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131 lines
11 KiB
Plaintext
131 lines
11 KiB
Plaintext
Episode: 3125
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Title: HPR3125: GIMP: The Canvas
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr3125/hpr3125.mp3
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Transcribed: 2025-10-24 17:18:16
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---
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This is Hacker Public Radio Episode 3125 for Friday 24 July 2020. Today's show is entitled,
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Gimp, The Canvas. It is hosted by Ahuka and is about 13 minutes long and carries a clean flag.
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The summary is, The Canvas is the first key concept in learning Gimp.
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This episode of HPR is brought to you by archive.org.
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Support universal access to all knowledge by heading over to archive.org forward slash donate.
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Hello, this is Ahuka, welcoming you to Hacker Public Radio and another exciting episode
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in my new series on The Gimp. And what I want to do today is take a look at something called
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The Canvas. Sort of a place where everything starts and ends. The Canvas is where all of the work
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in Gimp takes place. It is in the center of the screen when you open it up and there's tools next
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to it on the left and then next to it on the right are layers and brushes, etc. So your screen
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basically divides into those three sections, you know, toolbar, canvas in the middle,
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layer and brush bar on the right. Now if you're working with an existing photo or image,
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that will determine what your canvas is in most cases unless you open the image in a layer which
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we'll talk about in a little bit. But if you are creating something from scratch, your first
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decision will be to choose the size of the canvas. To start a new canvas, go to file new and you'll
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see a window for setting up your canvas. And it's immediately going to ask you some things like,
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well, what kind of image size do you want to have? That's your most basic kind of question here.
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There are some templates that will help you with that. So they include some common screen sizes,
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like 640 by 480, document sizes, like A4, which is the standard letter size in Europe and so on.
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Templates can save you time since they combine a number of settings into one template, but you don't
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have to use templates. You can kind of roll your own if you want. There's also an advanced options drop
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down. You click that, it opens up and you can set resolutions. So x and y resolution pixels per inch,
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color space, whether it's going to be RGB, red, green, blue, color, or grayscale.
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And if you're going to be printing something like on a standard black and white printer,
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there's really no benefit to using RGB color. You might as well just go with grayscale.
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The thing I want to focus on here is the resolution, which is defined by pixels per inch,
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or pixels per centimeter, per pica, per point, and so on. Note that it is a drop down.
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It helps if you know where the image will be used. You might make different choices if this is
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for print than you would for a web graphic. But there is one other thing about resolution worth
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commenting on. Images can be resized when you are working with them. And if you start with a small
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image and later decide to make it larger, the image will get more fuzzy because the number of
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pixels or points is fixed. So an image that is sharpened clear of a small size will not look
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that good when the size is increased. But if you start with a larger image and later shrink it,
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you can get better results. Now this is one of the key distinctions between raster-based and vector-based
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graphics. Vector-based graphics use equations such as bezier curves to define the image
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and can be resized to any scale without any loss of clarity.
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For that reason, a graphic that you want to use in a number of sizes with some flexibility
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should be done in a vector-based format. A good example of that might be a logo.
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You might want to print that on stationary, on envelopes, in various sizes,
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use as a web graphic, place on a banner, and so on. If you started with a raster-based
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graphic, you will not be happy with the result. As we mentioned last time, an open-source vector-based
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graphics program is in Inkscape, so check it out. Inkscape is a wonderful program, I recommend it
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highly, but this is about the Gimp. Photos are made up of pixels and are raster-based objects,
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so a raster-based editing program like Gimp is perfect if you're going to be working with photos.
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And that's one of my main use cases. I decided to do this dive into the Gimp because I wanted to be
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able to fix a bunch of old photos. I got photos that were taken 40 or 50 years ago
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that I would like to take a look at. Well, I've taken a look at them, they don't look that good.
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If I can fix them, that would be nice. Anyway, back to the resolution thing. When you set up the canvas,
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you pick your resolution, you pick the size of your images. This is like if you were a painter,
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one of the first decisions you would make before beginning a new painting is to choose the size of
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the canvas. So doing this in Gimp is not so odd. The advantage of doing it in software is that
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you can make changes later. If you're a painter, you can't be halfway through a painting and say,
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I just want a bigger canvas. It's not that easy. But if you want to change the size of your canvas
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in Gimp, you just go to the menu bar up top and you find the image menu. And when you click on the
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image menu, you see a thing that says canvas size. That's going to let you revisit some of the choices
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you made earlier. Now, a note about photos. If you do not create a canvas first, but simply open a
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photo by going to file open, you will open the photo on a canvas that is the size of the photo.
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But the photo in the canvas are still two separate objects. If you resize the canvas by going to
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image canvas size and then increasing the width, you'll see a space on the side that represents the
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blank canvas expansion. Click the resize button and you'll be looking at this added space as a
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gray checkerboard pattern. Now, go back and add some vertical space in a similar manner and you will
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see added canvas at the bottom with your original photo in the upper left corner.
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If you cannot see the whole canvas at this point, you can zoom out by going to view zoom
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or do what I do and this works in most programs. Hold down the control key and use the scroll wheel on
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my mouse. Now, you can experiment a little with this by using the move tool, tools transform move,
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which lets you use your cursor to click and drag the photo or there is a keyboard shortcut,
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which is the letter M. So you just press the letter M and your cursor will suddenly be the move tool.
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But I mentioned the menu just because there's with so many different keyboard shortcuts,
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I can't always remember them all. What was the keyboard shortcut for such and such?
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So it helps if you know that there's a logical place to look. The tools menu is going to tell you
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about that. Anyway, once you've got it in the move tool, you can drag the photo off to one side and
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when you do part of the image that is not within the canvas will disappear. Now, you haven't lost it
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because you can always just drag it back onto the canvas. You can move the photo around the canvas
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with the move tool and that is fine. But suppose you want to be a bit more precise.
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Well, we can go back to image, the image menu and this time select fit canvas to layers.
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This will bring the canvas back to the size of the photo and get rid of that extra space.
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Now return to image canvas size and this time add space to the canvas as needed.
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But then before you accept the resize, take a look below the width and height boxes.
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The offset boxes let you specify the position down to the pixel.
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The x offset is how far from the left side the photo will be
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and the y offset is how far from the top edge the photo will be.
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Now, if you used to graphing coordinates, the y offset would be the opposite of what you expect.
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But there it is. When you're graphing, you count the y dimension going up from the bottom,
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here with the offset you're counting it going down from the top.
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Now, if you simply want the photo centered, don't bother with setting any offsets,
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just click the button for center and it will be centered both vertically and horizontally.
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Now, if you had originally created a canvas size smaller than the photo and then opened the photo,
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one of two things will happen depending on how you do it.
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If you simply use open, the photo will open and the canvas will increase to match the photo.
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But if you use open as layers, you will only see a portion of your photo.
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It is, in essence, cropped to fit the canvas size.
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But the whole photo is still there. If you use the move tool to click and drag,
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you can bring different portions of the photo onto the canvas where it will be visible.
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An alternative way to accomplish this is to make a selection using the selection tool
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to top of the tool's sidebar on the left. You have three selection tools,
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rectangular, oval, and freeform. But for now, let's just use the rectangular.
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Make your selection, then choose to go back the image menu and choose fit canvas to selection.
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Now, why does all of this matter? It matters because at some point you'll want to export your image,
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and when you do only those things visible on the canvas will be exported.
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So while an image may be all available in the working file to click and drag around,
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export is when you lose anything not visible in the canvas.
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Now, this brings us to an important concept that when you are working in GIMP, you will be working in
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layers. We'll delve into them in more detail, but you must always keep in mind that the canvas is
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in some sense the overall container or filter for all of this, but that the layers are separate
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objects with their own properties. The dimensions of a canvas are not the same as the dimensions of a
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layer, or at least not necessarily so. If your canvas has the same dimensions as your layer,
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we'll make it easy to work with them, but to do many of the things you will want to do, they will
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end up being different. Now, if your canvas is smaller than your layer, only a portion of the layer
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will come through. If your layer is smaller than your canvas, you'll need to pay attention to
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placement of the layer within the canvas. This is something that trips up newbies to GIMP.
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Now, the other thing to keep in mind is that unlike most office programs, there is a distinction
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between your working files and your final product. Your GIMP file can contain different layers,
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and these layers can be moved around on the canvas. But once you export the image, the final image
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loses a lot of that. You cannot edit a JPEG image you created, and then recover all of that information.
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For that reason, you should always keep your working files. They're the ones with the xcf file extension.
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And hang on to those, because if there's even the remotest chance you'll want to do more editing
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in the future, you'll need them. But when you want to upload to social media, export to an image
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format like JPEG or PNG or GIF. So, that makes a nice little lesson. This is Ahuka for Hacker
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Public Radio signing off and reminding you as always to support free software, such as the GIMP.
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Bye-bye.
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If you have comments on today's show, please email the host directly, leave a comment on the
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website or record a follow-up episode yourself. Unless otherwise status, today's show is released
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under Creative Commons, Attribution, ShareLive, 3.0 license.
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