronomy photography, yeah, maybe you more
family record on this. To change the color
too much is not wise, especially in Astrophotography. You can go back to this one to the
adjustment layer previously. In the adjustment layer, I also talking Tena mixer and you can back to understand the
function of color mapping. I think, more or less like this. So before we move to the
Frequency Separation, I res this document, and I'm going to, uh
given astroography. And next, we will continue to frequency separation to retouch the skin or face
or something like that. So see you in the next session. We talk about
frequency separation.
49. Frequency Separation: Separate Frequency Layer to Retouch Texture and Tone: Okay, friends, let's continue
to the next filter layer. We talk about this one
frequency separation. Okay, we create new document. We create this one and we change the resolution to 2000 by
3,000 and create document. So I'm going to
import this image. So I'm going to using these two, two of them are to
retouch the skin. So I'm going to use this image to retouch the skin
in the face skin. Yeah, because some acne
available in here. I'm going to convert
to 2000 by 2000 pixel. Alright. So the
frequencies operation, maybe I'm going to
duplicate this layer. I'm going to add to this name
layer to original original. And this one, frequency separation. All right. So I click this frequency separation layer and click frequency separation. So I'm going to set this
one to six, for example. Yeah, six or seven. I think it's more nine, nine. Nine is okay. All right. We click
applied here. So the frequencies
apart will divide the preface layer into half
frequency and low frequency. Half frequency consists of
this one consists of detail. This one I hit love when
I hit the low frequency, it will improve the detail. And then when I hit
the half frequency, it will give the blur because low frequency represent
the blur part like this. And let's be working with
the high frequency first. I will heighten the original. Yeah. We try to fix one
by one of this knee. Indeed, it may be
take long to time, but this is part of the process. And I'm going to
put on this one, this pixel pixel mode using paint painting
grasstol. All right. I'm going to paint in
the high frequency. In the high frequency layer, I'm going to paint in the
high frequency layer. Like this I'm going to paint
the high frequency layer. Maybe I'm going to draw
it carefully here. Indeed, maybe take a long time, but this is part of the process. So the point of frequency
separation is to divide the picture to become high frequency
and low frequency. The high frequency represent the high pass and the
low frequency is a plu, and we're using the caution plu, because the high
pass and casien plu, it will complementary each other when it comes
to the touching, the picture like this to
retouch the skin like this. Well, I just need to fix or make it a little bit
better in touching. So not remove all
of them, the acne, but yeah just reduce the acne
to get more proper image. I'm not saying acne
is a bad, but yeah, when it comes to retouching, we need to make it a
little bit better. If we're satisfied, let's
unhide the low frequency. The result will be like this. This is I'm going to, you know, the unhide
the originals. Then the high frequency when I combine frequency
with low frequency, the high frequency is edited using in painting pastol
result will be like this. Right. But this is
not finished yet, because when we look
at the closely, it's like it's not
natural look like. So that's why we move
to the low frequency. And I'm going to
hide the frequency first and we move to
the love frequency. In the love frequency, I'm still using the inbnding
press toool and try to fix this using
Impending press tool too. As you can see
here, in some area, we can still see the part. So in the method of
this retouching, we fix the skin
with true method. We fix in the high frequency and also fix in the low frequency. So again, resulting
is more better. I think this one is a little
bit. I'm going to make. Yep. And indeed, it takes really
patient process, right. Right. Let's fight this one. Right? This one. So the high frequency
combination with low frequency mixed with
using in painting press tool, it will fix the phase. This is before, this after
this before, this after. So I think people are not
aware this is, you know, apply some effect in
the acne because yeah, with high frequency
and low frequency, we still preserve
the phase texture. Yes. That's quite amazing.
That's quite amazing. Before and after. Before and after. So let's practice one more using the same
picture in the pixel mode. I will tell it. This one, all of them, and at the reslton
to 2000 to 3,000, I'm going to impart like this. This is very, very easy step
from frequency separation. Again, I'm going to clic
at this layer first. To click at this layer and I'm going to set
a name original. And this is corns. Separation. And then click Pixel, filter frequency
separation here. Don't forget, we need
to get the detail of phase like this. Yeah, maybe it's
too much, right? Yep, I think 1013. Yeah, 13 is enough. 13. Like apply, and frequency
separation will divide high frequency
and low frequency. Next, we working first
with high frequency. I heighten the original one, I heighten the original one. And let's we apply
some impending prestle here and maybe we'll
increasing the size. Yep. So actually, we not we can also fix all of them
without height each other. But yeah, I think let's try. In this in the high frequency, fill in the high frequency
in the half frequency, let's fix one by one first. High frequency. We still in the half
frequency, like this. In the high frequency, right? Maybe with many times we
try to remove this acne, but it cannot remove because we still in
the high frequency. We not fix in the low frequency. So don't worry, we fix it later. Yep, after satisfied, we
moved on the low frequency, and then you sing this one. Yep. As you can see here, in the low frequency, Yeah. That was absolutely effective
way to remove the acne, to remove the unwanted
texture or unwanted. When we retouching the photo. All right, after we
satisfy this one. This is the result. I'm going to hide first. This
is the result. This one, compared
to the original, this is before after
before, after. Very clean, very,
absolutely very clean. And this is the
function of separation. The frequency separation will divide the picture become high frequency and
low frequency. And we can edit high
frequency and low frequency. High frequency passed
on the high pass and low frequency passed on the blur and then
using the caotienblur. And we can fix in the low frequency and also
high frequency each other. And then we combine in the end, and then the result
will be like this. Let's save this one, two, Mm. Frequency Separation. Right, frequency separation. Continue our filter layer. Later, we talk about this
one Haze removal, right? We talk about haze removal. So see you in the next session.
50. Haze Removal: Reduces Haze Often Caused by Mist, Fog, or Strong Backlight: Hello friends, let's continue
to next built a layer. We talk about remover. This one, as removal. This one as removal. Click new, click the
MusabaTPI create the woman. And this time, I'm going to
explain the Haze Removal with this picture with this one. As you can see
from this picture. This is like this
picture full of folk, right, full of folk, and it's not literally
in the face. So as you can see, this
picture is full of the folk. Right, like wet shadow, full of them full
to cover the image. And then the corner of this picture also has
a Vignette, right? So full of white
shadow and Vignette and we want to remove or
it's not remove, actually, but reduce or suppress
the white shadow in order to get
more clearly image to clearly picture
to clearly object, especially in this person. So let's do it. We using this
one, filter has removal. So before I applying
this as removal, I'm going to duplicate this one, and then I'm going
to name HHS removal. And for this one, I'm going
to bring them the original. Alright. So as removal, we click Pixel filter
and click Haze Removal. So I'm going to explain
about this one. So when we click the Haze
Removal, automatically, the removal will reduce the
fog or the wedge head too. So in this one in the distance, we can a little bit to make
it and the fig Nut is gone. And then yeah, if the
distance is too low, it will bring back the wet hedo. But I think I'm gonna
okay with this one Yep. And strength, this one. Strength is basically similar
to increasing the contrast. It will boost the Plex shadow and a little bit
contrast like this. Exposure correction. Yeah, exposure correction. Yeah, I cannot go with this one. So when we click split view, the result will be like this. Right? It's a very,
very useful filter. And if we satisfy on this one, click Apply and then here, this is after before
before, after. If we think that, oh, I want
to remove the Vignette, we can also using
the Vignette removal in the colors rapidly, remove Vignette then just click
Apply here before, after. Before, after. Oh, I want to make a
little bit correction with the level here. Level. Maybe I'll increasing
this one, a little bit. Yeah. But Black Yep. If not the level, I'm
going to go with curves. This one, little bit. Yep. Alright. Maybe. Yeah, I just using the curve adjustment. I did lapel. Make the curve
inside of the Haze Removal. And this before,
after. Before, after. It's very useful sometimes
when our photograph is full of fog or full of white white shade.
We can reduce. It's not remove all of
them, but we can reduce. And with combination with Vignette or something like that, maybe we can a little bit
fix this image like this. So it's very easy to
use Haze Removal. Alright, guys, so let's
continue to next pixel layer. We talk about TFL, and then we talk about
Liquify and turn map. So this is very important
and very, very important. Filter, and we
talk about letter. So, see you in the next
session, we talk about TFL.
51. Develop: Processing RAW Images Captured by Camera: Hello, everyone. So in
the preface lesson, we have learned as removal, and right now, let's move
to the next pixel layer. We talk about Develop. Actually, Develop Tone
Map is a similar that is to editing the raw file photo. If you have a raw file photo, and if you import the raw
file photo into the Affinity, it will automatically
move to the Tvelop mode. So let's discuss with
the raw photo sample. So I'm going to create
new document here. And Tim seven TPI, click Create a command. So there's two things to open or to edit
the Rafael photo. For example, I have
this photo, this one. I can track and throw up here. Right. And then the photo will automatically
fill the page, right, fill in the page. And then if the raw photo is in here in the inside of the
airport, there's nothing. There we enter in the
ordinary interface, right? So I also be able
to import this one. This one and open
in the new tab, right? Open in the new tab. And automatically, the
Affinity interface change to develop mode. So in this metadata, it will show the information that this picture
taken by camera, ILC is seven C. This is Sony, Sony Alpha seven C in the
seven compact version. And then using Fe
35 millimeter f 1.8 are using ISO 100
and then focal length, 35 millimeter, of course,
focaln 35 millimeter. So this is the meta tata. So again, if we in the Documen mode,
right, Document mode. This is also shown that
the afile also be able to click to move to develop
and we click to Develop. And automatically, the
Affinity also change similar to this one here, here. So for this untitled from this document, I'm
going to just cancel. This just show you that
this is the raw file. So I'm going to using
this one, this document. In this developed
mode, actually, the toast that Avlo
developed mode is similar to the toes
in adjustment layer. So the tos from the
adjustment layer, you know, will compile
into this user interface. For example, this
when we look at the basic I'm going to
make it a little bit. In this one, in the basic, this is the exposure t curve. Maybe I'm going to here, the exposure or turn curve enhance wet pal and
shadow profiles. And then the lens
lens correction, aperation reduction, the
ringeRmove lens, Vignette. Some of them is from filter, and then also title, this is noise reduction. Yeah, noise reduction, tones, consists of course, black and
white, split toning mask. So some of them is also
payable in the filter mode, but mostly in the developed mode is consist of color adjustment. Yeah, and then here
is a Zoom tool, we balance, red eye, blemisRmoval tool, like this. So let's dit a little bit
to make it more you know, colorful and it's not like this. Usually, to increase
the brightness, we're using the brightness, not exposure because
the exposure sometimes is in a wet area is become white and offer exposure. So I recommended to
using the brightness, increasing the brightness like this right here. Maybe 20%. Yep. Remember, when we're
using the exposure, it's really high and
maybe it's a rush, maybe it's, you know, it's too much of light. In a t curve, maybe I'm using
standard like this. So in the contrast, I'm
going to increase in the contrast to yeah, 10%, clarity, little bit to
10%, for example, texture. Yeah, for saturation, I'm gonna up to maybe 20% and fibrin. Yeah, vibrant to 10% is
also absolutely enough. Because this is in the morning, so I'm going to
make a little bit cold like this, little bit cold. And shadow in the
headlight, right? In the shadow, I'm going
to increase the shadow. Alright, to bring the color in the tag area because this
is in the tag area, right? For example, when we look
at this Bamboo tree, this is a very tag or taker. So I'm going to
increase the shadow. Which one Shado? This
shado I'm going to a little bit increase to 10% or maybe just a little
bit of five 15%. But the consequences
of this one should this is noise should be
noice. But don't problem. No problem. From the headlight because this is
consists of lighting, I'm going to reduce
the headlight to minus maybe Minutes 15. Yep. Example. And in the lens, I'm going to use, and this is the lens
using lens profile, using Sony Fe 35 millimeter. Yeah. In the detail, detail
noise reduction. Yep, Noise retution zoom in. As you can see this
is noise retuction maybe we can using
noise reduction. It's too much. Using
30% is enough, I think. Yeah, no retraction. It's a better though, right? And then we move to the tones. In the tones, there's a curves, black and white and splitting. In the curves, I'm going
a little bit curves. Using this one. I'm going to make the T one is a little bit darker, make darker. But this one on the headlight, I'm going to make it brighter. And this one little
bit like here. Yep, I think like
this in the curve. Like in the wet spray tonic,
I'm not going to use that. And then, yeah, sometimes
if you think that Oh, this one, this one
should be more brighter, right, in the bamboo tree. We can also use this
one mask paint tool. So we draw in this
bamboo tree area, right? In the tuck area.
We draw like this. Right here. And
then we just using predns little bit
prednas and then start to increase like this. So when we increase
in the prednas, so it just affected on, you know, in the bamboo area.
But it's too much, I think. Yeah, I just maybe set to 6%. Yeah, this right. And if we edit it
in this, you know, in the mask layer,
we have to pack to the original one or to
influence this one. We have to pack to because
when we still in, you know, in the mask pain tool, everything that change, it will only influence
in the bamboo tree. So to doing that, we go
to the mask and click Master here and back
to BAC. Right here. Maybe I'm going to
continue our mask paint. I'm going to also, you know, edit in the sky in
the sky area because the sky area is to satire
of exposure, right? The headlight is too
much offer exposure. It's simple. And this one redness, I'm going to reduce
the brightness. Here, I might be also exposure. But it's too much,
right? No, no, no. It's too much. I'm
gonna just use 0.1. This one. This one, too. And reducing brightness,
right here. Mm. I think I'm going to reduce the There's no opacity here,
absolutely, unfortunately. Yeah, but not problem. Yeah, we have to carefully
use this tool right here. Maybe just using the, brightness only. Yeah, right here. So after that, don't
forget to oe star. And then let's compare to
the original one here. So this is before it's very
tool, and this is after. This is before, this is after
this before, this after. So this is how the
develop works. So let's try one more pro check. I have a photo rough
photo, this one. This photo, I'm going to
edit in the develop mode, still in the developed mode. Here. So this one, just track and drop here
to create a new document. New type here. If you think that this
photo is a good from the color from the poke from
the blur from the detail, yeah, we can still improve
in the development. We can still improve.
So in the metadata, you can see that the camera
using IRCE seven R or Sony Alpha seven R. And then I saw 100 focal line
85 millimeter, absolutely, because
these lenses is in less, 85 millimeter. So let's edit this one
in the develop mode. First, we, you know, using the basic like preface one, I'm
using the brightness. I'm going to improve
the brightness, right here, maybe 10%. Yeah. And then the contrast, I'm going to increase
the contrast, maybe just a little
bit contrast, increase five clarity
five texture, saturation. I'm going to improve
a little bit, maybe two 5% so fibrin, I'm going to boost
the fibrin. 215. White pelansnT is
very important. I'm going to set
to cold because, you know, nothing's a better
cold like this, right? It's around 5,000 elfin. And yeah. From the shadow and headlight. Because in the sato this one, I'm gonna increase in
the shao a little bit. Oh, no, no. Just
maybe it's too much. Yeah, minus. Minus five. And headlight also minus. Yep. And for the lens, theta, theta refinement,
Noise retuction, I'm going to go to the noise reduction
increase to luminance, maybe to around 20% right here. This is the flower. All right. And if you think that if
you make the object is more outstanding and the person is the color is more standing
than the background, we can using this one, this one, using the mask pentol. I'm going to maybe increase
this one reduce to 40. And this is I'm
going to increase to maybe how much
60, 70. All right. So I'm going to mask
this person. This one. So on. So you have to careful
when choosing this object. It's like, not too
much, not too, you know, too overwhelm
and cross the line, right? Because this is very,
very important part, very important step
when asking here. Right here, maybe this air. All right. All right. All right. After that, we go to the basic and increasing the
brightness, of course. Brightness, I'm going to go
with five and saturation. Yeah, we have to breath the increased saturation
and vibrance. 30% vibrance, right? And then wet balance. I think wet balance
is also important. In temperature wet balance. So in the wet balance here, when not in the mustard, when we click the mask in the mustard and we moved
on the wet balance, the wet balance consists of temperature like elvin kelvin, like how much calvin right here. When we using mask, pixel mask and pack on the basic pack on
the wet balance with confort on the percentage. Yeah. Maybe it too
much. I think. Yeah. Just 2%. Yeah, right here. And redness more. Shadow and headlight. Shadow headlight,
ration headlight. All right, so let's
compare the previous one. This one. I'm going to split two this one. Become this one. You can see here this original, and this is after we creation after we develop with
the develop mode. This one, before,
after. Before after. It's a very easy to
do. And I think, yeah, it's a, you know, I think this is a very
important filter and very important mode to edit the photograph or to edit
the photo right here. And after that, we just
click the develop. And please wait until
the Affinity will create the develop file. Right here. Let's compare
to the original one. Just put in here. Again, to edit file, it needs, you know, it will take power, much power from your system. Yeah, I think if you
feel or I feel liking, yeah it's like normal because
it's very, very, very hard. And even my system also sometimes liking
to edit the rafle. So this one before after before after,
which do you prefer? Later we talk about
the Tone Map. So I think Tone Map is
a similar development. Develop mood. It
is very similar. So let's move to
the next lesson. We learn about on Map, and I think I will using the
same footage the same photo. So I see you in
the next session.
52. Tone Map: The Studio Contain Color Adjustment: Hello friends, let's continue. We talk about the BilterTnmp. Like I mentioned
before, the tone map is simplify from Develop. So explain about that, this one, this is the develop
we have created previously. I'm going to pro
I'm going to hide and this is still original one. So in this original
one, I'm going to edit. In this one, if
you look at here, this gives us option to use Develop Liquify on
our tone map, right? So in the tone map,
when we click here, so Don Map will automatically tune in the photo
into superalPresat, actually, for the first time. But we can re edit.
Here, this one, this is consists of natural, detailed, cool, high contrast black and
white, and then dramatic. But we're not using all of them. In the claim to SDR, the total a ton compression, we can set this
one from 1% to 0%. This is the close
to original, right? So let's be using this
one to at I think 40%. Yep. And the exposure,
exposure, redness. Yeah, we're using letter. First, the most important part, we go doing the white balance here because I'm going
to make it more cooler. Yeah, I just using
temperature like this, temperature like this. And using the saturation here, saturation, got on the
50% and fibrin like this. Saturation and vibrance. Saturation to increase
in the color. Fibrin is also quite the
same, but more softer. Again, the temperature
is more cooler, I think. Yeah. This one with
a ton compression, I'm just go, I think it's 40%. It's around 40%. All right. And then after that, the
shadow and headlight. I'm going to raid this
shadow and height light. Yeah, shade to maybe
around 15 at like 10%. After that, I'm going to
use curve. This curve. Yeah, it's basically quite
the same like develop, but this is more simplified. It's more simple, simple
step, simple tos here. Right here. And then yeah, more or leses like this. Maybe we balance,
I'm going to Yeah. I think saturation. Yeah. Or we can still using
the main mask pine tool here to throw this area to throw Let's using the saturation,
increased saturation. And then yeah, I'm going to
increase the saturation here. Vibrance. Contrast. I'm going to
increase in the contrast. Oh, too much maybe 2%
is enough like this. Alright. I think it's enough. Yeah, this is just
to show you that the tone map and the
develop is similar. Well, maybe develop
is more complex tool. Well, tone map is a
simplify of develop. Yeah. More or less
like these guys, you can experiment by yourself. Mostly, all of the tools
that develop in here, we have learned in
achievement layer. But again, my principle is
to learn adjustment layer, filter, and later we're talking about a little much
about blending mode. After we learn adjustment layer, filter and blending mode. And then in combination
with tools that we have learned previously in the
Pixel mode and factor mode, I think maybe we can more understand how to
edit in a project. So I think from this use case, I'm going to click Apply here. So we compare. This one, this is a tone map. And this is Diplo
so this is before. This is develop
using develop right. This is when using tone map. Also, this is like for example, we can explore
again more deeply. Yeah. Develop using tone map. So I think develop is a little
bit more synchron between the background and the
person well in the tone map. Yeah, just a little
bit more cooler, right? Me cooler. Morcular. So it depends on the
setting, actually. It's not. The result is not like this, not
always like this. But when we compare
to the original one, when we convert to
the original one, let's see, this is
the original one. This is original one.
This one, right? You can see the difference,
right? This is original one. This is using Tn map, and this is using Bloop. It is very useful when we're
working with photo editing, photo color creating
like in a wedding or graduation or photo moment with a family or
something like that, or even photo model and then photo for magazine
something like that. We need to maybe more
appealing color, appealing picture,
appealing photo, yeah, we're using this one, develop and tone map. So let's move to
the last filter, liquefy, this one, liquefy. So see you in the
next discussion. We'll talk about liquefy.
53. Liquify: Reform Shape of Object with Many Liquify Tool: Hello, everyone. I'm
glad to see you again. And the next filter
layer we want to learn is Liquify this one, Liquify. So to talk about Liquify, let's import the material and we discuss about Liquify later. For explaining the Liquify, I'm going to explain with
two with this object. Here. So this is wet splice
and chocolate splice. I'm going to make this place a little bit
stretch using this one, Liquify, and then also first, I'm going to make it
cross crossing the page, and I'm going to
make the pecorn, I think for creating
a certain perone. Just hold sift Hold sift and
track the mouse. Like this. This one also same. This one, hot sift and track here and make it a little
bit bicker also here. So I'm going to make
this one across the page like this and hot siefT stretch
more like this. And then this one also hold
sift and bring like this. This one. Wait what? Which one? This one? Latte pattern. This one. So I'm going to
put this Latte pattern here. And I bring to the
bottom bottom layer off this artboard, absolutely. Don't bring the patom here because it will
create like this. So the bottom splice
what's spliced here. And then I also
import this picture and put here bring
to the bottom layer. Here, here, just like this. Right. And to make
it more simple, I put on a pix almd
and then crop this Oh, pector and crop this picture, just like this. All right. So we've created a parone. So I'm going to make
this as a parone. But I'm going to make a little bit this one,
chocolate splice, and this one whitesplice is
literally more straight, more straight crossing the page because this is a
little picture, and I'm going to
make more straight more straight so to do that, that's we're using the Liquify. I click here chocolate
wave as a target, and then click Liquify. In the Liquify, this one, this is consist of brush, right. This is NafcatnPrs
consist of size. Sizes represent this puss. When we make it smaller, the sizes become smaller. When we make it bigger,
the size is more bigger. And hardness, this is
containing the hardness, opacity of spit,
and then this one. So let's experiment first. So I'm going to make
this because this started in the chocolate
space, right, chocolate space. So I think I'm going to make the chocolate is more straight rather than just
curve like this. So click Liquify here, and the gradually here. Stretch this chocolate and make this little bit
stretch straight. Like this. And like this. Ooh. To make it straight. So the horizontal is more, more, more horizontal
than before. Like this. It's more
straight right. This one. If we
satisfy, click Apply. Maybe I'm going to make
it a little bit straight. And then after that, we
move to the white splice. Next, we move to
the white splice. Click Liquify. Here. And maybe we can, you know, hype this
chocolate wave. We hip temporarily and click
White SplaceT Liquify here. And then we can
throw we can throw this liquefy using the, you know, a little
bit more straight. Oh. Yep. This one we bring to a little bit
straight like this. Right here like this. All right. If you think
that this is enough, we click Apply and bring
back the chocolate wave. So I'm going to set this
one is a little bit here. This one. This is because the area is
not included in this page, doesn't affect by Liquify
so we just bring All right, so this is the material before is like this,
curving like this. And we with Liquify can
edit, become like this. And it's not only that,
targeting this latte pattern, we can also edit with
Liquify with this one. We can edit like
this. We can edit in the pattern like
this, like this. We can edit the pattern.
Like this, right? And if we satisfy,
we could apply. Or even we can using
this one Liquify Zoom. This is one Liquify the left. This is Liquify push
left tool. Right here. Yeah. And then this
one is a Turley. Let's make it through through. When we click and then hold, it become throll like this. Like here, it's become troll. We can adjust the pattern
of latte with Troll. We can also with pinch tool, either convex or
concave, this one. This one for convex and this
one for concave. This one. So many things we can
edit with Liquify to reform to reform and
recreate the form of object. This is the function of Liquify. And if we think that
if you satisfy, just click Apply like here. So we have create a payron. So I'm going to actually create a pagron
for this use case. Maybe I'll bring here a little bit here and then
a little bit here. Alright. This is just back
payron to create PgronPt. Just like this, right? And we can put the
object or the product here that relate it with
chocolate, milk, and leaf. For example, milk
tea, milk tea, yeah. Milk tea, chocolate milk tea or something like that, yeah. Macha. Yeah. It could
be something like that. To put the product like
macha or milk tea. Okay, so this is
how we use Liquify. So the Liquify only affected
the object in the page. So when the object, a part of the crossing the line, crossing the page, it will not affect it and maybe make broken. So you have to careful
to using Liquify. So let's see practice
once more, one more. Maybe I'm going to use this one. Just take and drop like this, not creating the
pitch just like this. This one, I'm going to
explain the tools in Liquify. You know, this is
Liquify construct tool, and this is Liquify free tool. So I'm going to make this
man on man this person, this astronaut is more
smaller or more bigger. How we can use that to make it more smaller without
damaging the object around this with Liquify if we just make it more bigger
or smaller with selection, for example, is easy. Is as possible, but
Liquify, yeah, let's try. So this is the Liquify. Frist is to make the area is
not affected by Liquify ter. So the Liquify
cristal, we brass. The area that contain the brass or pass the area is not
affected by Liquify. Maybe it's too much, I'm going
to make it smaller puss. So the planet, this one and then the ring is not
affected by Liquify. Like this. And then after that, we using the Liquify punch
tool in and increase the size. Maybe increasing
the size, please. Just make it smaller, smaller. Smaller. And then liquefy Liquify push forward
tool like this to make it sorter, right? So I'm going to
show you that with this lucifi we can
edit the person. And then to make only
the target that affect the Liquify we can freeze the environment or surrounding
the target like this. And I satisfy, click Apply here. So let's compare to the
original one, this one. This is before, after. Before, after before, after
the planet is not affected, the ring is also not affected, but the person is more smaller. So this is how we
use the Lukify. And still many possibilities
we can do with Liquify, to reform or reconstruct the
object, something like that. So this is the function
Mao has like this. At the end, we have learned filter layer,
almost all of them. Indeed, some filter layer. Indeed, some filter layer
will not learn about it. But yeah, mostly all of them
from the Blur category, Sharpen category, tostrt noise, detect lighting colors,
Astrophotography, frequency separation and
to liquefy, tone map, develop a removal, we
have learned about them, and we have to learn about them, and then we take a lot of time. One. So I hope you can
remember at least, you can decide which
filter I use for certain use guess for
your needs design. And the next we will move to learn about this
one blending modes. So in the blending mode, there's a lot of blending mode, right? And we need to know one p one, or at least the difference
between normal and multiply. The difference
between Multiply and screen lighten or overlay. So maybe we can know
about the blending mode. And then sometimes
blending mode is very, very important to
control the color, control the effect that we created or we apply
it in the design. So next, we talk about blending mode and then
it was very interesting, still a lot of practice
and implemented the effect in the picture in the image,
something like that. So see you in the
blending mode session.
54. Let's Learn Blend Mode and The First Blend Mode is Multiply: Hello, everyone. I'm
glad to see you again. So in the preface lesson, we have learned
the filter layer, and we have learned
almost the filter layer that available in affinity. So this time, we will move
to the next discussion. The discussion is
a blending mode, because when we're
learning the filter layer and adjustment layer, we often found the blending
mode option, right? Offers a lot of features
in blending mode. As you can see here, when we
look at the blending mode, this consists of normal pigment, dark and multiply
color per linear, pure darker colors until Rs. If I'm not mistaken, this is
more than 25 blending mode. And then it will bring the
different effect to the color. So it will mostly of
combination between tolls and plenty mode or Justin layer and blending mode and filter
layer with plenty mode. And the blending mode is not
only available in affinity, but also in a
Photoshop, Illustrator, coral and then so many things, so many sow using plenty mode, because the blending
mode is really related to the
manipulating color. So that's where we will learn the plenty mode in this session. And then we will break
down one by one, the eI color and then
the theory behind it and how to use the blending
mode into the design. So it will take a long
time like the filter wer, but I think it will
exciting to learn. So let's move to the
first binding mode we discuss about multiply here. So let's create new document
like always like preface. Like usual, we're using 2000
p 3,000 and sect two TPI, like the document that
I create like this. And then to explain
the multiply, I'm going to import
this picture. This one, I'm going to import
this picture like this. To explain the multiply here. I'm going to duplicate
this layer here. So we have two layer to Airport. We have two airport, two airport and I'm going
to import this one, the black, white color palette, and also the rainbow
color palette. This one. So let's talk
about this airport. I'm going to start with
this one in the airport. Let's explain the multiply
within this airport. So this airport
contains two layer, color palette and the
pgroundT one, the picture. So when we apply, so when we put the color palette in the top of this
picture like this, this will cover with the
color palette, right? But when we choose the
plenty mode multiply, the result will be like this. As you can see here, from the color palette
from the white, and this is the transition from the white to black, right? Like linear transition,
this is white, a little bit gray, a little bit gray to the 15%
gray, and then to black. The result will be like this. When the blending mode apply with a bright color
with a light color, is not changing much
in terms of effect. But when we working blending
mode with the dark color, will also change the picture
into the dark, more dark. It's like when we using
the brightness and then using the pregnant or
reducing the brightness, and then the result is
more darker, like this. So, what if we using in a different
color, different palette. As you can see here, this is
the rainbow palette color. When we apply in the blending
mood, multiply here. So the blending the multiple not only make it the
picture is more darker, but also influence
the color too. For example, this one, this is colored, I become like this. This is orange, become
like this, yellow, green, blue, and then purple, right? So each color also influenced
is not only make it. The picture is more darker, but also influence the
color darker blue, right, or darker red, darker yellow, darker blue, and then you darker green,
something like that. So it's not only make it
the picture is more darker, but also the colors
influence the color too. So what the theory behind
it in the multiply. If we look at this explanation, this is the base layer
in the green color, the paste layer, and this
is the plan layer, right? So what if the plane layer
we apply the multiply here? When the plan layer
applying the Norma, the result will be
likenes two rectangles that overlapping, right? When the plane
layer in this blue, I apply the multiplane the
result will be likens here. So the explanation
behind it is like this. Is 100% is equal 255. That's why when we
met with the 64, this is percent 25% from the 25. The 64 is more or
less is 25% from 255. Then 127 is 50% from 2055 and absolutely in a blue is 255 because
blue is dominant, is 100% like in this formula. This one, the plan layer
consists of red 25%, green, 50%, and blue 100%. So this percentage will multiply with the best
layer, not value. For example, in this
this base layer. So this is in the base layer, the base layer
consists of red 49, green 155 and blue 115 is
49 will multiply by 25%. That's where 49 multiply
25%, and the result is 12. And then green is a
2055, multiply by 50%. The result is a 127 and blue, 115 multiply by 100%
from this one, 100%. The result is 155. When you look at this
one, this one, 60%, 64, 127, 25, and this is
49, 155, and 115. And the result
will be like this, 12, 127, and 115. So that's when the result
is more darker and darker, like this, how the theory
behind the multiply. If you remember the prefs
projek in a displaced filter, we using this cloth
and then this image to creating a
certain mockup, right? So when we look at the
project, for example, this picture when we apply it to the
multiplier like this, so it will keep the shado keep the shadow on the tuck area from the cloth. So it's like the shado
will transparent, and then the shadow will
appear in this picture. And then it's like
the mocha, right? It's not only the shado but also preserve the texture
because the texture is also consists of shato.
So this is the multiply. And what if we combination
toss with multiply? What if we're using
press and multiply? For example, I'm going
to pour on this picture. So I've created this picture
previously. Just copy. Or you can create the new or you can create the
new artboard, for example. And then, yeah, just copy. Bring here, this one, this port. So we edit this
picture with multiply. So influence this picture, I'm going to create pixel
layer, new pixel layer. So in this pixel
layer, I'm going to apply brush like this. So when we apply, for example, a white color or maybe
little bit gray like this, and then the opacity
100%, right? And then we can start to throw the result will be
like this, right? So it's a gray color
will cover the picture. So what if I apply the multiply? Pixel this pixel layer, I apply the multiply here, and I choose the color maybe
it's plaque like this. And then the result
will be like this. So it change like, change the color into the midnight or into
the nighttime, right? Completely nighttime. Here. Right. So what if we undo? What if we reduce the opacity? Maybe I'm going to choose around 20% using the black here, and then I just maybe just
fix in this area, this area. It's not only color,
just in this area. Absolutely, be
able to tune that. So I will make it darker in
this crust, for example. In this tree, too, and keep the light in the
home, like the original one. Just make it more
darker and darker. Like, it's more
dramatic home, right? And the result
will be like this. This is before after
before, after. When we using the normal, the
result will be like this. It's not only that, when we
moved on the peter area, so the area more preters
like preter area. For example like this,
and I'm going to increase the opacity per
example for the preter area. The result is back to peter
area. Maybe it's more. Here. Back to the pre area
or white, for example. So bring to the original one, close to the original, but it's not original anymore, right? Because, yeah, I influence
more with white, more white. When I influence with
maybe 100% white. Yeah, this is the original one. The original from
the picture here. See? This is the function when we're using the toes rustle
with the printing mode. When we play colour, it
will change to plaque. When we choose the red colour, we prefer to the original one. So that's why we're
using the, you know, like maybe I'm going
to set to, you know, like a yellow,
little bit yellow, and then make it, you
know, it's more yellows. These two. Yeah. And then
bring back to white, for example, this one on
this area a little bit. Mm Yep. Yep. This one. Right? This is very cool. So this is when we apply the blending mode and
combination blending mode here. So this is before
after, before, after. We can still manipulating
with any color we want with blending
mode with multiply. So this is the multiply works
to implementing the design. We can recolor, we can recolor the picture
using the multiply. We can apply the mockup
like this and then press the shadow with multiply as long as there's a shadow
on the tack area, it will easy to multiply. And then the blending color to multiply is also dark color. When we using the red color, like white, is not
changing anything, but when we move to
the dark and darker, it will change or
influence in the picture, the picture color like this. So this is the multiply works. So let's save this docomen with kidname the multiply Nemo. Here. So let's move to the Tarken and
darker color, right? Darken and darker color. So see you in the next session. When we're talking about
darken and darker color.
55. Darken and Darker Color and Theory Behind it: So, friends, let's move to
the next blending mode layer. We talk about this one, Tarkan and Targar color. So we create new
document and then click Tims 72 TPI here
and create document. So from this explaining
Targar and Tarkan color, I'm going to import
this picture, for example, this one. This one, and I also duplicate here, this is for Tarkan
and Tucker color. And then I'm going to import this color palette in each of this layer like this in
this Tarkan and also, I'm going to copy to the darker. So we will make the
comparison between Tarkan and Targar color because this is the
name is similar, but for the results not similar. But yeah, we have
to learn one by one and know how the difference is between darken
and darker color. I'm going to borrow
this, you know, the theory behind Tarkan and darker color because I have
created previously this one, the theory behind Tarkan
and darker color. And before the pot, I'm going to named darken. And for this one is a
darker color. Like this. So we talk about the darken
first in the darken. When we apply this color plaque and white
colored palette. Here, when you apply the Tarkan, the result
will be like this. As you can see here,
in the bright area, in the bright color, like in white, is not affected. Again, white is not affected, but they gradually
turn the black. It will influence, you
know, the Tarkan color. I will influence more
darken and Tarkan. And then experience the
simplify of color, right? So the titil of color is a
los losing detail of color. And then eventually in the
end it become the plaque. And what if we apply
the color rainbow? To Tarkan here, here. So I think the Tarkin
when using the color, it will change the nuance
based on the color, but in a more hearses not smooth as a multiply
as you can see here, this is like experience
the simplified color, the simplify color, right? And then this is
also simplify color. And then some theta
color is loose. It's like the heat
later is being suppressed into you
know, dark color. So what theory behind the
Tarkan color? Here, here, guys. So on the tartan. I choose
from the tar value each color. When this is in the paste layer, and this is the
plain layer, right? And this is the paste
and plain layer we're using the same
as the multiply. When the plan layer has rat 64 and then base
layer has rat 49, which one did more targerRt in plan layer or writ
in the base layer. The result is this one. Right in a base layer is more darker. That's when the result is
using p value is a 49. And then the green layer
and the green value. The green value
between plan layer and then the green value
using the past layer, which one is more tarker? Green in a plan layer or
green in a past layer. The answer is green
in past layer. So that's why the cream 127 is a choose to become
the result in this one. And this one is 2025 versus 115. Which more dark? Which darker 2055-155.
The result is one. So that's when the result
is 49, 127 is 155. So the darken is choose the darker color between the
plan layer and base layer. So that's where the result
is become darker, right? It's become darker. And also, it's like simplifying the color. Because this area should be, you know, content of sky color. But for this one, is a very simplified color,
very simplified color. And we lose the data like in the cloud color,
something like that. And that's why this is
like simplified color. So let's move to
the darker color. When we using color
palette flag this one, like refuse before, and using the darker color, the
result will be like this. In the wet era, it's not
influenced anything. It's not influenced anything, but gradually turning
the pla color, it will experience the simplify. So the simplify that
darker color profile is more tarser than the Tarkan. So what if we using the
color palette rainbow? We hide the color palette
black and white in this one, and then use the darker color. Here, maybe you're wondering why this yellow just influence in this area or this red just
influenced this area. So maybe you're
wondering why it's not area is influenced
by darker color. So why this orange just influenced in this
area is not a whole area. It's like artifact, right? The green area is just
influenced in here, and this is not
influenced anything. Okay, so what's theory
behind the darker color? Look at this explanation
in this darker color. Which darker layer between
plan layer and paste layer? Can you answer which layer is more darker Planlayer
or paste layer. So this blue is more
darker than the screen. Plan layer is more darker
than the paste layer. So that's when the
result is following the blend layer value like this. So there is a formula
to explain about it. The formula called
luminocity formula. So this is the equation that the luminocity
is a conscious of 0.3 R zero plus
0.59 G and 0.11 B. So this formula is to find which darker between two
color, these two color. For example, like this
one, this green color, this has RGB value
49 G 255 and P 115. When we put in the
formula to this number, the result we is 0.3
from luminaity multiply 49 for value plus 0.59, multiply 255 for this
value plus 0.11, multiply 115 from this value. The result will be 177.7. This is the uh final number. So let's move to this one. This is t is 64. This is 0.3, multiply 64. Maybe you wondering. This red is more higher and this
blue is more higher. Why this is darker the area. Let's continue to
our calculation. Green is 0.49, multiply by 127, and Blue 0.11
multiplied by 2055. The result will be like this, and the result is 122. So RGP in this green, has the final value, 177, and this blue has
value the S value 122. So 177-122, that's why the blue is more
darker than the yellow. That's why the darker color
experience is simplified because this is just choose darker area, which darker area? Ben layer or paste layer. So that's why when this is only affected in
this certain area, because this certain area is a preter than the base layer. So the base layer in this area is like the
blend layer is a darker. Well, the base layer is a
preter compared to this one. So that's when the
darker color works. When this area, you know, is influenced by full of
color from the blend, here means that the
blend color is more darker than the picture color. For this one,
purple, for example, purple is darker than the sky area and then
also the leaf area, some of the leaf
area, leaf tree area. And then the blue area is more darker
compared to the sky. This red is also more
darker compared to the green leaf and
then this one also. So this is just like
which one darker between plain color
and face lon. And the result
will be like this. So that's why when
we using this one, because the sky is
so bright, right? When we choosing the white when we apply in the wet color, there's no change
because white is more brighter than
the sky, right? When we gradually
moving to gray, gray color is more darker
compared to the sky color, compared to the pilting color. Especially in the cluster on the black is absolutely more darker than the
picture environment. So that's why it will cover with the play color or gray color. So the darker color works. Comparison between
darken and darker color. So darkens more subtle. The movement, the effect is more subtle
than darker color. So this is the
difference between those two darken
and darker light. So let's move to the
next discussion. We talk about color
purn and linear Burn. So before we talk about
color purn and linear burn, let's save this document in
the darken and darker color. We ve name darken and color. This
56. Color Burn and Linear Burn: Darkening and Boost Contrast to Image: Hello, everyone. So
per first lesson, we have learned darker
and darker color. So let's move to the
next blending mood. We're talking about color
burn and linear burn. So even though the
name is similar, color burn and linear burn, but the result, the effect
that offers is different. So let's we move
to the affinity. We create new document or maybe we can, we
create new document. To explain color porn
and linear porn. We ytimstTPI and create
document like this. And I'm going to borrow
this Tarkan color, Tarkan or Tarka. It's same. Just pour
on this one, Tarkan. I copy in the arbor, I paste here and here. So I'm going to duplicaak
the Tarkan layer, the Tarkan airport, like this. And then this airport, I'm going to till it. Yeah. So we have two
airport Tarkan, right. And I'm going to this name, I'm going to change
to Linear Burn. Linear Airborne and
this is for Color bun. So let's discuss
about both of them, linear per and color purn. We move to the color
pern first, color pn. Here, for example, I'm going to using this one to
normal to all normal. This one to normal, right? And then for this color pn, this one is also normal
and this one also normal. All right, I'm going to add the color color palette rainbow. Okay, here, the
color bun, right, when we apply the color, color palette black and white, using color purn, the
result will be like this. As you can see here, in the white area,
it's not affected. It's like, this is the original one because we
apply using white color. But gradually, we move
to the black here, this color is more darker
and darker, right? It's kind of different from
darker or color darker. Linear in the color bun, it's not only make it
the color is darker, but also pushed the contrast and also push the
saturation, right? Here, the blue, especially in the sky is not only
blue like this, blue C, but it is literally
blue or dark blue like this. And then this is the
linear color bun. So this is the color pn. It's not only make it darker, but also change the nuance
based on the color. But at the same time, it's
not damaging the object. The object still preserve the building like
the original one. Still visible in the roof or
in the ornament ornament, still be able to see. It's not destructive
the object color. It's not destructive the object. But yeah, it changed the nuance. I make it more darker. So let's move to the linear
bone linear bone here. Let's hide this s and the
color palette black and white, I choose the linear bun. As you can see here,
this is the linear pn. So if you pay
attention, maybe I'm going to hide this one
and bring back this one. So you know, if you
compare this one, this is color linear bun. Linear pn is more consistent. The contrast is consistent. The change, the color is linear. And this is like
when we reducing the brightness to more
and more and more. So this is a similar
linear bone is similar to reducing the
brightness and yeah. The contrast is consistent. The color is also
gradually convert to plaque and similar to reducing the contrast
to the plaque like this. So this is the difference between the color
point and linear bone. Well, linear pn is
linear, consistent. The changes is consistent, but the color pn is not only
making the color darker, but also push the saturation
and the contrast. This is the difference between
color bun and linear bun. Right. So what if we apply in this color palette
using linear like this? The result, y, I think it's
more more consistent in here. I mean, it's not destructive. For example, let's we duplicate again this
layer color print layer, we duplicate once more, put in here, change
name to practice. Like this. And then I'm going to delete all
of them, this one, right? So I'm going to
implement its tool, plus linear pern and
color pern. Let's do it. I create new pixel layer, and then using this one
pin bras tool here, I'm using the pin
pass tool, this one, using Pine bras tool to a
little bit Tucker like this. And I'm going to show
you the difference between this one. Maybe I'm going to
influence the sky, right? Change the pixel on this one to color pern first, color pn. And increasing the size, for example, maybe to 600. Gradually, you can
see here, right? The sky is more
saturated than before. Maybe we can reduce the
opacity like this, right? It's not only the sky, we can also the tree leaves,
these three leaves. Yeah. And then this is the result. Color purn. This is before,
after before, after. As you can see here,
the difference. This is the combination
press and color pn. What if we move to
the linear pon? So the linear pone is more consistent the linear bone
doesn't post the contrast, doesn't post the saturation. That's why when we apply
price with linear bone, the result will be
like this because we're using this, you know, like tarker area
so the taker area, this one is more tarker. So in the linear boon when we going to apply or
make it tarker area, you using the tara area, and gradually you
throw like this. Or maybe, maybe we
remove first, remove. This is the original one,
right? This is the original. When we want to make it more
darker with linear pun, you're just using a
little bit darker like this and start to
throw linear burn. But again, this is not boost the contrast
or the saturation, coffering with this one. Or maybe this one, this tree, you want to make it more darker, this area with linear
pun or make it darker, but doesn't need to improve the saturation just like this. Here, or make it darker in this, this is before, after. Before, after. So the
difference between linear purn and color pn when the
color pun on this one. So again, we practice
using linear buurnT, we practice with the color burn. Using little bit Tarcar and
start to throw like this. Like this. So again, the difference between
color pur and linear burn, when we using the linear buurn, the result will be like
this. Will be like this. Make it darker area, but not posting the
contrast or the saturation. Well, this color bun
will be like this. It will make it the darker
area, but at the same time, also increasing the
saturation and contrast. So this is the different. So if you want to
make it the darker, but also increasing
saturation and contrast using color pn. But if you just make
it the darker area, but not losing the
title like the color or the contrast using linear bun with combination with prstol. So that's how we use
the color painting, linear pn linear
pn and color pn. So next, we move to
the different section, Lighten screen color
touch at lighter color. So see you when we talk
about all of this.
57. Screen: Eliminated the Darker Color: So let's continue to
the next blending mode. The blending mode
that we are going to talk about is a screen. We talk about the screen. And then in this section,
it actually consists of lightened screen color
touch and lighter color. So in this section is basically opposite from the
prefer section. So the screen is opposite
to the multiply. To talk about this, let's move to the screen explanation here. So I'm going to using
the same material like perfuse blending mode using this building and also this one. I'm going to change
this artwort to screen. For example, right? And I'm going to use this one, color palette, this one, and color palette rainbow. Okay, we start with this color palette black and white first. When I apply the screen here. So basically the
screen is opposite the blending with the multiply
blending mode, plan mode. The screen is opposite
with multiply. Well the multiply in the
wet area is change change, and then gradually to the
black area is more darker. Well, the screen is opposite. The screen in the black area
doesn't change anything. In the black area, it
doesn't change anything. Well, the white area
is make it brighter. So this area is a black and doesn't change and doesn't
influence anything. But gradually we move to the white area in
the bright area, and then the bright
area make it, the brightness is more
brighter and brighter, right? The the press is more
brighter and brighter. This is the screen
printing mode. It's like when we increasing the brightness,
brightness and contrast. When we're using the
brightness and contrast, it's similar to we use the
screen printing mode, right? And then the changes is also
linear, also consistent. There's no saturation or no contrast will increase by gradually also
improving brightness. But again, the consequences of improving brightness,
the saturation, the contrast is also, you know, it's not outstanding as the
original one, this one. So the difference is consistent, like we increasing
the brightness. So let's move to the color
palette, rainbow, like this. You see, when we
apply the screen, it's like opposite
and they multiply. The result will be make it
more brighter and brighter, right? Make it more brighter. Well, changing to
changing the environment, changing the be also
make it more brighter. And then especially the
color has headlight. The object has satelite, it will post more
higher headlight. Yeah. And what form the
screen blending mode is. So I provided some
material, too. You can also import the material in this one in the
blending mode. This is how we can
implement it or how we can use the
screen blending mode. As you can see here, this is the mountain scenery mountain. And I'm going to
add this, you know, this is the moon with the
black background, right? So I'm going to both I'm going to make it little like this. So the screen will eliminate
the black color, right? The screen will
eliminate black color. When L at this one, this is the black area. The black area doesn't
change anything, right? I will absolutely go. The black area is absolutely go. And then this is also same. And if we apply in
this one, this layer, this moon picture, and then blending
mood with the screen, the black area will be gone. Like this, the black
area will be gone. And then the consequences
of this, you know, like this area in
the shadow area on the tuck a moon area is also affected the screen
plenting mode on this. Right? Also affected
plenty more. But it's like enough to
remove the black area. And then, yeah, maybe we can put this moon this moon
like this, right? It's like big moon. And then how we can bring the original
color of this moon. So I'm going to add the
curves for s curves. And this curve adjustment I put into the plus
inside of the moon. And then, yeah, maybe I'm going to Yeah, more or
lesses like this. The edges, maybe HSL, and bring the edge
adjustment into the moon and then
increasing this one. This one in the yellow
because the base is yellow, a color is a yellow
and red, for example. Yeah, yeah, I think it's a hard. Yeah, more or less is like this. Maybe this report, this after. Yeah, this is how we use the
screen because the screen is eliminate the black color. And also the same
with this case, this is the fire
with the black pron. When I put this
fire here, right, and apply the screen
so the fire will absolutely the black
paron is absolutely gone, and I can put the fire in here. Right. It's like, yeah, to add additional fire to
this. And then it's very easy. Even though this
has a black pacron because black pecron will remove in the screen
blending mode, like this more or less. It's very easy to use though. And the next practice
using the screen, we will make it
more bright area. Right. We make it more
preoraaF example, again, we will combination between Pres tool and screen tool
screen blending mode. I'm going to create
new pixel layer here, pixel layer in the
top of this one, this house, pixel pixel layer. And we move to the screen, this pixel layer,
screen blending mode, and using Bras tool. And maybe because the black color
doesn't change anything, we move to the white color. Maybe using this one, just a little bit,
little bit this one. This because this is black, absolutely black, just
a little bit too wet, like this and then
change the opacity to maybe 50% and then grow
through like this. This is maybe we can, you know, make it more brighter. Maybe in this tree area, this tree area is more brighter. Or maybe you can try
two different color like this. This
is yellow, right? Yellow like this or little
bit yellow like this, but reducing the opacity, maybe I'm going to
set to 12% like this, Y or more, 20. Yeah. This is how we can utilize screen to
manipulating the color. Right, or even more. So this is like a
yellowish or orange. Like this. So this is before,
after. Before, after. Using screen, blending mode with brass this is how we can use the screen in
combination with brass tool. So let's move the
next with talking about we will talk about
lighten and lighter color. So let's move to
talk about that.
58. Lighten and Lighter Color and The Teori Behind It: Hello, everyone. So let's continue to the
next blending mode. The next binding mode
that we want to talk about is ten and lighter color. So to explain more about
ten and lighter color, let's move to the
affinity software. Okay, so let's move
to the ten first. I'm still use the same
material like before. This is ten, right? And then let's apply the this
layer using the lighten. This color palette
influence this one, and I click Lighten this one. So when we comparing the Tarkan, the Tarkan here
means when we set to white color is not
changing anything. But when we gradually
turn to black, it will more darken and darken. So this is also happened with
the lighten. This lighten. When we using the white, it will make it more brighter. And when color is dark, is a black, it doesn't
change anything like this. In this area, it doesn't
change anything in a color. But in white color, we bright or maybe it will make
more brighter. Well, the darken, this
is black to become darker and pritate white to
close to the original, right? So this darken opposite
with two lighten. So what will happen
with the lighter color? Lighter colors also on the same. The lighter color is opposite
to darker color because the darker color is chose which darker value between
layer and paste layer. It's also the same with
the lighter color, which the brighter value
between plain color, a pen layer and paste layer. This is. Later color. So which preter between
base layer and plain layer. So the therapy is like this. The light, this one, this ten, the theory is this is
in the plane layer, and this is in the base
layer and red layer is 64, and base layer is 49. So 64-49 is more
picker 64, right? So the result for red channel is 64 and 127 compared to 255, u it is a more big 2055, and then the green
result is 2055 and B for Blue channel is
2055 comparing to 115, so 2055 is more picker. The result is 64,
2055, and 2055. So the result will be like this. I will produce the more
brighter and brighter color, compared to the lighter color. So the theory is also behind it. So which area the more preter between plan layer
and best layer. The answer is best layer. You can pay attion this equal. In the green layer, the result, luminosity is 177 and the blue layer, resulting
luminosity 122. So 177-122 is a bigger 177. That's why the result, when we click the plan layer here and then choose
the lighter color, the result will following
this base layer because the base layer is more
preter than the plane layer. And then also same
happen with this one, lighter color because this area, is a more pattern than the sky. For example, this
white white area is more pattern than sky. That's when the sky will
convert thing into white color. It will also happen
in here and here, and then this one
because the sky and then the trees live is a more
pattern than the black. So the black is a gun and then
is not changing anything, it's not change or influence
anything because again, darker black color
is more darker. It's more darker than the color
in the picture like this. I can say that this section, this section is opposite
on this section. This section is to make
it picture is more darker and this section to make it picture
is more brighter. Okay. Okay. So next, we're talking
about color touch and add. So to talk about
this more further, let's move to the color
touch and add lending mode. So see you in the next session.
59. Color Dodge and Add: Brightening the Image: Hello, everyone. So let's move
to the next blending mode. The next blending mode
we are going to talk about is a color dodge and add. So we talk about the
color dodge first. So I'm going to still using the same material like a
pfuseblending mode, right? Using the color
palette rainbow and then color palette. The white. So on the car touch, when we
apply in the color touch, this one, color
touch bending mode. So in the color touch, you
mean, in the black area, it's not changing anything.
This is the original one. When the color touches
moved to the white area, so in the white area
comfort or maybe the post, the bright area is more bright
areas more brighter or I think the color touches
will post is more, you know, like, more
brighter and brighter. I think it's close
to exposure, right? It's close to exposure
because this one is 255. And then yeah, it's like
increasing the exposure. It's not the brightness,
it's exposure. The behind the theory
color touch is like this. When we look at
this, when we look at this one color touch, this plan layer and
then the best layer, when the plain layer
apply color touch, the result will be like
this 64, 2055, and 2055. Here means the color
touch will choose which the bright color channel. The plan layer has 64, and then the paste layer has 49, which more brighter
between channel. And then the answer is 64, and then result 64. And then for the green,
the green is 255, compared to 127, and then the bigger here and
the juice green is 2,055. Well, the blue is 255, compared to 115,
the result is 255. So the color touch is like opposite come with
this one Tarkan. Color touch opposite Tarkan. Theory from the
theory behind it, color touch is
opposite to Tarkan. Well, this is the color touch. When we move on to
Tarkan here, right? This is darken, and
this is color touch. Well, in the plaque area, it will convert to
literally plaque. And then this is what a
is not changing anything. But from the theory, darken is opposite
to the color touch. This is what area is
converted to white, well, plaque area is not changing
anything like this. And then this is the color
touch. We moved on the ad. So this ad let's apply
with add plenting mode. We add add here. So this is the add. The result will be like this. In the white area is more
brighter and brighter. And then the black area
is close to the original. But the theory behind
AD is like this. Simply just add value plan
layer and phase layer. For example, this one, because this is the plan
layer and the base layer, the result, this one
is like this one, 13, 2055, and 2055. Like the example of
the name of add just add a rat in the plain layer
with red in the past layer, green in the plan layer, plus green in the past layer, and then blue plus
blue like this. And the result 64 plus 49, 113. And 127 plus 2055 because
the result is above 2055, so the result will 255. And then 2055 plus 115, because the result
is more than 255, so the result will be 255. So the result will be like this. This is it's like
increasing the brightness, increasing the brightness more from this black area
to the white area. If we buy the ten plus leap
between color touch and etche the difference is
that the color touch, while the color touch
is increasing in the brightness is also
increasing the saturation, right, increasing
the saturation. And sometimes for some area, contrast is also
increasing the contrast, but so even though the color touch from the theory is opposite from the Tarkan, this one, color touch. From the theory is opposite
to the ten this one. But typically result
is close to this one. Color pn, right? Because the color pun also same. I will post the
saturation and contrast, but in a darkened
area to make it dark. While the color touch is
a little bit to increase, you know, the saturation, but it will make the
brighter, more brighter. So let's implement it
little bit this one. I'm going to put
on this arbod and and paste in this document. And I'm going to,
you know, like, delete this pixel layer and I'm going to recreate
the pixel layer. This is the pixel layer, I'm going to apply with this one. Color touch, color
touch here to make it, you know, like this
picture is more brighter. Color touch at the brass here, Joe the color touch and
choose maybe 30 and this one because this is
when we choose the brighter, color is more brighter. So we can choose, for example, this one, and the gradually,
we can choose like this. So I think this result
is more subtle, right? It's more subtle
compared to the screen. To make it brighter. Maybe we can reduce the
opacity to opacity, maybe 16 like this. To make it, this image
is more brighter. The dance is more brrter, the house is more brrter. Yes. Like this.
Maybe in this tree, you need to improve this
tree like this, right? And maybe in this opacity, you need to improve the
opacity to make it more in this area and also
in this area like this. Right? So this is before
after using color touch. But what if we choose the add? The result
will be like this. I will adding a fk. In this theory, color touch is the opposite from the
targon from the theory, right, from the formula theory. But I think color burn and
linear burn is also similar. It's also opposite with the
color touch and add, right? Well, color touch
and make it reder, color pn, and linear
per make it darker. But in a similar way because color per is also
preserved desaturation. Well, color touch is also
preserve desaturation and contrast this one
saturation and contrast Well linear purn and add
is just linear effect. So this is the difference
between color touch and AD. Well, the color
touch is preserving the preserving some saturation, increasing the sum
saturation and contrast, keeping the contrast
and saturation. Well, the t is just
transition is linear from this original to
white, like this. All right. Next, we will talk about the
overlay to heart mix. This section is basically some of them is a
combination between tar or lane mode and
Prater plane mode. It will very exciting
to talk about this one. This section, overlay
to heart mix. So let's move to
the next when we talk about overlay to heart mix. So see you in the next section.
60. Overlay: Make Darkening and Lightening Area: Hello, everyone. So let's continue to the next plane mode. And the next plane
mode that we are going to talk about is overlay. This one, overlay. I'm still using the
same material I prefer. So the overlay, this
is a new plane mode. It's not a combination or
not similar to all of them. This color palette
black and white. I'm going from the normal, I'm going to choose the overlay, and the result
will be like this. Patterns in closely, guys. The overlay. So the overlay
is very, very versatile. It's not only make it
darker, it's only brighter, but overlay can both of them, cant in both of them. C two both of them. Olay can make it prather
or make it darker depends on the color we
choose in here like this. So this is the overlay. And not only peter but also
increasing the saturation, increasing the contrast here. So the overlays are
very, very versatile. Duplicate the arbor, right? Duplicating the
arbor and then yeah, I'm going to delete all of them. Deal it, right? This
is the original one. So you can see here,
the difference is. And I'm going to add
this one, add new pixel. And with the new pixel, right, I'm going
to apply multiply. No, I'm going to apply in the overlay because we're talking about the
overlay, right? So when I choose the color, so I change to wheel. Okay. So when I choose
the black color, will increasing as to 100, it will increasing
the saturation and also make it
the darker, right? When I choose the white color, it will automatically
make it right bright up. So you know the difference is. So for example, when
I want to make the, you know, the sky is more
blue, I can use this one. I can use this one. Maybe I'm going to make the
sky is more blue. I can use the dark are a dark colour to make it the
sky is more blue, like this. And for some reason,
and if I want to make this tree is more brighter
because some tree is like, you know, like in a truck area, maybe I can use the
bright area like this. So I can improve
or I can increase the tree the three brightness, not only brightness, but
also saturation, too. All of them like this. So the overlay is very versatile if we want to
correct or we're using the pass to fix the
color in the design. Because when we compare to this, this is before, this after
this be, this is after. So we can using the
press with overlay, either to make it darker or
make it brighter like this. So overlay is very, very versatile in
many cases, right? I can make it darker and
can be make it brighter. Brrter. If we want to make
it brighter, just like this. Make it darker, just like this. So maybe I'm gonna
increase the rs and yep, reduce this one to
13%, for example. Mmm. Yeah, just like this guys. And then the result
will be like this. Amazing, right?
Yeah. This overlay is very, very versatile. So it's not only
increasing the brightness, the height light on the shadow, but also increasing
the saturation. This is the overlay.
And then we can adjust the opacity or maybe the level of brightness using this one. Using this, uh, color from black to white.
This is the overlay. And then next, we move
to the soft light. So the soft light
here means I can say that the soft light is a
soft version from overlay. Duplicate this arbord, right? I'm going to duplicate
this Airport. Maybe I'm going to
duplicate two in this one. Just for I'm going to give
them this one for soft light. This one in this
airport, the soft light, I move from overlay
to soft light. As you can see here,
the difference is the softlight is like the
subtle from the overlay. The soft light is sub
subtle from the overlay, especially about the brightness, the contrast, the brightness
and the contrast. So the soft light
is a soft version. So the saturation
is not really high, and then the contrast
is not really high because the softlt still be able to make it darker in a dark area
in a black area. Also make it brighter
in a white area. But the improvement or the increasing is not as
high in this overlay. You know, from the
name is sob light. So the effect of the
light is very soft. If you think the overlay
is overwhelming, maybe you can using the sof
light because the sub light, again, is a soft
version from overlay. For example, when we
apply this one, this one, this pixel layer
that we have grab previously when we
move to the sub light, this is overlay and
then sub light. You can see here, the
sublet is a soft version. But there's some reason the softlt will creating,
you know, shadow here. The softlt will create
the wet shadow, and then the black shadow
or to shadow like this. You can use overlay
and soft light to make color correction or
color improvement in a brightness or in a contrast to make it brighter
or make it darker. And then ptenOla and soft light is common
in use, actually, in use in design
because they provide a like the representation when
we choose the dark color, it will dark, and then we
choose the bright color, it will make it
bright the color. And then soft light is a
soft version from overlay. So this is the soft
light and overlay work. Maybe before we move to
the next blending mode, so we will set this
document first head and maybe I'm going to i name the overlay
and soft light. All right. Next,
we will talk about this one Heartlight and VVDight. So see you in the Heartlight
and Vivid light discussion.
61. Hard Light and Vivid Light: Increased Contrast and Saturated Colors: U Hello, everyone. So let's continue to
the next plane mode, we talk about the heart light, and we're still using
the same material like before, like before, right? So this is the black
and white pattern, and we apply in the heart light, this one, the heart light. Right. So this is the
result of the heart light. So the heart light
is like the overlay. The heart light can make it darker the colour or make
it brighter the color. But it's not like
the offline that improve the saturation
and then the brightness, the heart let is linear, linear, from the
black to the white. From the black color, the gradually is more brighter,
brighter, brighter, and then the white color is like convert the
color into white. So if you think that oh, this is a very similar
with certain blend mood. It's very similar to
a certain blenmo. But yeah, maybe you write because
the heartlet is actually combination because
the heart plot is a combination from
multiply and screen. So to prove that, I'm going to duplicate this
one, this airport. I'm going to duplicate a
duplicate this airport. Maybe it's close. This one. Above this heart light here. And for this one,
this color palette, I'm going to stretch into half like this,
into half like this. And this color palette, I'm going to copy or
duplicate and put in here. So besides this is the two plaque and
color place palette. So let's let's talk about if heart this isn't
the same using Hartline. But Hatlt is combination
from multiplan screen. And when we move when we changed this one from
Hatlight to screen like this, and this one changed from
heartlt to multiply, the result will be
the same, right? Right? So you pay attention, the result of combination
between multiply and screen, the result is quite the same with when we apply hard light. So the heart there's
combination from multiply and screen because the multiply
is converting from the black, right, to the close
to the original one. Well, the screen, converting from black to white and close to the original one to white. So this is how hard Light works. And then the next we going
to talk about PVD light. So the Fifth light is before
I'm explaining fifth light, I'm going to duplicate
this material. I'm going to duplicate this
material like here, flight. So the vivid light, maybe
I'm going to make it more little bit
order. All right. So let's apply the vivid
light in this picture, right? This color palette. I'm going to apply the vivid light here. Curious what vivid
light combination is. The vivid light
combination from this one. When this one when I change, this multiple color bun and
this screen to color touch. And then this one is color burn and color
touch, this one. So this is the vivid light. The vivid light is
combination from color burn and color touch. As you can see here,
the result is very, very similar from this
area, from this blue, and then the transition to close to the original
one and then from the original move to the
frater and preter white color. So if we going to
using the you know, the vivid light or hot light. Yeah. And the practice
is quite the same. We combination with Bastol here, this pixel layer, we move to, for example, to vivid
light, this one, and gradually, if we set plaque, it will result in plaque, right? It's like resulting in the dark. When we set to bright, it will make it brighter.
Vivid light brighter. So if you want to make
more create example, set this one to create
like this and start to throw like this. So do so I think the vivid light is very suitable if you
want to make it brighter but not increasing
the white shatto. For example, like
this, for this one, usually, when we
increasing the brightness, the shadow white
shatto is appear or reducing the brightness
to make it more darker, the Blackhato is appear. But this is like this is
like minimum, you know, like when we
increasing this one, so it's like more natural color. Of course, this is the
important of planting mood. We can adjust maybe just a
little bit in this area, too. Yeah, it's very possible in
this using the vivid light. For this color example. Like this, this one, this one. This one, too. And then because the multiplier
is here, the range color, this has the white
range color from the really black black with
high saturation to the white. With oversaturated or
a lot of brightness. Again, with the plaque saturate the plaque with high saturation
up to very, very bright. So you can increasing the color as bright as
you want with fift light. It's very useful. It's
very indeed very useful. Maybe I'm going to make
it more smaller to make it to make a
bras in a small area, for example, like this one. And this one, this one, too. And this one. Make it
more righter in this one? No. This is one, this one, too. So, this is the before after before after
using Vivid light. And what if we move
to the hard light? Here, the heart light, and the result is not
good because, again, the heart light is a combination
from multi plant screen, and for in this use case, it will affecting,
you know, the fog. If you want to make this, you know, more
brighter and brighter, then it's not true when at maybe using the
overlay or soft light is, you know, more suitable
when heart light, yeah, it's like
causing white fog, white shed will appear. Maybe with soft light or overlay or the vivid
light is very, very useful, very
suitable, right? This is how we use
the vivid light. So we can say that
vivid light is like the more saturated and more
contrast compared to overlay. So when the sof light is a
soft version for overlay, when the vivid light is a
pushed version for overlay. And then, for example,
this headlight from this sky is more softer
in the soft light, but in a vivid light, you know, like increasing the headlight, increasing the shado and
contrast, something like that. So yeah, I think overlay of light and
vivid light is very, very important and very suitable for fixing the color
for this use case. So this is how we
use vivid light. Next, we're going to
learn about this one, linear light, pin
light, and heart mix. So see you the next session.
62. Linear Light: Darkening or Brighteninig Color Contrast and Midtones: Hello friends, let's continue
to the next plane mode. So the next plane mode, we're going to talk about
linear light. So in the linear light, still using the same
material like before. And then let's apply linear light in this material,
right? Linear light. So the linear light will
result in this one. The changes of lent
mood is a linear. From the tug black til to
white is a linear like this. The increasing of brightness and also the saturation
is consistent, right? The increasing brightness
and consistent. Example I'm going to make
this one and bring to here. And then this one, linear light. As you can see here. So
the changes is consistent. The changes is consistent. So the linear let is a
combination between linear burn, this one, and at this one. So let's prove, that's we find out like the prefus discussion, I'm going to stretch
this into half like this and duplicate this color
palette like this. So the linear light
is combination from linear burn here
and at this one. So as you can see here, the result is very,
very similar, right? The transition from the plaque to white is very, very similar. So this is how the
linear light works. I'm going to copy this one. I'm going to paste here, bring this airport, and then this one has directly
a pixel layer. We just move the airport
with linear light, this one, linear light. So again, the result is not absolutely good
for this use case. So maybe we delete this one
and then we can hun recreate. So we will create the
new pixel layer, right? The new pixel layer, and then this pixel layer change
to linear light here. And think if we change to like this, the
result will be like this. It's too, you know, the shadow, the white
shadow is too high, right? Maybe, with linear light, we cannot change
much with, you know, the result because the result, it will increasing the
white shadow, right. When we want to make
it more brighter, this is increasing the
white shadow like this. Linear light. But again, when you want to make it
more brighter, this guy likes. The result maybe is
not really suitable, right? It's not really
suitable compared to the vivid light and overlay. But yeah, this is the result of linear light
maybe it's too low. It's maybe 30%. Because the linear light, when we make it more brighter, it will add the wet shadow, and then it's not also increasing
saturation or contrast. Just add the shadow wet shadow. So this is the result
is more softer. Yeah. More or less it's like
this guys before, after. Before, after. So this
is in the linear light.
63. Pin Light and Hard Mix: And the next we're going to talk about this one. Pin Light. To talk about the pin light, let's duplicate all of
this material, right? And I put here and I'm going to change
this one to pin light. Pin Light, right? So the pin light, here means. So I'm going to reset
this one first to normal, right, on this one to normal. So let's start with
the pin light. The pin light. So
the pin light is a combination ten and Tarkan. For example, this one,
when I tried to when I moved this one to
Tarkan, this one. And then this one is
to lighten this one. So the result is similar, right? The result is similar. So that's why the pin light is a combination from
Tarkan and Lighten. And then yeah, how to
use it is quite similar. You can use Depress
tool with the, you know, with the
a refuse practice. When for example, when
this pixel layer, when we apply to the pin light, the result will be like this. I think for some
use case, you know, for the Sato is converted
to dark sto dark setto. And then, yeah, I think it's not suitable when it
comes to make it more darker or to make
it more brighter because when we
apply the pin light, for example, and we choose this, you know, white pin light, okay? And then maybe when we
move to the white here, the result is not really
good because again, the pin light because when
we look at the formula, the lighten is much more
preaor in the color channel, right, when we light to lighten. So I think the result is very, very harsh because
when we set tune this tune this plague, This doesn't affect
it because sky is more lightens more light
compared to this one. When we choose the little bit or maybe a
little bit white or gray, remember that the pin light is a combination from this one, this darken and the lighten. As you can see here,
when we're working with from this color
from this color, from this dark and
to the middle here, this is in the color
range of darken and this is in the
color range of lipen. Rsmble this one, when we
set to this flack area, it doesn't affect anything in this pride area because we're
working with Dargan, right? So it start to start
to affect with this. And it doesn't affect
anything, right? Because this is Dargan. When we move to the
blue on the gray, it starts to affected in
the tar area like this. And gradually we
move to the light, start to influence the color. Because the lighting, remember, the lighting will choose which one the light
color channel because the pacron
is a tar, right? The Picron is their
targ. So I think this lighting will choose
will influence it, then convert into more
brighter and brighter. But again, this is yeah, I think it's not suitable
for this use case. Right, not suitable
for this use case. So, again, this is the
pin Light combination between this one Tarkan and ten. Next, we will talk
about the Hard Mix. Let's move to the
next blending mode. We talk about Hard Mix. In the heart mix, is
a simple, actually. We move from the pin let from preface blending
modes to Hard Mix. So the darken is a very
easy explaining, actually. Look at this color picker. I just in this
region in this area, the color channel consists of 255 red and 255
green and 2055 blue. When I move gradually
to this area, it consists of rate is zero. Green is 255, and blue is 255. And I close tune this
one rate is zero, green is zero, and
P is 255, 255. And this is totally zero. It will convert into black. And here, it will convert into the dominant
because the dominant is blue, it will convert into blue. And this one, the sky, because sky is bluish, yeah, convert into one color and the rest of it because
white is domination. You know, like white is
domination in this area, so it will become too white. It's more or less like this. For example, when
I set this one, Hard Mix in this
one in this layer, let's say when I apply in the
level, this level, right? This level, this level will
influence the color, right? When I move gradually,
this level. This one, right, I'm going
to choose the heart mix. Yeah, this heart mix, and gradually when I
increasing the you know, I ncratms and the
level adjustment and the level adjustment I put inside of color
palette like this, and this one will influence
only in this layer. So when I gradually
increasing the black level. So this color, the black color is gradually move to the right
and then domination. When I increasing the wet level, the gradually, the
white level will minis. So Hard Mix is actually simplify for the color,
but it's only simplified. But for example like this, this is the white, right? 255, 255, 255. And this one is dominating blue. And that's why the blue
is 2055 and green 2055 because this is bluish and
this is dominating blue. And then red is zero, green is zero P 25.
And this is zero. Well, this yellow, yellow is consists of
red 255 and green 255, and blue is zero. And then this red, again, green zero, blue zero, but red is 2055. When green, green is green 2055, blue zero or zero. So it's like just
simplifying the color. So Hard Mix is some channel color will
set to 255 or zero. That's the heart mix. In the color channel, one of them said to so the difference so Hard Mix
is like the channel color, either 255 or zero. There's some combination between color channel has 255 or
color channel has zero. There is no, you know, the value, the outset
of zero and 255. Maybe this can result
white color because 255 can result black and 00, zero, can result blue, zero, zero, 2055, can result,
you know, like red. So the color value
either 2055 or zero. So in the heart mix, B recap, I think manipulating the color, I think the overlay soft
light and vivid light isn't the right choice because with overlay of
light and vivid light, we can manipulating
color more broadly. Maybe we can create more
darker or more brighter, but, you know, keep contrast
and saturation consistent. It's not imaging the
contrast and saturation. Overlay, soft light
and Vivid Light. But heart light, linear light, in light and heart mix, yeah, I think I don't recommend it. Or maybe in a different use
case, maybe it's suitable, but for mostly mostly
a common in use, I think overlay off light, Vivid Light is a common in use. So how we can work with the
color with the plane mode and combination with tools like penol like a press tool
or maybe different tool. So next, we will, you know, learn about difference exclusion substrate, and divide. So see you in the next session.
64. Difference and Exclusion: Converting to Invert Color: Hello, everyone. So I'm
glad to see you again. So let's continue to
the next plan mode. Now we're talking about this one difference
exclusion substract divide. So this is actually,
and some of them is a combination between
two plan mode. But yeah, to tip bottle of them, let's move to the software. We talk about the first
is difference here. I also using the same
material previously because it's more easy to understand and then maybe it's easy to compare, easy to compare to the others. Okay, let's apply in this
color palette black and white. We apply the difference here. This is the result of difference when we apply the difference. As you can see here, if you pay attention this image in the black color in
the black color here, in the black color, it will nothing change or it's not change anything
ors black, this one. This is before
after, before after. It doesn't change
anything. It doesn't change anything in the color. But in the white color, the picture will convert
that into inert. It's like into negative, negative, like negative film
or negative color, right? So the difference it will show us the difference
between black and white, when Black people is nothing, and then they
gradually from black to white to the
gray, for example. So part, some area
is converted. Right? Some area is converted, especially the area has, you know, as the shadow. In this one in this one,
in this three area. This consists of Sha two, actually, right? This
consists of Shatt. And then the Shattu will
influence the plane mode and convert it into the
negative or inverted. So if we wondering
what is important, let's I copy in this art port. Let's I copy in this
port right here. And then I just till it this
one and then left this one. And then the part is
when we apply this one, yeah, and we click in for. So as you can see here, this one, this part is
similar to this part, right? This part is similar
to this part here. Right? So again, in
this black area, it's nothing changed, but white area will convert
it into the int, this one into invert. That may be very, very similar though, right? You can see here
it's very similar. The part of this picture
that has a shado well, shado met with the
bright color, right? The bright color here
means it's this area. This area is a bright color. We'll invert it into the shado into the invert it like this. So this isn't the difference. So I'm going to explain the
teori difference like this. So when we, for example, Again, I'm going to
hide this palette. And then using this
in the difference, I'm going to using this one, and I'm going to stretch and
then cover into whole page. And then, yeah, we'll
see in the rectangle, we change to
difference like this. So in this difference, I'm going to explain the tory behind the pixel the invert. This is the real world, and this is the
negative world, right? So because this rectangle, we'll be able to
change the color. For example, I'm going to change the white color to the under color because
the white color is, you know, like, is a part that influenced by invert color. Let's see. So when
we change to green, for example, and then the two
part maybe to random color. To part that change is
in the shadow. This one. This is the green color is consists of shadow
because this is full of shadow because this
is like three like this shadow leaves
shadow leaves. And then this one,
this one is a sky and sky is a representation
of headlight, right? So in this part, it's like, divided it into two parts. This area is for headlight
and this area is for shadow. So that's why when we moving
this wheel color, right? For example, I'm going
to choose this one, this green and this pink, right? So when we look at
this color wheel, green and pink is
opposite, right? Green and pink is opposite. When I try to choose
another color, this one, this is blue and red. Blue and this one. This one blue this one
blue in this here, this here is opposite to here. This one. This here,
opposite to here. When we choose the red, red will opposite to the
blue here, blue sky. Green opposite to pink. So in that way, when we
choosing the color here, it will representation of shado because this area is
representing the shado. For example like this,
when we hide this one, this is full of shado and then the sky is representation
of height light. So when we choosing the color, it's like we choose the
color for a shadow. Big, right? This is we choose the color of Shado
and automatically, it will also choose the
color for the height light. And then the hett automatically choose by
the opposite of Shato. And then, for example, this
one, when I choose yellow, the sky will be blue because the yellow opposite with
the blue like this. This is the reason
the theory behind the inferred world or negative world compared to
the original one, this one. I'm going to duplicate
this material. Maybe you can click ILT and
then justrik drop here. And then next,
we're going to talk about the exclusion,
the exclusion. Exclusion. I can say the exclusion is sub
persion from difference. So the exclusion is sub
persion from difference. Maybe I'm going to
make it more closer here because the exclusion still converted into in the
black area is not you know, impacted, is not changing
anything in the black area. When in the white area, it converted into infert, a more softer effect
from this difference. As you can see here,
in this inert area, is more softer than
the difference area. And then for some reason, in this gray area
in this gray color, it's also it's not fully converted into the inert
or into the transition, but it will, you know, like left the shadow
or wet shadow here. This is the exclusion. So the transition between you
know, maybe this is area. This one is inverted,
but this one, rather than invert
it to invert is like covering with
the wet shado, right? Wet shado then gradually, it will start to invert
it in this area. In this area, start
to invert it. Here is a different
different color, right? From here, from here, start to invert it. From the original one to the negative world or maybe
to invert world here. And then I'm going to this
one, this rectangle change to this one exclusion here. This is the middle area. It will cover with a shadow, a lot of shadow
here, wet shadow. And then this is like
the transition between the real world to
negative world, right? So this is the exclusion. And what if we change the color? For example, I'm
going to say to here, here, or maybe change the color. It's not only to white, maybe This one, yeah. If it's too pink, to yellow
to blue, something like that. Okay, so I'm going
to also explain the theory behind this
one, this invert. As you can see here,
when we change the color and then, you know, to change the color like this, in this area, in
this shadow area, in this tree area, and then the sky area is changed, right? So the theory behind it, as you can see here, in
the theory behind it, it is like in this sky area
consists of heat light, and then the three a
consists of shadow. So the shadow and heat light
is like the opposite color. For example, when
I choose this one, this blue color, for example,
blue color like this. So the result of this picture
is blue colour and yellow. When we look at the example, when we choose the
shadow for blue, the opposite blue is a yellow. When we choose the
shade for pink, the opposite is a green
pink, opposite is green. So this one when we choose
the yellow for the shadow, and the opposite
yellow is a blue. So this is the theory
behind it the difference, like this in the invert, like in the difference
like this, I think, again, the exclusion, back
to the exclusion, right? Back to the exclusion
that the exclusion is soft version from
the difference, soft version from
the difference. Like this, for example,
I'm going to set, this for blue, and this
is also for glue here. So you can see the difference is exclusion is subversion
from difference, and difference is
more saturated, more contrast and also
more strong in color, we convert it into the int
or in the invert area. So you know difference between
difference and exclusion. And then let's move to
the next blending mode. We'll talk about divide
substract antifd.
65. Substract and Divide is Opposite Each Other: Let's talking about
substract and divide. Alright, everyone. So let's
talk about the substract. We still using the same
material like before, and then let's apply the
substract plain mood in the color palette
black and white, and then click substract there. If you're curious
about the result, the result will be like this. In the black area,
it doesn't change anything while in the you know, in the white area,
it's converted into plaque. Maybe
you're wondering. I think this is similar
to certain certain, you know, certain plane mode. The answer is yes, because the substract
is opposite the linear burn here, right? The substract is opposite
with linear burn. Well, linear burn in this area in this plague
is make it darker, and then the white is preter when the substract is opposite. We moved from linear burn to substract this one. This one. See? You know, the differences. Yeah, just simply like that. Substack is opposite
the linear bun. Maybe if you still
wondering, let's copy. And then we compare maybe here top and bottom
like this and this one, I'm going to choose
the linear bun. Yeah. You know, right? The
difference is this one. This is substract,
this is linear burn. And then the sat resin
is also on the same, the contrast is same, Shado and heat lattice is
also not change. And the changes is also linear, from the plaque to white, from the plaque to the original. This one from the original to plaque is exactly
the same, opposite. Just opposite. This
is the substract. And then what if, for example, what if I flip the
this one, for example, this one, what if I flip this
one? This color palette. What if I flip this
color palette, maybe this one, I'm
going to flip isonta. And the result is
the same, right? The result is the same.
This is substract. This is linear burr. As you can see here, the
effect is exactly the same, exactly the same, because, yeah, I flip this one. So it's clear that
the substract is opposite version from
the linear burn. Next, we talk about Dfide. Well, we talk about Dfide. Maybe I'm going to
copy all of them, this one, hold ILT
and then here. Maybe side to side like this. I'm going to change name to div. Or maybe I'll just
deal in this one, just doing this one explanation. I'm gonna use on this
one. I'm just using this. To cover a whole. Okay, I'm going to set to divide like
this. Maybe you're wondering. I think there's I think there is a blending mode
that's similar to Tift. The answer is yes, because the dei fat is opposite
with color touch. The dei fat is opposite
with color touch. This one. This one. The opposite ti fat
is color touch. See? This is the divide, and I'm going to set to color touch here.
It's similar, right? It's similar. And then if I flip this rectangle,
Cretan rectangle. The result is absolutely same. We represents same. So again, substract is opposite with linear pern and divide is
opposite with color judge. And how to use
them, I think it's quite the same using
combination with truss and then apply
in the sub picture. But the theory behind
it is like this. So I think substract and
divide is also one of the importance of
planting mode because, you know, this can cover a
lot of a lot of color range. But if you curious
about, I think this one, the deft is continuation
of substract, for example. Here, I when I put this a deft side of substract
is like continuation, continuation because this one
is from the black, right? I break gradually
into the original, and this is the original
gradually into into the white. So I think substract
is continuation. To divide, talking about the theory behind substract and divide and how to use them. Yeah, I think it's
quite the same. We can use the Prestol
in combination with the plane mode and
to correct the color. And I think subtractivide, color print color pn and color
touch is, you know, like, one of the important
because they can influence or fix the color without
damaging the saturation, without damaging the color because the effect is just make it brighter
or make it darker. If you want to fix
the color and without changing much in saturation
in contrast, yeah, substractive wet color
burn and color touch, linar burn and color touch
is really important. And I think it's a decent to
consider because, you know, it will give the
much of color age. Okay. Let's move to
the next discussion. We talk about hues, adoration,
color, and luminosity. Let's we say, this is the
command Substrk soup struck, and I like this. So, see you in the next session
in the next discussion.
66. Hue and Saturation: Change Tone By Targeted Color: Hello, everyone. I'm
glad to see you again. And let's move to
the next plane mode. We're talking about hue, saturation, color,
and luminosity. So this is the new section
of the plane mode, right? This is a it's like it's more it's a new it's
a new plane mode. I mean, there is
no combination of plane mode or not similar
to the preface plane mode, because this is a new section. So let's find out what the
unique of this plane mode. We start with the hue like this. So I'm still using Semterial. I'm still using
Semarial like this, and we'll cover with
this one and we'll find out the result from Hue plane. Let's apply Hue, this one Hue. So for Hu, so you will choose and influence the color depends the color we choose
except black and white. So u will influence
the color we choose. Hue doesn't influence
white and black because, for example, this one, Hue, when we click the
HSL adjustment, choose working with the color, the color that has value, not black and white. So that's why Black and
white is not affected. So, to adjust the hue, we're not using the color
plat black and white. We're using the
rectangle, this one, the Cretan rectangle
because we can change the color here with radian. So we choose we choose
the hue plain mode. Right here, when we're
using, you know, the cratantol from black from black and white,
it doesn't change. I will become
desaturated, right? When we choosing the color,
for example, like this. And then we can move
the color here. So hue only influence the
color except black and white. We choose the red, it
will convert to the red. If we choose the yellow, convert to yellow,
Black is to black. So he only affected the object that has the color
except black and white. For example, this guy, because this sky terminating is white, and this building is
terminating is white. It's not affected.
It's not affected. Well, this tree this
tree is a green, and then the sky is blue. That's when the green
and blue and some of, you know, yellow
in the ornament, this building is affected
because this has a color. It's not black, it's not white. That's why when we click
here, it will influence. But in some area, what area and black area
from this black area, it hasn't affected anything. So that's why will only affect it with object that has a color, but the color not
black and white. Right. From this roof is
like tends to green, right? Tense to green is also affected. Here, tens to green
is also affected. Yeah, hue only affected
object that has the color. When we choose the gradien, for example, I'm going
to add this maybe. This is the Gratian. So we can also combination
with gradien like this. But again, it will influence
just in one color, except black and white. Like this from red to green. So everything that
has a color will convert it red and green
except black and white. So this is the
hue. More or less, it's like this. This is the hue. And then the next we talk
about the saturation. So let's continue to
the next play mode. We're talking about saturation. So still, I'm using the
same material like before. And then for this case, I'm going to cover this
material with rectangle, this one, Cretan rectangle. And yeah, sometimes also using
palette, this one, palette. Also using palette
and rectangle's we find out the saturation. What kind of unique features
that offer saturation. First, I'm going to using the color palette
Black and white and then choose the saturation, this one. The saturation. Oh, this one, Color colt. Yeah. This is the
saturation, right? So the saturation because the color we put in
here is black and wet. So the saturation
doesn't comes up, doesn't increasing or doesn't
know, doesn't improve. So what if I increase
with this one rectangle, I choose the saturation right here and then
change the color. Black, I changed
the color to pink. Whatever color you choose,
it doesn't matter. So the saturation doesn't care
about the color we choose. P we choose red. It's like the same
result when we use the yellow, green, blue. The only one who influenced the saturation
is the color level. So as long as the color
which has a value, it will convert
with saturation and just here, just on here. We can, you know, to adjust the level
of saturation. So the saturation is
just simply to increase the saturation to make
it more saturated. And then yeah, because if
you wonder why this area is still not converted
into saturation? Because this one, this
is a white level. When I changed to
color, for example. Yeah. Wherever eye
color we choose, the result will be the same
simply to add the saturation. If the color is close to dark, it will be saturetted and if
the color is close to white, it's also be saturated. So as long as the
color has the color, it's not in a plaque in white. As long as the saturation
is a color, yeah, I think it to adjust the
saturation is like this. As long as the color as long
as the object has a color, not in a plaque, not in white. But we can choose in here
and here and here and here. So not not close to black
and not close to white. Because black and red, it
will produce desaturated. Black and white is desaturated. So black and red is desaturated, while when we choose
a certain color will influence the
level of saturation. Just like this, the
saturation works. So we move to the
next plane mode, we talk about the
color and luminosity. So C when we're discussing
the color and luminosity.
67. Color and Luminosity: Okay. Hello, everyone. So let's continue to the next plan mode. We talk about color
and luminosity. So let's dive in. We first talk about the color. So let's add this cover, color palette black
and white cover, and then and then we
choose the color. And then it will
convert to desaturated. And then what if we confort
with this rectangle? And then choose the color. And then we can change
change the gratin. Maybe I'm going to set
it to this one blue. So the result will be like
this in the white area, as long in the wet and dark, it will desaturate
it like refuse Blend Mode in the
saturation and hue, when the color in
the wet or black, it will desaturate it. And if we fill with
certain color, it will, you know, convert
it into color we choose. Maybe I'm going to
choose the color here and then like this. Here. This color also depends on the on this color also depends
on the color we choose. Maybe a little bit
close to yellow, and close to white, it will a little bit desaturated and if we choose
the strong color, it will also make
the strong effect. So just like this.
Simply like this. There's no other option
or no interruption. Maybe we can combination
with gratien, we can using the
Gratian like this. In the prefus example, like in the prefus what I hue, some area is not
conforting with, you know, with perfectly because
some area because this is a contain of white or
black, is not conforting. So that's why it's
like some area is not perfected to
change the color. But when we choose
the color here, all of this area is, you know, it's more smooth, more it's like converted into
the color we choose. So the color plain mode, it will cover the picture
with the color we choose. If we choose the pink or purple or red or yellow or green, it will cover with
the green color. And we can also adjust the level of color influence
using this one. As long as it's not white it's not black, I
think it's fine. The color will appear as long as it's not
white and black here. And then the level depends
on color which is like this. Simple, simply similar to lens filter that we have
learned previously. It's not the same,
exactly the same, but yeah, it's similar. Using. Well, maybe if you, this is the alternative
way except using Lens filter is to use the
color plane mode on this. So next, we move to the
talking about comunity. Yeah, I think I'm going
to set to this one. Okay. Next, we talk
about luminosity. The luminosity here
means, this one, right? The luminosity, I'm going
to apply in this rectangle, craton color coffer, this one. And then change the um
mode blending modes to luminosity like this. When we editing luminosity, it will influence the tons. That's when the result
will be like this. When we choose the wet
colors converted to wet. And then the gradually
when we chose the color, it's only, you know, like showing the
luminosity part. This is the luminosity. And then to make it
to reduce the effect, maybe there is an option
except the opacity, this one, the opacity. So this is also the tools that we use to find out
which luminosi color from the certain image using
this one, luminosity. Yeah. The thing is that luminosity
is showing the tons, between the headlight
and between the shadow. Or maybe if you still wondering, maybe I can set this one
to Norma. I heighten this. And then, yeah, let's say, and this one, I'm
going to influence with curves, this one. And this is maybe similar. Here, when this color
around the luminous city, around the luminous city will be like this around
the midtones. It's not perfectly the same, but it's similar, right? It's not perfectly the same, but it's similar to
what happened in here. Here. And then when we chose the lumo city,
it's not the same. It's like, it's similar. This is still working
in the metons. And then when I
increasing using HSL, this one, and increase
the saturation. Yeah, for some
reason, it's similar. So at the end of the day, I think the luminosity
is similar to tons. It's not perfectly same
the metons that we're working with the curve
adjustment, but yeah, luminoity we can
say that luminosity is a metons and yeah, close to the metons which
part which part from the metons and then
from the metons it will post in the saturation. So again, I repeat
the luminosity. We're working with the me tones. With the mid tones part, it will push the midtones I
will push the saturation. We have learned about the
color and luminosity. Yeah, I think it's enough for explanation about
color and luminosity. Let's be safe color
and luminosity. All right. Next, we will see you in the next
discussion about Blend Mode. We talk about average two eras, average and two erras. So see you in the next section.
68. Average: Basically Like Opacity: Hello, everyone. Great
to see you, Ken. And let's continue to
the next blending mode. We have still a few blending mode that
we have to discuss. And in this section, we're going to talk
about this section, the average Negation, reflect glow and Contrast
Negate, and erase. But the first session, we talk about the average first. So let's discuss
about the average. This one, the average. I also using the same
material like before, so maybe we can compare one blending mode to the
another blending mode. So this is the average. Let's talk about it. When we pay attention the
result of average, it's similar when we're
working with opacity. So that's I give the example. I'm going to copy this airport here and then set
this to normal. But I'm going to
use the opacity. Yeah. It's a very similar right. I'm not using the
average planting mode. I'm just using normal,
but working with opacity. I think I'm going to set to 50. Yeah. This is very,
very similar. When working with average, it's like the equal when we
apply the normal VN mode, but we're working
with the opacity. We set opacity to 50%. It's like equal to average. So what's theory behind it? What's theory behind average?
We moved on this one. We discussed about the
theory behind average. So this is the
plane layer, right? The plan layer has red 64, green 127, and Blue 255, right? And then the pase
layer has red 49, T 155, and P 115.
What happened here? Because this is average. For example, this
one, the red channel from plan layer is 64, so 64 plus pase layer 49, 49 and divided two. And divide it two. So
the result will be 56. What happened is same case with the green channel, 127, 127, plus 255 plus 255 in a base
layer and divide it two, and then the result is 191. And then also the same
happen with 255 plus 155, and the result is 185. So this is the
theory pine average. That's when there is no
you know, the result, there is no saturated or no increasing the
contrast or saturation. Just the same case when we set the opacity
and there is no, you know, sometimes when we're looking at the
different plane mode, when we look at the
other bending mode, some of them, they will
increase in the saturation. They will increase
in the contrast, but not the saturated is linear. Like we working with
this one opacity. So this is the average. And then yeah, maybe if we
apply afrage with this one, just like, you know, like applying this
one, for example, I'm going to go for it
with rectangle and apply this one with afrage Yeah, just working with
opacity, right? Just working with opacity. We can set the color like this. Yeah, just opacity here. Yeah, this is the average. There's no other improvement
in saturate in insaturation, in contrast, shadow headlight,
there's no improvement. Working with the
opacity like this. So this is the average. The next we discuss
about negation. So in the next session.
69. Negation: Opposite from Invert: Hello, everyone. So let's continue to the next plane mode. We talk about ncation. And we experiment
with this material. I'm using the same
material like before. And then, yeah, we
apply the negation. This one, Negation. So if you pay attention
in this negation, when the black color apply
to the negation plane mode, it will close to the
original one, right? Play color and then
gradually you move to the negative or
move to the inert. If you look at Negation result, maybe you will remember
about the sum plane mode that we have learned previously. It's similar to this one, similar to the difference
and exclusion. When we look at closely, the negation difference and exclusion, similar
similar result. When the black color applied
to those blending mode, it will result into
the the original one. Black color is close to
the original one, right? And gradually, when we
move to the white color, it will move to
the infert layer. But the inert layer
result is not the same. Some of them, you know, like in this area, in this
part, has difference. So the difference between
c and different exclusion, so I'm going to talk a
little bit about it. So let's hide this one, this color palette, all
of this color palette, I hide this one. So I'm going to, you know,
appear the rectangle. So I'll create rectangle, this one, this rectangle. And this one, I'm going to
apply Negation. This one. I'm going to apply difference
and this one exclusion. So it's like the same
like the top layer. So I'm going to move
this one gradually to see the difference the
difference result like this. Right, so maybe in this
rectangle I'm going to put in here and
this rectangle, I'm going to put in
this layer here. So this one, when we set to white, the
result isn't the same. Pitunication, difference, and exclusion, the
result isn't the same. But when we apply
some color like this. So the result is different. When we set on the full red, the result is packed to
the same, the same result. But when we set on the
certain color here, result as different color. So when we set on
this certain color, the negation and difference is opposite each other, right? The negation and difference
is opposite each other. When I set to red,
this is color, right? But the nkation it will push the blue color or
can in this one. The cyan it will put the
cyan in the headlight area, and then just keep the
red in a shadow area. So in the shadow area of
this one, like in the three, right, in the three area, it will push the right color. Well, in the heat light, it will post the sion. It will. So this will
happen with the nkation. Well, the difference
is the opposite. In the headlight area, it will convert into
the dark color. Right, in the headlight area, it should be bright, right? But difference convert
it into the dark area. And then the shadow,
it should be dark. It will boost or convert
into the bright area. This is the
difference. But yeah, the difference, I
think the difference is opposite with nation. Negation and difference
is opposite each other. When we apply in the same color, the nation will
boost the ion right? And difference still using the red color case on
the color we choose. So the exclusion, I think the exclusion is subfascion
from difference, suasion indifference, you know, like covering with the shadow, and then it's not put in the saturation or it's
not put the contrast, yeah, like when we
apply in the opacity, but in infert layer. So this is the theory behind negation and difference,
especially negation. So this is also the
same result when we apply this one with negation, this one with difference
and exclusion. When we settle
here, on this one, I'm going to set here and
this one set in here. So as you can see here, this is the opposite
color, right? In the difference, it will
put the red color, right. And the rectangle
has same color, but the result is different. In the difference, we still working with the
red color, right? And when the negation is working with the opposite
from red is cien. And the exclusion is
also contain red, but at the same time also
contain the blue, blue color. When we're working with the full full color here
means maybe the red is 225, creen zero, blue zero. The result is the same. When we walk in with black
is also the same, white color is also
the same, but here. This is opposite each other, and this is soft version
from both of them. Yeah. I moralize is like this. So this is the negation. Next, we talk about
the next plane mode. We will discuss about reflex and glow because reflex and glow is
also, you know, like a similar result, and I think it's a perfect when we comparing reflect and glow. So see you in the next session.
70. Reflect and Glow: Preserved Darker Tones vs Preserved Lighter Tones: Hello, everyone. So let's continue to the next plane mode. We talk about reflex and Glow. So usual using the same material to discuss reflex and Glow. So first, we talk
about the refleg and then later we will compare
to reflect and glue. So the refleg I'm going
to apply the reflex here. So reflex is actually it's
similar to a vid color. If, fifth light. So this is the reflec. When we working with the
black color is like, this is the original one, and gradually, it will
move to the white. But this is similar to
it's close to overlay, but it's not the same overlay. So the refleg in the reflex, when we're working
with the black color, it will become the
original, right? And gradually when we move to the white layer it will post the hetlight
and the saturation. So this is in the refleg. Let's compare to the globe. This glow we apply
glow here, here. So in the glow when we apply
in the, you know, tar color, the glow will convert into the tarq and then
gradually turn the blue, and then later, it will
move to the white. So this is the reflex and glow. Maybe I'm going to using this
one, I'm going to apply. Maybe I'm going to apply in this rectangle here and
also rectangle in here. So this one reflex
and glue, this one, I'm going to apply in the
reflex, and this one, I'm going to apply in the glue. So when we apply in the white color is
become the white color. When we apply in
the Black color, the reflex still
preserve the detail, even though the picture
is become more darker, but the reflex still
preserve the detail. Well, the glow is different. Well, the glow, when we
move to the black color, sum up the part area
here that contain, you know, the most
brighter areas still preserve like this. But when we apply and directing apply in
certain color like this, the reflex is more subtle. The reflex is more subtle
compared to the gloe. Glow is like coffering
with the shadow. Yeah, I think in the glow is increasing the
white color, right? So in the background,
that should be darker into more brighter. And then it's like,
increasing the white. In the shadow, increasing the
white color in the shadow. So this is the difference
between reflex and glue. So we move to another color. When we walking with, you know, the color, every
example is blue. When we set due to blue, it will post the blue
color, absolutely, right? And then the color except
the blue will suppress. Like for example, this
one, this area is red. When we apply in the blue color, the red will suppress. And then, yeah, like this. And this is also
happened with the glow. The color except the blue
will suppress more for this. When we set to yeah,
the color we want. But when we set to the
right, for example, so the backron here that contain in the red color will boost the red
color like this. But the reflex is like I think this comes
with reflection. So the color that maybe
the reflection of red, it will boost or the reflection color we
choose, it will boost. The color which is like this. So how to apply in this one, I think the reflect,
for example, when we set this one
to bloom, for example, like this, to white,
like this, right? And then maybe we can reduce this this one
reduce the opacity. Maybe we're working
with the 25 or 50, and then the result will
be like this people. This is after. These people using the reflect plane
mode, this is after. And also happen with the
glow to using the glow, maybe we will choose the
color we want first. So this is the difference
between reflex and glow. I think if you
want to, you know, increasing the color and
increasing the headlight, reflex more suitable
is more clean result. Or maybe we also be
able to utilizing, you know, utilizing the brass. I'm going to move
to the Pixel Mode and using this one in
brass tool, this one. So before we apply the Band pass tool in this
rectangle, right, in this rectangle, we
apply mass layer here, and then I'm going to
set the two wheel. This mass layer, foregron. Yeah, I'm going to using
this one Pin pass tool and then sap to
maybe more darker. More darker. Yep. Right?
To red use, right? To red use maybe I'm going
to set the color I want. Like this. Just maybe
I'm going to increase. Yeah. Just Tue This one. And I'm going to
set to dark here. Yep. I think I'm gonna reduce a little
bit this effect. I just think like this. Yep. Mm. It's not overwhelming. It's not too much
improvement, right? And then this is before before. Oh, this is before,
after before, after. This is the original one
and then post with presto. Maybe Oh, this one, this area is overwhelming. Yeah, we still be able
to reduce this one, choose the more Tarchal area. Like this. Just the more
tiger area like this. So the result will be like this. This is before mask
and after mask. And this is with original
who's within the rectangle. So it's very easy, very useful when combination
plain mode with pine Bastol. So here and how we use the plain mode with Pin Bastol to enhance
the color, right? It's suitable for,
you know, like, make the colors more
clo more bloom. Btween reflect and clo have a different different
characters. And yeah, it depends
on your need. So let's move to the
next discussion. We talk about the
contrast naked and rays. So see you in the next session.
71. Contrast Negate: Two-tone color Grade and Posterization: No everyone, so let's continue to
the next plane mode with Contrast Negate. We're going to talk about
contras Nigate first, and then we talk about the
res. So Contrast Negate. Yeah, I'm going to still
using the same material. And then let's apply
the contras nicht. So the contrast nict
will result like this. So in the contrast Nickt
will be like this. When we apply the black
layer in this red area, it will become two to black. And then the height light area
or maybe in the area that has a color will convert
into into the white. So this is only available
to color black and white. But it's not truly
black and white, because when we
look at this one, in this area, maybe
in this gray color, the gray color,
this is headlight. This area is consists
of sky, right? So the het light area, it will convert into
the dark into the tar. Darker. And then, you know, the color area is like in here in this area
in this object. Because this object is
more darker than the sky, it will convert into the white. So it's also on the same
color when we apply in this, you know, this is the white. The white color is become
black because, again, everything in this picture
that more brighter, it will convert into into the dark color or
close to or placklor. While everything that has a color is darker
compared to the sky, it will convert to white color. So it will happen with
this use casually. When I create the
rectangle, for example, rectangle one, I'm going to
set to white right here. And then the rectangle
two, I duplicate. I'm going to set to
blue, for example. So I have two rectangle,
white and blue. Maybe I'm going to set to
picker, just like this. And I'm going to set the title. The title color with black. I'm going to type in sample. Yeah, just read this. So the Affinity here, when I apply contrasnkate,
this will be like this. See what is what happened
with the affinity like this. If because the color because I set the black color,
right, the black color. So in this because the
playground is white, is a brighter than the black. So the black is keep
becoming black. But here, in the blue, because the blue is a more
red compared to the black. So this one, this part
in the blue area, it will convert into the white. When we changed the color to, for example, to this
one, this is the same. When I set to yellow, for example, this
become a yellow, and this is opposite
from yellow, blue. When I say to green, this
has become the green, and this is the opposite
of green is, you know, the pink because
green opposite green is a pink. Opposite. Can is red. Yeah,
something like that. This is the function
of contras nikate with back to white or black. Same when we apply the black or when we applying the whites
also the same result. Maybe if I said
this is not white, maybe it's a little bit
too yellow or cream. Yeah. So you can
experiment by yourself. But the theory
panate is like this. Especially in the contrasnikt. Cloe reflex negation, negation also similar to contrasnikt. But we're working with
the invert, right. But when we contrasnik it, it will convert
the fun color into depends on the tcronPgron
color we choose. And next is ras. So the ras is
basically just eras. With any color you choose, it will maybe this
is normal, right? And I choose eras. And yeah, eras is
basically just to erase. Erase the paste layer with
any color, any color. Just erase. Just like this. So we have learned all of
the blending mode, right? We have learned blending mode. Maybe you can
experiment by yourself, comparing between one Blend
Mode to other brandy mode. And then also remember
that each Blend Mode has different unique
features, unique color, unique effect maybe is sometimes
in a certain use case, maybe you will using
this plenty mode, but in other use case, maybe you're using
different blending modes. So remember the function, remember the effect
of Blend Mode is important to manipulate, I think the color more further, especially when you're
working with the image, manipulating picture image, manipulating color
for your project. So I'm going to recap
our Affinity journey, we have learned the fundamental. We have learned the fundamental Affinity from Vector Mode, pixel mode, achusetment layer, and also filter layer
and plane mode. After that, maybe you will read it to following the
tutorial in Affinity, read it to following tutorial, more complex tutorial,
more advanced tutorial. And then the more result, the more advanced
result in Affinity. So I think it's enough to learn blending mode and see
you in the next session.
72. Fill Color with Brush: Hello, everyone. I'm
glad to see you again, and welcome back to our
journey in Affinity class. In the preface lesson, we
have learned plane Mode, and we have learned
one by one about plan Mode features and how to
implement it in our design. In this session, we're
going to talk about Brust. And we're going to talk more
deeply about Brastol because I think Prestol is one of
the most important features, one of the most
important tools that Affinity offer
because mostly when we're working with Adjustment
layer or working with filter or working with
plane Mode itself, or maybe when we in a Pixel
Mode or or Vector Mode, we often using the bras. And then I'm going to talk deeply about Prestol
because with bras, we can do many things
in affinity design. So let's go to the
Affinity software. I'm going to talk
about Prestol while I also practice implemented
in the design. So let's do it. For this, I'm going to using the Timbers availability
bile always like refuse lesson I'll
create document here. So in the press tool, as you can see here, this is Brass tool. And in the bras tool, this consists a
lot of category in here from chylics
basic to watercolors. You can using pastol like this. So for the introduction, I'm going to explain and divide it pres tool in this
session into two parts. First is a crust in a pixel mode using this brass and also
brass in vector mode. When we look at the Vector Mode, there is no available
press tool in here. The one the only one prestol
available is a path Brustol. I'm going to divide it
pastol into Pixel mode. In the Pixel mode, a lot
of presto we can choose. So the first, I'm
going to choose the Prestol itself
in Pixel Mode. So implemented Prestol
is actually very easy. You can choose the pen
Prestol here and choose which prestol you want to use. But to apply the Bastol, the thing that we
have to pay attention is the past will
need a pixel layer. So before we're using pastol, make sure we create
the pixel layer. So the pixel layer here is a place to withdraw the prestol. For example, I'm going to
choose the press tool here, bras in a basic category. For example, sometimes I'm using the throwing pad to implant the prestol because
the prestol letter, utilize the pressure
sensitivity. So but using moss is also fine. So for example, when we
using the Prestol egg here, just click pasto here
or maybe more bigger. Like, we can throw
pastor like this. We can also apply
the opacity here or maybe or maybe we can adjust the flow
or hardness here. This this is when we using the different value of flow and this is hardness. Or maybe if you want to
use the different nazle, we call it the
nozzle, for example, like, using the
pencil, pencil here. I'm going to make it picker
the nozzle like this. You can So as you can see here, because I'm using drawing pad
when I put pressure harder, so the color will
become more dark, when I just, you know, like, throw with light pressure, so the darkness or the level
of black is different. So this is very easy when we're using prestol. It's very easy. But the prestol also a flable combination
Prestol with color. And then we choose the color. For example, we choose red, or maybe we choose
the water colors, for example, this, right? And to adjust the
bicker brush and apply the watercolor like this. Maybe we can change the oils. Maybe if you, you know, like, love about painting, this oil painting, actually, we can set the green red. Everything you
want is very easy. So to practice multiply, I'm going to use
this picture here. So we are going to
recreate this, you know, this orange into illustration using a combination
factor combination shape or cofbination, you know, like shape,
using pentel and also we will put fill the
color with Bast. So let's do it. Doing that, I'm going to
using the tool in a factor, we moved to the factor mode. I'm going to using tool
with I think Pencil tool. We can also using the pencil
to dress in this leaf, this orange, this branch. But yeah, I'm going to
try different tools. I'm going to use the
pencil tool here, how to use pencil tool. The cette we change
the color to black, and then I'm going to checklist
the stabilizer here and start to throw the
pencil like this. This is using pen tool. Using pencil tool, I mean, to throw the leaf. It's like this. This is the method. We can using the pentel to
dressing the leaf. But yeah, this is a
new method that I want to practice here because
in the preface lesson, we're not yet to
discuss this one. Like this. So to join this line, this line and this
line, I'm going to select this line
and click this one. Join course like this. Just a little bit. Like this. Sometimes for some part, it's not perfected tress, but I think it's okay. Next, we also
tracing the branch. This one, Branch, we zoom in and then start
to throw dressing the branch like this. Yeah. The fork, we zoom in to make it the curve
is showing each other. Like joining curve like this. Alright, maybe some
part we need to adjust because it's
not dressing properly. But we not need a really
precise dressing because yeah, this is just illustration. Maybe different from the original little bit
different is fine. Like this. All right. Next, let's retrace
about the orange. Like this. Let's
start with this. Start to throw. I'm gonna throw from this from this point. And I throw it carefully. Okay. Because this is just because
this is the illustration, we turn it to so much like this. And then we select, you know, like the last
stroud and the upper stud and then click Join
curve like this. Yeah, more or less like this. Alright, guys, we are
creating the this one, the orange range and leaf. And this one, we are going to
peel the color using brass. I'm gonna fill this color
with thing is this one. T with green, green, this one. Yep. And this one is orange, filled with orange
colors orange like this. Yep. Perfect. I think. All right. And then this leaf. I'm going to put leaf in here
and also apply leaf with green color. All right. For temporally, I'm going to make these brains the same color like the leaf. No, this one,
following the brains. All right. So let's apply, you know, some press Because
as you can see here, if you pay attention,
the orange have pattern on the
orange skin, right? So I'm going to, you know, like, apply some brass and with similar similar
pattern like this, we go to the brass, little bit orange like this. Yeah, go to the brass. And we moved to the Pixelma. Yeah. After than that, we
moved on the Pixel Mode. In this pixel mode, we using the pine press like this
and put on the layer. Remember to apply the press, we need a pixel pixel layer. So we create the new
pixel layer here. Next, because this
still has the outline, we remove the outline first, remove the outline here. Okay, let's time to, you know, put the pattern in here
like this example. Let's we put the press that's similar to
this pattern to this orange skin, right? First, we create this
pixel layer here, the pixel layer,
the pixel layer, I want to put this one, above of curve, the
above of skin, this one. And I'm going to using the
spray and spatter category, spray and spatter category, and I'm going to ooeEpres 04. This one, here, press 04. So this is the setting page
of setting page of brass. We can using the brass well we keep the window open like this. For example, when I
try to apply this one, the repress, I choose the color. I'm going to using the orange, more orange than this one. Let say the result
will be like this. You can see here. Maybe to need more like this the result. So some of them is
across the line, right? Some of them is across the line, so I'm going to peg to the
layer and this one, the curve. In this pixel layer,
I'm going to put in the inside of curve green. So I'm going to a
little bit make it picker in this size this
and start to throw this. It's similar, right. Similar to the example. Mm. So I'm going to put this here here. All right. And then let's start with apply. This area is more, you know, more orange. Maybe it's a little
bit orange like this. So we throw here, throw here, and this is the orange back
to orange, little bit orange. We throw in this area. Yeah, this area two. And the under the leaf is also neat to throw with a
little bit of tar orange. Just a Tarker orange. Like this. And in this middle area, in this middle of orange, we using the yellow
pas May this too much? Yeah, yellow, like this. Right. And then this area is not
yellow. It's also orange. We put again orange. We use the orange to
throw in this area. Orange, still orange. Like this. Orange more target in
this area. Rights. And I just aware that this brand should
be a sil right here. Should be here. And
then, yeah, we move. We move to here again. And this area is like headlight
of the lighting, right? This one use the orange, a little bit like this. And this is more
brighter, right? This is brighter.
Very, very bright. Maybe it's more it's
close to white color. A, Yep. More or less like this. And then this area is, you know, it's close
to the brains. It's a dark area,
some shade too. So we need use maybe
it's a dark area. It's more darker. And I'm going to, you know, reduce the press and zoom in to make it more
easy to apply in the press. And throw like this, this is the dark area. M Yep, like this. And some of them is some
line here, some line. So we reduce the crust
maybe to 30 and using the, you know, like, more darker
or maybe close to a brown. Just throw like this
or maybe more smaller. Just trough like this. Yep. It's true. And some of them
Also has the shadow. Oh, it's too much. Yep. The result
will be like this. Okay letter bit this area. Yeah. All right. So I think we have
done with the orange. Let's move to the leaf. In the leaf, I also using the same brass to and from
the color because this area, this area is more lighter
compared to this area. So I've divided the leaf
into two parts right here. I'm going to use the
yellow the green. The green. Right? To create this one, we also
need the new pixel layer. This pixel layer again
pixel layer again. And this pixel layer inside. So we need to create
the pixel layer. Remember, the pixel
layer is placed to put the brass tool
because again, the pixel layer
in this one is we need to put the inside of curve. So place inside of
curve like this. So in this one is placed when we adjust when we press the leaf. For the color, I'm
going to choose this one color here
a little bit darker. Yeah. Yeah. All right. This one, a lit a little
bit darker in this one. Like this, this one little
bit brighter in this area. And for this one, is a darker, indeed. And this one. Yeah. All right. It's like this. This is for live?
Yeah. Maybe like this. In this area a
little bit brighter. Yep, it's close to this area might be a
little bit brighter. Close to white. Yep. It's like this.
Yeah, this one, too. Oh. This one. Yeah, more or less like this. And the last we also
create a new pixel, but we need to put into
inside of this one branch. And again, the branch is divided into dark area and bright area. This is the shado and
this is the headline. Which is used in the dark color. Maybe we using small brass. Color. This one in the
right area. Just like this. Yeah, we can practice
by yourself, to put the color with Brest like this. All right. So this is the example of using Press tool to create the illustration of
orange. Here, guys. So this is the way we're using press tool to
create the illustration. We're not using field tool or Cretan tool to
create this color, but we're using the Press tool. And next, actually,
press tools we can also create our own this one, our own nozzle, like this. And with Press tool, we can create many things. So in the next lesson,
I'm going to explain about the image press,
also Intensity Brush, this one, the image press and intensity press
because with this tool, we can create our
own press tool. We can create our own
pattern, actually. And then, yeah, it's very
exciting to talk about. So see in the next lesson.
73. Image Brush and Intensity Brush: Hello, everyone. So let's
move to the next lesson. I'm going to talk about the intensity press and image press. So let's move to the
Affinity soware. So in order to easy to explain, I'm going to duplicate
the airport like this. Remove the in the content. And yeah, this is I'm going to explain about the
intensity press. Image press Intensity Brush. I duplicate again the Airport. I'm going to say I'm going to change the port
into image press. And this one, the
intensity press. Intensity plus. So let's create the pixel layer. So for example, the basic press, the basic press
utilize the rounded, rounded Nozzle, and then we can track like this rounded nosle. Like this. For example, when we choose the pencil, this is using the pencil
throw the pencil like this. So the Nozzle is like
when using pencil. So the image brass, we can use the
image as a nozzle. So let's say when
I'm going to create this simple around it like
this, for example, right? I remove the outline and I change the color
with craten like this. I'm going to change the color
maybe from orange orange. And this one orange. We Color Wheel. I'm gonna using the maybe
this one is orange like this, and this one is purple. Yep, more or less like this. And I'm going to
reset to maybe 40. It's like diacnal
like 40 degrees. All right. For example, I export, click here Area selection only. Yeah, because I'm going
to just select this one. Selection only here and export. And I'm going to both name Gratian circle,
for example, here. So because I don't
need this one, I just maybe you can delete or hide the
circle. All right. So we create the bras, this one, the bras, maybe we can create
new category. For example, I'm going
to create new category, and this is the category, right, from acrylics, basic tomdiangraphing
is a category of brass and we can create
new category of Pass here. With create new category, I'm going to create
I'm going to type image Pass. Like this. And then here image brass
category is created. So in this category, we can put import, you know, using new image brass, this one to import the craton circle
that we have created. This. After that, here, this is the nozzle using
the Gratian circle. And then we click this
one, the Pass tool, don't forget to create a pixel or we're using
this pixel layer, right? And then then this
one, don't forget. This is a park crown. And then maybe we can,
you know, brass again. This one to pop up
the window like this, we can adjust the size. And then here the result. And then we can
checklist stabilize to get more better yeah, like this, this is the result. We can also, you know, make it spacing is more closed. So this is, like, it's very, very smooth
movement like this. So for example, this one, this is the this
Cretan circle, right? When I throw like this, this will be purple. Right? Because this one, this purple area is stretched to become the mine
colored brass like this. But when I strow from the
bottom to the up like this, it will result in the orange. Right? When I throw decona from the top left
to the patom right, it's like, this is the half
half orange, half purple. So this is the principle
of brass will draw. Remember, this is the
rounded of brass. So the press booking
is using this logical, right, top is a purple, left bottom is orange. So when we throw
from top to bottom, from the right top
to the bottom, it will result in the purple. But from the bottom to the top, right, resulting the
orange like this. This is the image press. For example, I throw like this. And if we change the color, it doesn't affect anything. The color to stick in the
image that we import. We cannot change the color. We cannot change the
color like this. This is this the image brass. We cannot change the color, using the stick color that
come from this image. With the image press, we cannot change the image. Then the image just comes
like image we import it. But it's kind of different
with the intensity press. The intensity press
when we click here, when we click the
intensity press, new intensity press, right? And then we click
Gratian circle. So the intensity press will result in black and
white right here. So in this orange,
because the orange is more preder compared
to the purple, the orange become
the white area, and then the purple become
the more darker area. The result will be like
this. Don't forget to create new pixel layer in this one pixel layer. The
result will be like this. This is resulting the purple
resulting the red color because I using the red color in the color will right
here, red color. When I changed the
color to blue, the resulting is a blue. Color, I clicked Green
resulting green layer, green color like this. So different intensity
brass and image brass. Well, image brass
stick with the color, the image we import. We cannot change the color, but in the intensity press, we can still change the color, but still utilize the rounded
press like this craton. This craton still
perserve, right? Even though we change the color, the craton still
perserve like this. This is the intensity press. So let's be practice to
create the another nozzle.
74. Custom Nozzle in Intensity Brush: Hello, everyone. So let's continue
to the next lesson. I'm going to talk about
the intensity press. The intensity press is not only able to use the one color, but we can also create our own custom nozzle and
our own color palette. So let's practice
with intensity press. I'm going to duplicate this one, this part in the
intensity press like this and then just delete the rest of content, the intensity press. So to doing that, to create our own Nozzle
and color palette, I'm going to create Nozzle
with star combination this. Using star combination, I'm
going to set this one for 12 12 star like this to color
set to black like this. All right. And after that, we just bring the black
color. Yeah, just like this. And then we can
edit this inneratu. Yeah, I think it's like
this interative use or outer circle. Yeah, more or less like this. Maybe inerad is too much, maybe you reduce
a little Oh, no. Okay, like this. So this is the nozzle that we want
to use to create a brass. Next, we want to use the
color palette or color bras. Using the same method, I'm going to create
rectangle here, this rectangle to
create the color. I'm going to apply in
the craton, this craton. This one, I'm going
to set to Pin to purple or blue like this. Like this and set this
one to elliptical. Here is elliptical. All right. Yeah, I'm going to reverse this. So the plague is in the inside. The plague is in the inside and the outside is
more Brer T one. Yeah, more or less like this. Maybe I'm going to create
new two color here. This one is a base on
the blue and this one is placed base for the
pple for example. And we will see in the
comparison result letter. First step, we need to
export this star, right? We just click here.
No, click PNG. Don't forget to PNG and
selection only. Is one. Selection only,
and click Export, and we put the name star. Star. And this one to apply this color to set
this color palette. Let's switch, click here. Click here and click. Oh, no. Like swatches. So if your Affinity doesn't
show the swatches, you can activate with
Windows in the Windows in general and swatches this
one. And in the swatches. So I'm going to create new
at application palette here. This is for, for example, I'm going to type this
name for Gratian color. Cretan palette. This the carton
color for example, like this and I click here, this one, this blue,
Color palette, click at current field to
palette and click this one. This purple and click
current field to palette. And we have two color
palette here. No. Two. And after that, we just height this
one, i this one. So let's import the intensity
press here in the press, in the tab, we click New Intensity Brush
and then click Start. So what would happen if we
throw this with the star? The result will be like this. We add this one, draw like this. This is a blue
because this one is this one in the focron
is a blue layer, right? Don't forget in the layer, you have to create the
pixel layer first. Right? If I add the spacing like this and then maybe increasing the size like this, the result will be like this. Right? And for example, I'm
going to reduce the size, but in the dynamic, using the cheater, yeah, like this and decreasing
spacing like this. So in the cheater, for example, this is we can put the pressure. So the pressure here
means if you using the throwing pad
and using the pen, we can adjust the
pressure like this. This is the small. But when I press more harder, the pressure, there's a
little bit more peak, and I turn maybe in my pressure is light
back to small again. And I back to pick when I put the harder when I
hold the pen more harder. Like this. This is the how we use
the press using pen. And yeah, but how we can adjust this press tool and this nozzle with color we
have created in this one. Just click here, here, and then the result will
be like this, right. And if we reducing the
spacing like this, the result will be
like this, right? And we increasing the size, for example, like this. Reducing spacing again. Yeah. Like this. It's similar to what you call it a dragon I think I will reduce the spacing again
and using dynamic. For example, the
Protesting jitter. Like this and just the
result will be like this. So the rotation of, you know, this rotation of Nozzle
is a natural, right? So like this. Maybe, you know, this one, the spacing is a more closer. The result will be like this. Oh, it's close to
what they call it? I don't know. But this is the
way we create the, you know, the Nozzle on
nozzle with on color. And also, we can create we
change the color like this. This is the blue color we have
created prefously, right? So this is the intensity press. We can adjust the It's not
only stick in the color, we import it because
when we import, the star is a black color, but we can change the color depends what we need
with intensity color. And then we can save the color palette we want
in this one swetches. And then we can also create the color palette we
want, like this one. This one, color palette
from the rectangle. So this is the intensity press. Next, I'm going to talk
about the image press. So because this one
is intensity press, I'm going to move
to the image press. So next, we're
going to talk about the image press because this
one is intensity press. We have learned intensity press, and in the image press, it's also interesting too, because in this image press, we can create our own
image and using press to create a certain pattern or certain ornament or
something like that. So it's very interesting
the image press. I see you in the next session. There is one features that
intensity press offer also need to learn is
that the intensity press, we can create our own Nozzle, but also we can add
a texture inside it. So let's practice. So we can create our own Nozzle plus combination with texture. It's not only
degradation anymore, degradation like
this color palette, but we're using the texture. So let's I Read this one in the
intensity part part, I'm going to add the
pixel layer, right? And I go to the Oh, no, the pixel in the Pixel Mode. I'm going to add new
intensity press. And this one, I
have a Nozzle here. So what would like if
we apply Nozzle here? The result will be like this. Maybe I'm going to increase
the size like this. This is the Nozzle. And let's be using the black. The result will be like this. So what if we add the
pattern to intensity press? To create that click top a
click the Nozzle in this one. Maybe I'm going to
click reset first. Set chitter like this and
go to the texture here. And this is the brush nozzles, and this is base texture. In the base texture, we can set the texture with, for example, the wall
texture like this. So the result will be like this. The nozzle is as a Nozzle, Brush Nozzle as a nozzle,
and then the inside of this, it has a texture like this. So we can create
texture like this. So if you want to add
texture into your nozzle, it's also be able to
create that like this. Maybe in the nozzle, you
want to scale like this. And we just click maybe the general and
increase the size. Just throw like this. I will turn off the stabilizer
and just throw like this. It's very easy, right? And then the rush you impart, be able to combine with a
pattern or, you know, texture. This is the wall texture. Man wall texture like this. If you want to change the color, it's also be able to change the color. We moved
to the color. Maybe you want to change
to maybe this one, Lou. Also a blue like this. It's also fable to change the color because this
is the intensity, not the image press. The intensity press, you can
change the color like this. With this. The more you throw the more the darker the result
like this, puss. So this is the feature
of intensity pass. We can combine the nozzle
with the texture like this. This is the intensity pass. Okay. So the next we are
going to learn about the image press B to image pass because the image press
also offer good features. We can create our own you know, like pattern or our
own pass Nozzle press with image with certain image. But, yeah, I think
it's a word to learn. So see you in the next session.
75. Create Pattern From Image: Hello, everyone. So let's
continue our practice. Our next discussion
is about image pass. But this is unique
features from image bras. Image press, like refuse
practice with image press, which is import the image and then apply image as a press. But this one, I'm going
to apply some trick and that maybe this is the interesting to try.
So let's get started. I'm going to duplicate this. So I'm going to
duplicate this airport. So we experiment image press, we delete the metri, we turn it anymore. And then I have this one. Lower, this one, lower Raw flower is like a flower that
arranged in horizontal. Let's import this one here, click New image brass, and then click this
one, flower line. This one, this one. The
result will be like this. Maybe I'm going to
increase the size. The result like this. Simple, right? Right. But the images, the nozzle is also
following the flow line. Interesting, right?
Interesting, right? Because we throw horizontally. It's like overlapping, right? But it's kind of different
when we throw particle. And then the image
brass is in this one, you know, this
flower is visible. All of them is visible. This one. But we can also
setting in this one. We can also setting this one. And in the dynamic or
texture in the dynamic, we can set the
cheater, for example, like this or maybe scatter like this and
just throw like this. Just throw like this,
roll like this. Or maybe if you can
experiment by yourself, maybe I'm going to increase
the image like this. Maybe to pick, right. So when we click here, we can also every click that we apply is like we stamped
the brush with the image, and then, yeah, we
can create like this. This is the image
brass but we also be able to create the individual
the individual image. And then next, we
are going to create, you know, another way to create the nozzle
with the image plus two. But here, I have the
image from fruit here. And I'm going to create this fruit as an image
brush individually. Well, compared to prefus flower, this is the one image that
consists of some flour, right, but this is
the individual. So how to create that? First, we also
creating this one. This new image brass, just click the first flower. Maybe I'm going to set this one. This one is apple, right?
This one is apple. When we're using
the apple press, the result will be like
this. This is the apple. This is the apple.
But when we adjust, I'm gonna increase the size. Much. Like this. But here, there's some
features that make it interesting in the texture. We moved on the texture
tab in the texture, right? We click in the press Nozzle, we can add the image, right? I click Add and click
foot number two, click again, click
foot number three. Add again, click Adimage next until all of the
image we invert it, right? After that, which we
pack the general and decreasing or increasing
the space like this. Or maybe it's too much, maybe it's more
closer like this. And then don't forget
to create to save us. And then just click the name fruit Lu fruit roll. That's right. Click close. And this one fruit rose. And then just simple
roll like this. And then simple will increase the size first
and then throw like this. But the result
will be like this. And I'm going to add spacing like this spacing
like this, right? And in the dynamic,
no, in the texture. Yeah, just random like this. All right. L close and
then throw like this. Like this. It's too much, too big. It is very easy, right? So when we create the individual image,
it doesn't matter. This is the horizontal or
vertical, it doesn't matter. The result will following and the arrange of
fruit is random. And it's easy to us to arrange or to create the random fruit, you know, from the fruit that we have arranged in
this texture, right? So this is the two different. We can impart the PNG, single PNG like this. Lower like this or this one
individual root like this. This is the image press. So, interesting, right? So the next step, I'm going
to talk about the path, the path prestol
available in Vector Mode. This one, the Path rustles also interesting to learn because
it offers a unique features. So in the next session.
76. Path Brush Tool: Hello, everyone. So let's
continue to next our practice. We talk about the Bath Brustol. The Bath Brustol is only
available in Vector Mode. And in this Bath Bristol, we are going to using
this one path rustle. So to using the Bath Brustel we click here and click
on the Bath Brustol here, and we can choose the
category we want. For example, I'm going to using this one acrylic
stroke and like this. Like this. Or maybe a Things like this, right? So it's not literally If you pay attention,
this is the moving, it's like moving, right?
The line is moving. It's not unlike the pastel. Or maybe if you
look at this one, the image press, this
is a lot of features. So example of path prestol. For example, when I using this one lips, the
result will be like this. So the leaf will following
the line, right? This is the compilation
of leaf, right? So the leaf will
following the line. You can also using
the tropical flower. Yeah. Here, this is
the tropical flower. Or maybe we can increase the
size. This is the flower. This is the flower case, right? The flower following the line. Or maybe we can also using leaf. So if you want to
make the accessories or additional image
for your design, you can create the leaf
like this or maybe you can create or maybe you can create
the tropical flower. This right? Combining with jungle. Right? It's a very, very interesting. The PAT Press tool is actually
working with the line, especially in the
outline like this. So when we create, for example, the AIP stool, like this, I'm going to delete this one
and bring back the outline. Using this one,
bring the outline. And this one, the Path Prestol
this is the circle, right? When I click this one, for example, I'm going to
use the tropical flower. The result will be like this. But when we click here, it will appear black and
white because again, because this, this
outline is in a plaque. When we create, for example, the change the color, the color of flowers following
the color we choose. Like this. But if we delete the outline, it will bring the
original color like this. So this is path rustle. If you think that, you know, the Odline the result is more is smaller and
you need more picker, click double click in
the tropical flower here and click with this one. Here, the result
will be like this. It's very easy to
use Path Bustle. We can adjust this. So it will following the path. Even though the
path is a circle, it will following the
circle flow like this. This is the path cstol. So what if we add our
custom image like this? Another example like this, using the Opa and using DCS, this and we don't forget
to remove the outline. It's a very cool, very easy, very cool, right? So what if we using
our own image? I have the image,
the prefuse image. So what if we're using this one? The flower line that we're
using the prefusePractice. So we just click your
click new texture image pass like this and
click this one. L flower line. And the result will
be like this one. When we apply this maybe
rectangle, for example, this rectangle or
rectangle like this, and then we apply
this flower line. And we increase the width,
the result will be like this. Oh, I think the result is
not like we want, right? But it doesn't matter because this is the body in the
setting, this body stretch. If we click the repeat, so it will make the
reputation, right? I make the reputation. And in the corner, we can choose the
pod or overlap like this or pull like this. This one, we can also
adjust the result. Like this or cover all of them. This is the cover of image. If we just choose, for example, this area, so it will causing
the image that appear in this result is just
the purple and this one, one kind of flower, right? So I will bring back
and click Close. Just delete the outline and the result will be
like this, right? So I delete. What if we
add the Ellipse tool? The ELP stool, just simple, wig and click our image and
then remove the outline. Just like this.
It's a very simple. We can add our image,
just click here, click New texture image press, and then the result
will be like this.
77. Create Pattern with Brush: So what if we using
the one image? Or maybe if you remember,
in the preface lesson, when we learning the filter, we have this pattern,
this at pattern. I'm going to copy to
brass filter here. And this one I'm going to add the Path brass
tool with that image. This one, the pathic
pattern, right? So we have the pathic
pattern, a Nozzle. And if you're
curious about that, just click this rectangle
like this, right? And just click Apply
pathic pattern. Right? And then the rest of it, just click the outline
to remove the outline. But the result will be like this because the pathic
pattern it will stretch, stretch to create the circle. But when we setting up the pathic pattern
into the repeat, this one, repeat mode, the
result will be like this. And then maybe we
can increase the way with and the result
will be like this. It's a very cool
features, right? It's very cool features. It's a very cool features
from Beth Brastol. Right. So the path presel
also can create like this. This is the hot dog, right? Using Path Pressel to
create the hot dog like this or the sauces. This one. So if you import
the picture like this, I have the picture new
image, this one, pencil. So with pencil, I just
create like, Oh, no, no. Using this pencil
just create like this or may piece too
small, the pencil. I can create pencil like this. How can we create a
pencil with properly? So first, let's create the line. The line, maybe I'm going
to create line like this. This is the straight line, right? The straight line. And click the pencil here. The result will be
like this and we click stroke with stroke, but this is not pencil we want. How we can create the
pencil like we want. We click to click the pencil. From the stretch,
we click repeat. But the result
will be like this. The pencil is divided into
several parts and creating the repeton like the
flower refusely. But again, we will still
using stretch like this. And we will this
offset this one. This one we set to create here and set
to create here too. So in the outset of line line, it doesn't effect of stretch. So the stretch, the
image that, you know, like stretching the
image only affected the inside of this border,
this right border. So the result will be like this. If you think that this is too long, you can tell it like this. And then you can increase
the width like this. This is the result. Yeah. The result of pencil. It's using Prestol. It's a very, very easy, very cool
features, right? This is the fully
function of pencil. And then maybe I'm going
to increase the size. So the size of pencil
following the size of outline. But to make the color of pencil following
the original image, we have to remove this outline. So this is how we can use the path pssolol we can
create many things. We can create pattern, we can
create ornament ornament. Also we can create
pencil like this converting from image
into Nozzle press this. Or we can create
pencil with a circle. Like this circle. Just click the pencil like this. It will become the
circle like this. It's very easy. It's very easy. Like we create the
breakfast flower. I still have one flour actually and worth to
try this one. This one. And I'm going to increase
I'm going to import or add new texture images
using flower line two. This one flower line two. Practice. Click repetition. Nice. Yeah, we can still
create many things. This one is very
easy, is very cool. The Affinity also give us, you know, some pattern
image process. But we can also create our
own process like this one. So the next session, we're
going to practice Path Brest to create the Gratian color. So combination Path presto
with Gratian color. So see you in the next session.
78. Practice Gradient Path Brush: Hello, everyone. So
in this session, we're going to create
little practice to make the combination between
Beth Bristol and Cretan. And then, yeah, let's try. I think this is the interesting, the interesting tools and the interesting features
that we need to try. I'm going to create some
line, certain line, maybe just I'm going to create
the combination this one. Oh. Oh, it's too big. It's a circle a copy like this. So I think I'm going
to make this one. This line. You can follow
the way or just for example, you can create the
line you want. This just create for example, like this. Like this. Here. I tilt this rectangle
and this rectangle, this circle and
put here in here. This line, I'm going to
use this line to create a custom line All right. So after that, we are going
to use this, this press. I think the category is
a different compared to the brush that
available in Pixel. So for this use case, yeah, I just need to impart the same material
in the image pass. I'm going to add new texture image pass and
using this ration circle, this one, using
this Cretan circle. Click here and click
Cartin circle, this. So after that, I just
click, delete this one. Is Oline. The result will be
like this guys. And the rest of it, Oh, no, I just increase
the size like this. Right? And apply this one. So, you know, the corner or the edges
of this one is around it. Maybe this is two, but yeah, sometimes
it's not rounded yet, but we can adjust a little bit. So in this page in this
window, the opacity variance, I will set this one to 100
like this 100 like this and close the window and we go to the stroke
and click pressure. In this one, I'm going to if we set tune this
one is the opacity, basically in this opacity. But when we set this
opacity in here, here means this opacity
just affected in this area. If we set tune this here, the most left and
the most right, the posit is affected
in this most right of the line of the criterion and
the most right in this one. If we set more to center, the affected is also here. So the line, the first line
here, it will affect it. And also in the last
line it will affect it. This. But again, I'm going
to choose a bot maybe I'm going a little bit
further like this. And how about we make it more? Yeah. Like this. And to make it. Okay. After this, I'm going
to add the background, right in the background. This rectangle put under
the curve and also here. This one And yeah, this is just for example, right? Just for example.
And the rest of it, I'm going to add this
maybe the filter, some filter like at noise, sometimes or at noise. I think, yep, at noise. Yeah, we can also
combine at noise. Also copy in the rectangle or add noise to all
of them, this one. Just add add noise like this. Yeah, or this curve, we can add the effect layer
outer shadow, I think. Outer shadow. Outer shadow with Yep. More or less like
this. Yeah, just for a little practice to create
some object like this. So this is the combination of
line path sto with Gratian. Yeah, little practice, guys, because previously
we have created the image like pencil,
like the flower. You know, and then ornament with patti and then also this one, the flower, the custom
flower, and this one. So the next step,
I have the image. This is the simple image. Yeah, I think this
is still, you know, like empty space, and I need to put maybe crust or
something like that. So using so to create
crust, using press. Even in the next session,
we will practice to create crust with Pass. Mm hmm.
79. Practice Draw Grass with Brush: Hello, everyone. So let's
continue our practice session. I have this one. This image. I have this scenery. This one looks great. But when we pay
attention closely, in this area is still empty, this area is still
empty, this area two, it will be great if we
put some crust here. So we are going to create crust with brass utilizing crass. So the first thing
we have to create, we need to create the nozzle, the nozzle that's similar
to crust, and then later, we import and to apply
the nozzle in this image. So the first step, I'm going
to pur on this hardboard. To create nozzle, simply
to create cross like this, tilate this one, to
create cross like this. Next, maybe cross is similar
to what do you call it? Just like this. And transform to horizontal like this. And then maybe I'm
just a little bit stretch leaning to right. Yep. And this one, too. Maybe I'm going to split
up this video. All right. And then after we satisfy the shape of
the shape of crust, we just put the color to this
like the green like this. And these two using the
cream like this, right? And then to make it more, this one thing is to take
this area, this area, too. Next, I'm going to add
some Gratian here, right? And this one, this one, I'm going to set the opacity
to zero or this one. Zero, the pottom No. Yeah, this one to zero. Because in order that
the root or, you know, this bottom part is more plan or more mixed
with the picture. The gradien I'm going to copy
this color palette and make it in this dock area also
using the same color palette. So it's basically a gradient, but solid color looks
like solid color, right? And this one, this
opposite to just thrown this one to Right. And the last, we
also died this one. First, we have to match
the make it match the color and then reduce the
opacity in the bottom part. And like this. Yeah. After that, after we
create the crust, the sample of crus we export. Selection only, flexion only, and we export crus
crass Other than that, let's import crus as a press. We're using the press
layer intensity press. We moved on the Pixel Mode. We moved on the Pixel Mode
and go to the process, go to the image press. This is the category we create
for the prefus lesson and new intensity press and using this crus and then put,
for example, this. And then here, the pass. Maybe I'm going to increase
the press and then set here. This is black when we choose the green like this may be similar to
Picron wecme like this. And next, I'm going
to set the space, maybe make it more
stands like this. Yeah, I think I'm going
to create like this. So the brass, we can create by one by one, click like this. So it doesn't need
to make it more like this because the
crasses look unnatural. So maybe just put in
a random like this. It looks like more
natural, right? Maybe I'm going to increase the size because this
is close to our eyes. Yep. Like this, maybe
close can more put in here or reduce the size when we want to
throw in this area. Throw can Maybe we need more differentiate
the color, like, a little bit darker color. Like this one here
just small part. Maybe around here. It's a little bit darker. Here, right? To make it, yeah, it's more variation, right? Or increasing to
throw close to here. Or maybe we just throw in here. Yeah, it depends on your fell
and creativity, actually. Or maybe you want to pick
the same color as this one and maybe put in here this. Yeah, this is also cool. And let's doing the same
method like before, like this. This also fine, actually, to speed up the time. No, but it's done
much. Like this. We need red juice again. So it depends on your or
in our creativity, right? So it depends on our creativity. So this is before before, after. Yeah, I think it's
more better result like this area from the empty, from the empty area, and we put the crust like this. So it's not cover of the crust, but I think for
additional crust, and this is a yeah,
I think it's enough. I think it's more
better. And then we can also put crust in here,
put crust in here. And so many thin
crust we can put. But this is for example,
little practice. Yeah, you can also practice. First, we create the sample like this using Intensity Brush, import the sample of nozzle and then by gradually throw the crust like in this
area and this area. So we're not creating
crust one by one because it takes
a long time, indeed. But we can use the
crust like this, put in here, click, click click, and then yeah, you can throw crust like
this like we want. So it's very easy,
very convenient. We can also change the color. So maybe we need more
darker crust here. So we can create darker crust, too. So very easy though. So if you understand the our journey in
learning the Brass layer, I think, maybe we're
confident to using presto. Maybe from this one from
creating the illustration, practicing image pass and intensity Pass and creating the, you know, repetition
image like this. And then combination
to line and Kratan and then also to create pras like this as to create
crust using press. So we don't create one
by one, the crust. But just by using press, using one and then
creating as a Nozzle, and then we can throw
crus like this. So next, we entering
the conclusion session. Yeah, I think I'm
going to explain a little bit about what's the most important
for this class. And I try to recap all of this
and also maybe some tips. So see you in the next session.
80. Conclusion: Hello, everyone, thank you for following this course
all the way to the end. We have now reached the conclusion session,
and in this session, I would like to summarize the key points that we have learned
throughout the course. The first thing that I want to emphasize is that if
you want to learn Affinity software or
any other software or graphic design
software in general, the most important
thing is to master the basic tolls
and the tools that are most frequently used
in the design process. We have explored the Affinity
users interface in that. Broadly speaking, Affinity is divided into Vector
Mode and Pixel Mode, and each mode has its
own set of tools. And we have explored the
pen dos, selection tos, Brush tos, shaped tos, artistic text, and
many other features. After learning the tos
and user interface, we focus on the fundamentals that exist not only in Affinity, but also in many other
design application. One of these fundamental
is the adjustment layer. Within the adjustment layer, there are many presets and effects that we can choose from, and each effect produces
a different result. Adjustment layers are
important because design work is always closely related to
the color and mood. The adjustment layer provide us with many options
to adjust color, redness, exposure,
saturation, shadow, headlight, mitons and much more. And next, we learn
about filters. Filters make it easier
to manipulate the shape and appearance of
images or design. Well, adjustment layer focus primarily on color adjustment, while filter allow us to modify
forms and hysual effects. There are many filter
tools available that help us achieve the specific
look and result we want. Another fundamental concept
we studied is blending modes. Blending modes are also
used to manipulate colors, but they work differently
from adjustment layer. Lending mode control how colors interact and combine with
the layer beneath them. As a result, applying
different blending modes can produce a wide variety of visual effects and
color combination. The core objective of this
course is learning how to use the tools available in both Pixel Mode
and Vector Mode, and to take advantage
of achievement layers, filters, and plenting modes. Once these fundamental are understood and
gradually on start, designing an Affinity becomes much easier because we already understand the foundation
of how the software works. We created many designs that
completed many exercises. Those exercises help us gain a deeper understanding of how to create design
effectively in Affinity. Before you finish, please do not forget to leave a
review for this course. Your feedback will help me evaluate and improve
future classes. Also, don't forget to upload
the project you created during this exercise or
any of the practice. Sharing your work can inspire other students and help build a stronger
learning community. One final tip from me, learning design takes time. There may be moment when you
feel bored or frustrated. However, it is important to
appreciate your own progress. Every design and every project you create step forward that brings you closer to creating even better design
in the future. Once again, thank you very
much for tuning this course. I'm truly happy to have had the opportunity to share my
experience with all of you. My name is Patna ai, and I look forward to seeing
you in the next class. Thank you and see you next time.