Transform filters


The transform filters lets you move, scale or rotate your image.  You can also tile an image to make repeating patterns.

The transform alpha option lets you transform your alpha channel along with the other channels.



The shift filter lets you move the pixels of the buffer around as if sliding a sheet of paper on a table. This lets you expose the edges of an image so you can make a seamless image by editing the edges.

You can use the Panto (clone) tool to touch up edges by copying other areas of the image, then shift the image back into place using negative values if you so desire.

The Negate button inverts the last used coordinates, making it easy to reverse previous changes to an image.


Mesh warp

Warp mesh presents a grid with control points that can be dragged around. The image deforms to the shape of the grid in real time.

This can be useful for distorting peoples faces or features, or for warping textures to fit into various shapes.

The grid x and y input fields lets you set how many control points you want on either axis.



The isometric filter converts in image into what appears to be a 3-dimensional landscape by using the brightness value of each pixel as a Z coordinate. This was originally invented to help create game tiles or simple 3-D patterns, however the other 3-D filters such as 3-D Designer, and PuppyRay are better suited to full-blown 3-D work.

This filter works best if the buffer is square. A color may be dragged from the color wells onto the light color gadget, or a color may be picked from the Windows color dialog. The inverse of the specified light color will be used to fill in shade areas. Height is the maximum number of pixels to displace the z coordinates. Shading quality determines if the slope of each pixel is calculated only by the neighboring pixel, or by multiple pixels. Shading intensity determines the contrast between the light and dark areas, and Shading depth determines the smoothness of the surface. Gloss and specular work together to specify the shininess of the surface, while the effect is greatly dependent of the shading depth. Color from swap uses the pixels of the swap buffer to paint the surface of the landscape.


Wireframe 3D designer

3D designer works with an image to create a relief map, which may be in full shaded 3D or in wireframe.

You can set the object or wireframe color, or use the colors from the image as the source of the mesh color.

A perspective mode lets you create a 3D in true perspective (this is the default) otherwise, a wireframe is rendered In isometric (flat) perspective. This only has an effect if shading is turned off.

The heading, pitch, and bank slider let you control the rotation of the map, and the zoom factor controls the camera lens.

There are two lights available to light your 3D height map. Each one has 3 parameters to control its coordinates in 3D space, Azimuth, Altitude, and Zenith, which relate to the coordinate system used to place the sun in the sky.

Azimuth has the effect of rotating the light around the center of the scene. Altitude is how high the light appears in the sky. Zenith controls how far the light moves toward the horizon. Zero is directly overhead.

You can manually move the height map around using the Move x,y,z parameters on the left, as well as changing the scale.

The drop-down control for color lets you choose how to color the height map. Object color uses a single color. You can also use the current image to color the height map, or you can use the swap image to color it.

It's possible to store a copy of your Z-buffer for later use. The z-buffer is an image that contains the depth information for the scene.

You can also set a fog level, and a ground fog. Ground fog has an upper and lower coordinate.

Pre-filter changes how the original height map is filtered before it becomes a 3D mesh. No filtering means the object is not altered, and it can have stair-steps due to being an 8 bit image. Using a high filtering setting can reduce the stair-stepping, at the risk of losing detail, and becoming too smooth looking. A low setting is usually preferable for landscape rendering.



The spherize filter lets you warp you image onto a sphere.  This can be useful, as an example, for creating space and planetary art.

You have control over 2 lights, which can each be adjusted by R, G, and B values. There is also an Atmospheric glow / Blue parameter that shows up mostly around the edges. If seen from space, you would see a blue glow around a planet because you are seeing through more of the atmosphere at those angles. An ambient property gives the overall lighting a little more boost.

Size is the size of the entire sphere, measured from 0 to 100%.

Point light distance controls how far the lights are away from the 3D sphere. This only has effect if “Point light falloff” is checked.

Specular and Harness control how shiny the sphere appears.

Bump texture lets you control some surface properties that look like 3D shading on bumpy surfaces.

Texture and amount control the size of the bump texture.

Click Animate to apply the effect to multiple frames of an animaiont.




This filter warps you image into a globe like a crystal ball.



The Textrix filter applies a bunch of zeros and ones to make your image look like some kind of computer age techno display.

The bandwidth slider controls how many zeros appear in your final image.  Bit depth controls how many layers of ones and zeros overlap.

X and y serialization control how the ones and zeros are distributed  horizontally and vertically.  The r, g and b sliders let you set the color.  A font button at the bottom lets you set a new font.



The Znoise filter lets you map a noise pattern onto a shape defined in your buffer.  Znoise treats your buffer like a z-buffer, or relief map, using grayscale intensities as depth information.  A 3-d Perlin noise pattern is then mapped to it.

Scale determines the size of the noise pattern.

You can map the colors of the noise through a gradient to get results similar to the bumpy toy.

Map brush will substitute the current custom brush for the noise pattern, making it possible to texture map your z-buffer.

The depth cue option determines if the result is shaded.



Creates a twirly version of your image. Use the hand icon to place the effect anywhere you want. Use the “Keep” button to freeze the effect, and move on with another one.



Crystallize creates the appearance of a stained glass window.



Synoid warps your image by a set of sine waves.



The mosaic filter reduces your image to a series of tiles.



Much like the mosaic filter, the quilt filters tiles your image, adding a slight shading effect to the tiles.


Rubber sheet

As the name implies, the rubber sheet filter lets you stretch an image by its corners, like rubber.  With it, you can give your image the appearance of perspective.


Wave distort

Wave distort warps your image as if it were the reflection of a broken surface of water.



The mirage filter creates a reverse image and blends it from the bottom.