Applying Artistic Effects

The following methods are designed specifically for artistic effects:

Method

Purpose

AddNoise

Adds random pixels to a bitmap, letting you specify the percentage of coverage and the color plane.

AddShadow method

Adds shadows to a bitmap, letting you specify the threshold value, the direction of the light source, and whether the shadows are colored or grayscale.

Aging method

Adds effects that simulate random color changes, scratches, dust and pits, making a bitmap look like it was made from an old film.

Bending method

Wraps the bitmap along the inside or outside of an arc pattern.

Cylindrical method

Warps the bitmap to a cylindrical shape.

DiceEffect method

Splits the image into square or rectangular blocks. If the blocks are square, rotates each block by 0, 90, 180, or 270 degrees. If the blocks are rectangular, flips the blocks around the X-axis and Y-axis.

Emboss method

Applies an emboss effect to a bitmap, letting you specify the depth and direction of the effect.

FreeHandShear method

Shears the bitmap by the wave drawn using amplitude values obtained from GetCurvePoints.

FreeHandWave method

Distorts the bitmap by the wave drawn using amplitude values obtained from GetCurvePoints and a specified angle.

FunctionalLight method

Adds light to the bitmap according to a function-based distribution. This functional light will be generated by one of the following methods: linear, quadratic, sine, cosine, or using freehand points.

Impressionist method

Makes a bitmap look like it was painted by an impressionist painter.

Mosaic method

Imposes a mosaic effect on a bitmap by dividing the bitmap into tiles of a specified size and changing the color of all pixels in each tile to the average color of pixels within the tile.

MotionBlur method

Applies a filter, which creates the illusion of movement in an image.

Oilify method

Applies an oil-painting effect to a bitmap.

Pixelate method

Divides the bitmap into rectangular or circular cells and then recreates the image using those cells filled with the minimum, maximum, or average pixel value, depending upon the effect that was set.

Polar method

Converts the bitmap from rectangular to polar coordinates and vice versa.

Posterize method

Imposes a poster effect on a bitmap by quantizing the bitmap's colors to a specified number of color levels per plane. For example, two levels means two of red, two of green, and two of blue.

Punch method

Warps the bitmap by pinching it toward the center or expanding the bitmap away from its center.

PuzzleEffect method

Splits the image into square blocks and randomizes these blocks inside the image.

RingEffect method

Divides the image into a certain number of rings. Each ring is rotated according to a rotate angle. The rotate angle for each ring will be chosen randomly by the function or can be passed to the function.

RadialBlur method

Rotates the bitmap pixels around a center point.

RadWave method

Distorts a bitmap using a wave radiating from the specified center.

RevEffect method

Adds a pseudo-3D wave effect to the bitmap by drawing horizontal lines across the bitmap and basing each line’s height at each point on its brightness at that point.

RemoveRedeye method

Replaces the red component of the pixels with the specified color. To replace only the red component for those pixels in the eyes of the bitmap, select a small region around the eye(s).

Ripple method

Warps the image in concentric rings.

Segment method

Divides the bitmap into segments where each segment’s pixels have approximately the same color (homogenous color).

Spherize method

Warps the image around a 3D spherical shape.

Swirl method

Produces a swirl pattern by rotating the bitmap the specified number of degrees about the specified point.

Solarize method

Applies an effect that mimics the accidental exposure of photographic film to light.

TextureAlphaBlend method

Combines image data from a mask bitmap and an underlay bitmap with an underlay effect. The result is used as a fade mask that will be used to combine a source bitmap and a destination bitmap with variable opacity. The result is combined again with the destination bitmap using a constant opacity.

Underlay

Combines two bitmaps so that one appears to be an underlying texture for the other.

Wave method

Distorts the bitmap with two perpendicular waves at the specified angle and with the specified wave type.

Wind method

Creates thin lines, directed along the specified angle, on the specified bitmap.

ZoomBlur method

Blurs the bitmap along radial lines starting from the specified center point.

ZoomWave method

Distorts the bitmap with a wave zoomed from the specified center.

BumpMap method

Adds a three-dimensional texture pattern by applying the bump image to the destination image.

Cubism method

Remaps the bitmap into a collection of rotated rectangles (cubic faces), in the Cubist style.

DrawStar method

Draws a star on the bitmap.

Dry method

Simulates painting an image with the watercolor dry brush technique.

FreePlaneBend method

Wraps the bitmap onto a 3D plane shaped by pnCurve.

FreeRadBend method

Wraps the bitmap along its radius on a 3D surface shaped by pnCurve.

GlassEffect method

Divides the image into cells and makes it look as if it is being viewed through glass blocks.

GlowFilter method

Makes colored edges shine with a neon-like glow.

LensFlare method

Simulates the secondary reflections caused when bright lights are facing the camera lens.

Light method

Adds many spots of directed light sources to the bitmap.

LightControl method

Lightens or darkens all or part of a bitmap by remapping the pixel values.

Ocean method

Reflects the bitmap on an ocean surface.

PlaneBend method

Places the bitmap on parallel planes along the Z-axis bent towards a center point.

Plane method

Places the bitmap on parallel planes along the Z-axis.

SampleTarget method

Corrects color values by shifting the sample colors to the target colors.

SmoothEdges method

Smoothes the rough edges in the bitmap.

Tunnel method

Places the bitmap inside a tunnel along the Z-axis.

 

With any of these methods, except Underlay, you can limit the effect to a specified region of interest. For information about regions, refer to Creating and Using a Bitmap Region.