Real life Paint GLBlenFunc - ios

What GLBlendFunc would solve this problem?
I am currently using:
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
I want the paint app to act like real paint would, but it seems that when using a lower opacity color, it won't paint over a solid white color.
Here is my example
What I am expecting is that in Step 3 the light pink paint would still paint lightly over the previous white strokes even though the opacity is at 0.1 not 1.0
I would like it to behave other paint app. These example is from Photoshop.

Related

Sketch App Paint Blending OpenGLES

Can anyone suggest why my low opacity painting does this weird blending, while the SketchBookX app does it perfect?
In both images attached the vertical strokes on the left are done at full opacity, the strokes on the right are done at low opacity. The top image is mine and as you can see the strokes on the right at low opacity turn a orange-red color and don't blend/mesh with the full opacity strokes. But the SketchBookX app blends perfectly and maintains the same color.
I'm using glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA) and have tried many variations with no luck, so I'm starting to think there are other things that are giving me this problem.
Do I need to handle this problem in the fragment shader? I currently have this,gl_FragColor = color * rotatedTexture; I'm using PNGs for brush textures.
UPDATE: Im getting the same results without using a texture. gl_FragColor = color;
I want it to be like mixing ink, not like mixing light :)

How to do Water color painting in iOS using CoreGraphics? [duplicate]

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.

XNA Alpha Blending With Primitives and Sprites

I've been using XNA for awhile now and I really enjoy using its interface. Right now we're trying to make a "fog of war" system. We're making an RTS and we're basically trying to obscure the map. Units on the map have influence, and show what's happening. They reveal a specific area on the map. Previously we used a tile based interface but we weren't happy with the appearance. Instead, we decided to draw a black mask on the screen, then reveal a transparent circle with DrawUserPrimitives. Here's the problem: When we draw a black mask on the screen, followed by the transparent circle, the screen is entirely black. Reversing the order doesn't change anything either. We've also tried every SpriteBatch BlendState we can find.
OUR CURRENT METHOD:
Right now, we're drawing a full black texture onto the screen, then drawing a transparent circle. The result is an entirely black screen.
OUR DESIRED OUTCOME:
Drawing the circle will reveal a section of the screen, but keep the rest obscured. We'd be able to draw multiple circles, all with their own radius, that would could be near each other without causing problems.
Basically, we're trying to draw a black mask, but reveal portions of the screen. We can't just make a circle texture and make the edges transparent, because we're trying to make the center of the circle transparent. We can't make the center transparent, because then when two such textures were near each other, their borders would show up. How would I go about making the mask, then revealing sections of it?
Regards
Ares
You could render the graphics normally to one render target, then paint the visible area in white on a black background in another render target, then render the second into the first with the Min BlendFunction.
Alternately, using only one render target, draw the graphics normally, then clear the alpha channel (by painting a rectangle over the whole screen with ColorWriteChannels = Alpha and alpha blend factors both 0), then draw the visible area with ColorWriteChannels = Alpha only.

Cocos2D 2.0 - Changing color of a CCParticle

So after messing around with my game, there's a thing that I wanted to share with you that I discovered about CCParticle.
How do I change the color of the particles in a CCParticleSystem?
When I was on cocos 1.x, I could change it with startColor, endColor, but in 2.0, whenever I do it, it stays black. Why?
A:In Cocos2D 2.0, it stays the same, but unlike in 1.x, you must first make sure that the particle texture is white, because otherwise it will not blend with the color you want! Make sure too that the texture is correctly added, because if not, it will show big black pixels and that's probably not the result you want!

Truly transparent gradient possible in Fireworks CS5?

Does anyone know if it's possible to have a gradient created using Fireworks to be really transparent at the bottom?
I'm trying to create a gradient which is truly transparent at the bottom, so it can be placed on top of another image. As far as I'm aware, even though the opacity of the bottom is 0, I still have to select a color for the bottom. This makes the top color blend into it (like below it's blending into white). So whenever the image is placed over a dark image the bottom is transparent but still white.
Hope that makes sense. Thanks for the help.
I usually achieve this effect by setting both color endpoints of the gradient to the same color, then adjusting the opacity endpoint to 0% (or whatever you want).
Here's the result: This is #666/100% to #666/0% on the left, #666/100% to white/0% on the right.
I was having the same problem you should try working with auto vector masks
Command>Creative>Auto Vector Mask
Great little tutorial here
http://www.communitymx.com/content/article.cfm?cid=b5f64
How are you defining "really transparent"?
You must choose a linear gradient, then a colour at each end of the gradient, and then make one end opacity 0%. It doesn't matter if it is a colour or not, you make it invisible anyway.
If you are comparing it to something like Photoshop or Illustrator, yes it's annoying that Adobe cannot be consistent with how each application handles opacity, but in Fireworks, it's still the same effect, just a different method of doing it.

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