How to warp design onto a packaging outline? - printing

I have a design that I need to put on a cup. The design will wrap onto the cup, but I can't seem to do it in illustrator. I tried the warp function but it distorts the design a lot. Is there a way to do it so its not distorted or reverse-warp the outline ? enter image description here

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How to add rain effect to a picture?

Given a picture, I would like to modify it to create the effect of rain on glass. What steps should I take to achieve this goal?
Suppose we want to add the effect of a single drop of water on a given point in an image, some pixels around that point should be modified in some way: how these pixels should be modified?
Simple way is to just make transparent image that is actually image overlay. That looks like common approach of water drop effects in gimp.
example:
http://natural-drops.deviantart.com/art/drop-of-rain-373710307
I think that in order to make optically correct image one need to have full 3D info of environment, because most optics equations that one needs to simulate correct image includes each object distance.

Render water-paint in iOS

I have been working with OpenGL in iOS, and setting the colors with glColor4f(r,g,b,a) and then drawing my own color on a white UIImageView. I basically have a brush, which is then moved around my user's touch, and then it paints the color onto the canvas. But this color needs to be water paint (like smudged color)
Does anyone understand/knows how to get a water color like this app does, and how the background UIImageView has a texture on it?
https://itunes.apple.com/us/app/hello-watercolor/id539414526?mt=8
or checkout water paint in this. http://www.fiftythree.com/paper
I created a bounty on this as I am really having a hard time to grasp how to derive such smooth flowing colors out of the normal colors. Even if you guys point me in the right direction, or to some sample code on how I can get the effect of water-paint, it would be really helpful ^_^
And as a bonus, it would be also be helpful if you can point out to me how to get canvas on which it is painted on looks realistic, and blended with the paint? Does Blending/GLSL have to do with any of this?
Is there any sample project on this?
If you are still struggling with the basics of getting realistic looking water colors working, you may want to experiment/prototype in photoshop first.
http://www.zoepiel.com/tutorials/watercolor/ shows some very effective tricks for creating watercolor images with simple tools.
The most interesting one is to multiply a group of watercolor layers with a greyscale watercolor paper image. The texture of the paper makes some parts remain white, and other parts saturate with color, just like real watercolor.
Each layer remains 'wet' in the sense that the colors within it blend, but the layers are 'dry' with respect to each other.
She also explains some of her brush and blur settings and shows what they do.
Once you can produce the desired effect in photoshop, you'll have clear specifications of what you want to do and you'll be quite a bit closer to programming it out.
Looking at the examples you posted, it looks like they are using a simple Gaussian Blur with a radius of double your brush size. This may be an incomplete solution, but it's at least the first level.

Three.js plane geometry border around texture

I am building a 3D image viewer which has Three.JS plane geometries as placeholders with the images as their textures.
Now I want to add a black border around the image. The only way I have found yet to implement this is to add a new black plane geometry behind the image to be displayed. But this required whole-sale changes to my framework which I want to avoid.
WebGL's texture loading function gl.texImage2D has a parameter for border. But I couldn't find this exposed anywhere through Three.js and doubt that it even works the way I think it does.
Is there an easier way to add borders around textures?
You can use a temporary regular 2D canvas to render your image and apply any kind of editing/effects there, like paint borders and such. Then use that canvas image as a texture. Might be a bit of work, but you will gain a lot of flexibility styling your borders and other stuff.
I'm not near my dev machine and won't be for a couple of days, so I can't look up an example of my own. This issue contains some code to get you started: https://github.com/mrdoob/three.js/issues/868

Xna game development - Game background issue

Im starting with XNA and i need an advice about the following.
I have a .jpg file with my space ship game background with the following size:
width: 5000px
height: 4800px
When i try to load the texture i get the following error:
Texture width or height is larger than the device supports
What is the most used technique to move the background at the same time that your ship is moving?
Thanks a lot.
Kind Regards.
Josema.
One way would be to separate your image into smaller tiles and draw the visible ones.
However this technique suffers from a problem when bilinear sampling is used, because the colors bleeds from the one side of the texture to the other. You can probably compensate by disabling texture WRAP sampling or by grabbing a single of pixels from the tiles next to.
For example if you want 256x256 textures, you would only display 255x255 tiles, because one line (right and bottom) is a copy from the tiles next to it.
Hope it makes sense, otherwise I'll have to paint a picture :-)
The texture limit is determined by graphics card, I believe.
You want to break the texture down to smaller images.
Try something like this. He's tiling a simple 40x40, but you might use it a a guideline on how to tile yours.
http://forums.xna.com/forums/p/19835/103704.aspx
To move the background at the same time that your ship is moving you can implement a camera.
The following links might help-
http://adambruenderman.wordpress.com/2011/04/05/create-a-2d-camera-in-xna-gs-4-0/
http://www.dreamincode.net/forums/topic/237979-2d-camera-in-xna/

What is the best way to draw skinnable "buttons" in a video game?

I'm looking for ideas on how to draw a skinnable "button" in a game application. If I use a fixed sprite non-vector image for the button background, then I can't size the button easily. If I write code to draw a resizable button (like Windows buttons are drawn), then the programmer has to get involved -- and it makes skinning difficult. Another option is to break the button into 9 smaller images (3x3) and stretch them all -- kindof like rounded corners are done in HTML.
Is there another "easier" way? What's the best approach?
If you really want to accomplish this, the way to do it is with texture coordinates. Much like you would make a stretchable button/panel design in HTML with a table, you simply define the UV coordinates for the corners, the top stretchable area, the bottom stretchable area, the side stretchable areas, and then the middle.
For an example of this being implemented in an XNA engine (though it's a closed source engine), see this:
http://www.flatredball.com/frb/docs/index.php?title=SpriteFrame_Tutorial
Yes. I am working on an Editor. It's a XAML-like language (or OpenLaszlo-like, if you prefer) for XNA. So the buttons can be resized by the editor. The buttons might also be resized by a style sheet.
I guess you're right that it's likely that the buttons will all be the same size in a real design. But even in a window's app, you sometimes need to make a button wider to accomodate text.
It should be possible with shaders. You would probably have to do texel lookups, but it would cut down on the number of triangles in a complex UI.

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