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I have a transparent PNG Image. I want to add it as watermark for this video recording software. But the problem is, software requires jpeg image as a watermark. When I converted that image to JPEG(using Pixle Editor) it lost its transparency and does no look good in video.
How do I convert Tranparent PNG to Tranparent JPEG?
It doesnt matter how or which tool.
EDIT:
How to convert transparent PNG to transparent GIF?
JPEG format does not allow transparency. It does not include an alpha channel. So the answer is : there is no such thing as a transparent JPEG image. Transparency is possible using PNG, GIF or vector based formats, dunno if you can manage the watermark in those?
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Jpegtran allows fast lossless cropping and scaling of jpegs with certain constraints.
Is there a similar tool to do the same for webp files? I couldn't find one.
Is it even possible?
You should ask this on the WebP Discussion forum:
This is the place to ask everything about WebP, the image compression format.
Probably there are just a few dozens of people who can answer this thoroughly and chances are high to meet some of them there.
Lossless vs reencode-less
Jpeg only has lossy compression, so every reencoding will lose some information. WebP has lossless mode, in which reencoding won't lose information. Nonetheless you could possibly avoid time-consuming reencodings on certain operations like cropping, mirroring, grayscaling in a way similar to jpegtran. So to make your point clear ask for reencode-less webptran for fast cropping and scaling of lossless and lossy webps, like jpegtran for jpegs.
The fact that neither webptran nor aviftran nor heictran are available makes you wonder wether they're considered unneccessary, too complicated or are simply impossible.
Not easily. WebP doesn't encode the same way as JPEG, so it's not the same process. According to the WebP docs, "VP8 intra-prediction modes are used with three types of macroblocks: 4x4 luma, 16x16 luma, 8x8 chroma". But it's not the same process as JPEG, so the methods applied to JPEGs for "lossless" cropping couldn't be applied. There don't exist any tools that I've found that can do this, so if you wanted one to do it out of the box you'd have to write it yourself.
For now, try this: https://www.resizepixel.com/crop-image/ As far as I can tell, it does pretty alright at cropping WebP images with minimal, if any, compression artefacts.
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I'm using Windows and I can't figure out how to batch insert images over a particular background image.
Here's what I'm trying to do:
https://imgur.com/bD32uVv
Here's the background image alone (1280x390):
https://imgur.com/gpBuFJG
Here's the folder with the several hundreds of images I would like to combine (each file is much larger so must fit in height with the same aspect ratio):
https://imgur.com/c8SXnOn
Any help would be greatly appreciated (I am using Windows).
The command for resizing a single foreground image to 360px high and compositing in the bottom-left of a background image will be something like:
magick FOREGROUND.PNG -resize x360 BACKGROUND.PNG +swap -gravity southwest -composite RESULT.PNG
Experiment with that, then follow #Mofi 's fine advice about looking up the documentation about FOR loops.
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I have RGB image that I converted to binary to do some processing(I'm working on watermarking) and in extraction watermaek I want to reconvert it back to its original color RGB, is it possible? I did some researchs on the internet but unfortunately I couldn't find a good answer. thank you in advance.
Binarization is a lossy opertation that loses information. There is no way to hallucinate this information back, unless you use the additional external input, e.g. the original image.
You can always use your binary image as a mask for example for operating on the original RGB image.
If you want an RGB formatted binary image, just copy the binary image into the three RGB channel. You will need to decide what RGB the binary non-zero value will be converted to, e.g. 1, 255, max-val etc.
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All my game textures start in JPG. I've been converting them to PNG for my android game, since from what I've read that seems to be the default format recommended, but I haven't seen any justification on this over JPG when the original file is JPG. I know the difference between JPG and PNG (lossy vs lossless), and that a PNG converted from a JPG can't be of higher quality than the original JPG, but the file size increases significantly in the conversion anyway. I have been doing it just in case the PNG files process faster in my game or display better on the phone screen. Would either of these be the case or should I just be leaving everything in the original JPG to save memory and time.
It is too late, you've already lost the fidelity. PNG cannot make lost pixels re-appear, that only works in the Law & Order crime lab. You also are quite liable to get a PNG that's larger than necessary due to the quantization noise, added when the JPEG data is converted back to a bitmap. You'll need your original artwork and skip the JPEG encoding step to go straight to PNG. It will never be a smaller file, just better.
Since you are starting with a JPG, going to a PNG isn't really buying you anything. You are going from a low fidelity image to a higher fidelity image. But it can't be MORE clear than your original image. Think about watching non HD video on an HD TV. The picture isn't any better, even though the format supports better quality.
Here's a handy comparison. http://www.labnol.org/software/tutorials/jpeg-vs-png-image-quality-or-bandwidth/5385/
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I have a few jpg images and I need to have a transparent background. I will add these images in a web page and I need to see just the main element of the image and the web page beneath.
Does anyone know how to transform an image in one with a transparent background?
I have GIMP.
Thanks
You'll want to use a PNG as your output, JPEG images can't contain transparency, and GIF's only have binary transparency, ie full on or full off. Haven't used GIMP in a (long) while, but you can try the tutorial here: Transparent PNG