Bayer Matrix
Generate a Bayer matrix pattern
Subdivisions
Number of subdivisions
name: subdivisions
type: int
default: 1
minimum: 0
maximum: 15
ui-minimum: 0
ui-maximum: 15
ui-gamma: 1.00
ui-step-small: 1
ui-step-big: 5
X Scale
Horizontal pattern scale
name: x-scale
type: int
default: 1
minimum: 1
maximum: +inf
ui-minimum: 1
ui-maximum: 128
ui-gamma: 1.00
ui-step-small: 1
ui-step-big: 10
unit:pixel-distance
axis:x
Y Scale
Vertical pattern scale
name: y-scale
type: int
default: 1
minimum: 1
maximum: +inf
ui-minimum: 1
ui-maximum: 128
ui-gamma: 1.00
ui-step-small: 1
ui-step-big: 10
unit:pixel-distance
axis:y
Rotation
Pattern rotation angle
name: rotation
type: enum
Reflect
Reflect the pattern horizontally
name: reflect
type: boolean
default: False
Amplitude
Pattern amplitude (logarithmic scale)
name: amplitude
type: double
default: 0.00
minimum: -inf
maximum: +inf
ui-minimum: -2.00
ui-maximum: 2.00
ui-gamma: 1.00
ui-step-small: 0.00
ui-step-big: 0.10
ui-digits: 3
Offset
Value offset
name: offset
type: double
default: 0.00
minimum: -inf
maximum: +inf
ui-minimum: -1.00
ui-maximum: 1.00
ui-gamma: 1.00
ui-step-small: 0.00
ui-step-big: 0.10
ui-digits: 3
Exponent
Value exponent (logarithmic scale)
name: exponent
type: double
default: 0.00
minimum: -inf
maximum: +inf
ui-minimum: -2.00
ui-maximum: 2.00
ui-gamma: 1.00
ui-step-small: 0.00
ui-step-big: 0.10
ui-digits: 3
X Offset
Offset for X axis
name: x-offset
type: int
default: 0
minimum: -inf
maximum: +inf
ui-minimum: -512
ui-maximum: 512
ui-gamma: 1.00
ui-step-small: 1
ui-step-big: 100
unit:pixel-coordinate
axis:x
Y Offset
Offset for Y axis
name: y-offset
type: int
default: 0
minimum: -inf
maximum: +inf
ui-minimum: -512
ui-maximum: 512
ui-gamma: 1.00
ui-step-small: 1
ui-step-big: 100
unit:pixel-coordinate
axis:y
pads: output
parent-class: GeglOperationPointRender
categories: render
position-dependent: true
license: GPL3+
This page is part of the online GEGL Documentation, GEGL is a data flow based image processing library/framework, made to fuel GIMPs high-bit depth non-destructive editing future.