Image Magick Studio Tutorial

All of these examples cover some of the F/X properties under Distort Type at the bottom of the page at the IM Studio under the F/X tab. To use these, click on the distort button, choose your Distort Type at the bottom of the page, check reset page geometry, enter your parameters and click effect. These samples are just a small example of what can be done under each Distort Type option. Most use the Virtual Pixel Horizontal Tile.
ARC:
The parameter for this is a radius from 0-360.
Original
180 Arc
Same original with Arc set at 360

For some Virtual Pixel options you can view them from my command line tute. They are the same results.
Though Horizontal Tile may be the best option
Depending on your image.
360 Arc
AFFINE:
The parameter for this seems to take 4 numbers
with the middle two being constant, 0,0
I used the virtual pixel random so you can see how it moves
and the 100x100 image of the 16 balls above with parameters as below
-25,0,0,25
25,0,0,25
-25,0,0,-25
25,0,0,-25
AFFINE PERSPECTIVE:
The parameter for this seems to take 6 numbers
the last two 0,0 will move the image off the page
1,0,0,2,0,0
Twice the size
2,0,0,1,0,0
4,0,0,2,0,0
4,0,0,4,0,0
SCALE ROTATE TRANSLATE: OR SRT (SAME)
The parameters for this takes 1, 2 or 4 numbers
(1) the pixel 50,50 (2) scale .7=70% (3) rotate 45 (4) translate: move first pixel to pixel 50,100
Click on background under Virtual Pixel Method
50,50,.7,45, 50,100
You can also just scale and rotate
.7,45
Or just rotate without scaling
45
Or scale with 0 rotation
.7,0
You can also use SRT to make gradients just like our gradtable gradients. First make a gradient background at IM. I made this black-red, 50x50 gradient background.
SRT 40       SRT 90
    
SRT 140       SRT 180
    
PERSPECTIVE:
The parameters for this are x1,y1,u1,v1,x2,y2,u2,v2,x3,y3,u3,v3,x4,y4,u4,v4

These are the parameters I used.
0,0,30,0,100,0,70,0,0,100,0,100,100,100,100,100
I moved 0,0 to 30,0 and 100,0 to 70,0
all other parameters remain same
Original Image is 100x100.
x1,y1        x2,y2
  
x3,y3        x4,y4
Result
u1,v1     u2,v2
 
u3,v3     u4,v4
Moved top two corners down 30 pixels
and used Virtual Pixel Method Tile
0,0,30,30,100,0,70,30,0,100,0,100,100,100,100,100
Same parameters with Checker Tile
POLAR:
The parameter for a circle is 0. You must use Horizontal Tile for a circle.
Reset Page Geometry
0 with Horizontal Tile
used a pink-red gradient
0 Horizontal Tile
DEPOLAR:
The parameter same as polar.
Also has another default option of -1
used 0 to turn circle back to a gradient
-1 Depolar
BARREL:
The parameter is a set of 4 number (matrix applies to the x coefficient). I used Horizontal Tile for these.
Reset page geometry.
0.2 0.0 0.0 1.0
-0.2 0.0 0.0 1.0
You can also manipulate the Y coeficients while keeping the X constant
This requires 8 numbers. The first 4 do nothing to the image
0.0 0.0 0.0 1.0 0.0 0.0 0.5 0.5
0.0 0.0 0.0 1.0 0.0 0.0 -0.5 1.9
Playing with the numbers
and the red ball image
2.0 2.0 2.0 4.0

BARRELINVERSE


0.0 0.0 -0.5 1.5 0.0 0.0 0.3 0.5
SHEPARDS:
This lets you move pixels inside the image. Enter pixel x,y and new pixel x,y order
I used Virtual Pixel black for these. Reset page geometry.
Pixel, new, pixel, new
40,50 20,50 60,50 80,50
If you move too much it moves the image
pixel, move, pixel, move
40,50 20,80 60,50 80,80
Solve that problem by "pinning down" the corners
pixel, move, pixel, move
40,50 20,80 60,50 80,80
pixel, same, pixel, same, etc all numbers entered at once
0,0 0,0 100,0 100,0 0,100,0,100 100,100,100,100
Drastic changes
10,0 90,80 90,0 10,80
0,0 0,0 100,0 100,0 0,100,0,100 100,100,100,100


IM Gradangles

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