ImageMagick v6 Examples --
Canvas Creation

Index
ImageMagick Examples Preface and Index
Solid Color Canvases (for image manipulations)
Gradients of Colors (canvases of smooth color changes)
Sparse Points of Color (coloring from fixed points)
Randomized Canvases (for randomized background images)
Tiled Canvases (canvases using a repeating images)
Canvases are used by ImageMagick both as a starting image for drawing on, backgrounds to overlay images with transparent areas, or even just as part of general image processing. They can be a solid color, or a range of colors, or even a tile of a smaller image. Here we look at some of the more common methods of generating a canvas image.


Solid Color Canvases

Direct Generation

Generating a canvas of a specific color and size is very simple to do, and is used all the time...

  convert -size 100x100 xc:khaki  canvas_khaki.gif
[IM Output]

If you have already created a canvas, but need one in a different color you can replace that color using the "-opaque" operator.

  convert canvas_khaki.gif -fill tomato -opaque khaki canvas_opaque.gif
[IM Output]

You can even grab a single pixel from an existing image, and expand it to the canvas size you want. We use "-scale" for a simple and fast resizing of the single pixel.

Here we grab a rose color from the built-in "rose:" image.

  convert rose:  -crop 1x1+40+30 +repage -scale 100x100\! canvas_pick.gif
[IM Output]

Create Image of same size

One most basic techniques when using ImageMagick is to generate a canvas the same size as some existing image. This can be done by converting that existing image into the canvas need, but preserving the images original size.

Naturally IM provides a large number of ways to do this, usually as a side effect of other image operations. But only one method currently stands out from the rest and is obvious in its intent.

To the left is a test image... Don't worry above how I actually generated this image, it is not important for the exercise. I did design it to contain a range of colors, transparencies and other features, specifically to give IM a good workout when used.

If you are really interested in the commands used to generate this image you can look at the special script, "generate_test", I use to create it.

[IM Output]

Overlay a Specific Color

The simplest way is to use "-colorize" to overlay the fill color but with a fully opaque value. However this will preserve the original images alpha channel, unless you remove it first, using "+matte".

  convert test.png +matte -fill Sienna -colorize 100% color_colorize.gif
[IM Output]

As of IM v6.4.2-1 you can also use the "+level-colors" to set all the colors.

  convert test.png -channel RGBA +level-colors Chocolate color_levelc.gif
[IM Output]

As of IM v6.4.3-0 you can use the "-sparse-color" operator to set a single point to the color wanted, using just about any method it provides (see Sparse Points of Color below).

  convert test.png -channel RGBA \
          -sparse-color Voronoi '0,0 Peru' color_sparse.gif
[IM Output]

A more general way people think of is to use "-draw" to reset all the colors in the current image to the current "-fill" color.

  convert test.png -fill Tan -draw 'color 0,0 reset' color_reset.gif
[IM Output]

All these methods will also preserve any meta-data the image may contain (such as comments or profiles).

Other methods are more complex as it involves using special Alpha Composition to force various operators to replace the image with the desired color. This technique only works with image operators that use "-compose", to replace the existing image, with the desired color.

For example you can use the "-flatten" (See Flatten onto Background example), which creates a canvas using the "-background" color.

  convert test.png   -background Wheat \
            -compose Dst   -flatten   color_flatten.gif
[IM Output]

If you are just wanting to grab the original images meta-data (such as its commend an labels, but want a specific color and size of canvas image, the "-extent" operator (See Extent, Direct Image Size Adjustment) may be the simplest. Color will again come from the "-background" setting.

  convert test.png   -background LemonChiffon \
            -compose Dst   -extent 100x100   color_extent.gif
[IM Output]

Or you can use "-border" (See Adding a Border), using the "-bordercolor" as the color source.

  convert test.png   -bordercolor Khaki \
            -compose Dst   -border 0   color_border.gif
[IM Output]

This last method has the added advantage of also letting you slight enlarge the image canvas relative to the original images size.

The "-border" method of generating canvases will not work with versions of IM before version 6.1.4. Before this the background generated by the "-border" operator was not a simple solid color, but a black canvas surrounded by the border color. Not very useful.

A more flexible (but very slow) method of canvas generation was provided by the "FX, DIY Operator" operator. You will also need to use the "+matte" operator to turn off the input images matte channel as by default "-fx" will not touch the transparency channel.

  convert test.png +matte -fx Gold  color_fx_constant.gif
[IM Output]

The "-fx" operator will even let you do a little color mathematics.
For example how about a dark gold color...

  convert test.png +matte -fx "Gold*.7"  color_fx_math.gif
[IM Output]

All the above methods can not only fill using a fully-opaque color, but can also use semi-transparent colors. However it is a good idea to ensure the image you are using has a matte channel using the "-matte" operator before hand.

Here for example we create a canvas that a semi-transparent red. However when overlaid on the web pages 'bluish' background we get a off purple color.

  convert test.png -matte -fill '#FF000040' -draw 'color 0,0 reset' \
            color_semitrans.png
[IM Output]

Also for the "-fx" operator you will need to set "-channel" to use all four 'RGBA' color channels.

Other Canvas Techniques

Their lots of other ways of generating canvases of very specific colors, but they are rather obtuse. As such without some heavy commenting, it may not be obvious which you are doing when you look at your IM script months or years later.

I don't recommend these techniques, but are useful to know if you are using older less flexible versions of IM.

Black Canvas

Traditionally you can create a black canvas by using "-threshold", and then turn off the matte channel.

  convert  test.png -threshold 100% +matte  black_threshold.png
[IM Output]

Providing the "-level" operator with same argument for both 'black' and 'white' points will have the same effect.


  convert  test.png -level 100%,100% +matte  black_level.png
[IM Output]

The "-fx" operator provides a more obvious way of creating a black canvas by clearing all the pixels to zero. However you will also need to reset the matte channel to make it fully opaque.

  convert test.png  -fx 0 +matte   black_fx.png
[IM Output]

However the "-evaluate" version of this should be faster, particularly on larger images.

  convert  test.png  -evaluate set 0  +matte  black_evaluate.png
[IM Output]

You can also mis-use the "-gamma" operator to make an image all black.

  convert  test.png  -gamma 0  +matte  black_gamma.png
[IM Output]

A less obvious way is to 'posterize' the image will too few color levels, resulting in only one color being used, black.

  convert  test.png  -posterize 1 +matte black_posterize.png
[IM Output]

You can ensure the image is fully transparent then 'extract' the images mask, using the Alpha Operator

  convert test.png  -alpha transparent -alpha extract  black_alpha.png
[IM Output]

White Canvas

The traditional way is again using "-threshold". The value however must be a negative number, just to be sure that all colors will be mapped to white, in all versions of IM.

  convert  test.png  -threshold -1 +matte   white_threshold.png
[IM Output]

Providing the "-level" operator with same argument for both 'black' and 'white' points will have the same effect.


  convert  test.png -level -1,-1 +matte  white_level.png
[IM Output]

You can of course set the pixel values directly using the "-fx" operator.

  convert test.png -fx 1.0 +matte  white_fx.png
[IM Output]

However the "-evaluate" version of this should be faster, particularly on larger images.

  convert  test.png  -evaluate set 100%  +matte  white_evaluate.png
[IM Output]

You can also mis-use the "-gamma" operator to make an image all white, by using a negative argument.

  convert  test.png  -gamma -1  +matte  white_gamma.png
[IM Output]

Or negate some other black canvas generation method.

  convert  test.png -posterize 1 +matte -negate  white_posterize.png
[IM Output]

You can ensure the image is fully opaque (no transparency) then 'extract' the images mask, using the Alpha Operator

  convert test.png  -alpha opaque -alpha extract  white_alpha.png
[IM Output]

Transparent Canvas

Probably the most important canvas you want to generate from a existing image is a transparent canvas.

The fastest and easiest way it to just get IM to directly clear the image to transparency, using the "-alpha transparent" operator (added IM v6.4.3-7).

  convert test.png  -alpha transparent trans_alpha.png
[IM Output]

However as this is a very recent addition it is probably not widely available yet.

We can make a fully-transparent 'black' canvas using the 'Clear alpha composition operator, with any overlay image (a single pixel "null:" in this case) as it will be ignored.

  convert test.png  null:  -compose Clear -composite  trans_compose.png
[IM Output]

Here we use the "-draw matte" operator to replace the matte channel value with the tranparency of the "-fill" color setting. In this case transparent.

  convert test.png  -fill none  -draw 'matte 0,0 reset' color_matte.png
[IM Output]

We can also do this more directly with the "-fx" operator.

  convert test.png   -channel A -fx 0   trans_fx.png
[IM Output]

Naturally the "-evaluate" version of this should be faster, particularly on larger images.

  convert  test.png  -channel A -evaluate set 0 trans_evaluate.png
[IM Output]

Another way to just make the image fully transparent is to use "-threshold" but again limiting its effects to just the transparency channel.

  convert test.png -channel A -threshold -1 trans_threshold.png
[IM Output]

Actually in this case we are mathematically dealing with a 'matte' channel, using threshold to set it to the maximum value, rather than zero, as we did with the "
-fx" operator. This is why a '-1' was used in the above, rather than 100%'. (See Channels and Masks examples page.)

The original RGB colors are still present in the last set of images above. That is the original colors of the image are still present, they have just been made transparent.

For example, here we read in one of the above images and ask IM to turn off the matte/alpha channel in the image so as to make the colors visible again.

  convert  trans_fx.png +matte  trans_fx_matte.jpg
Note however that not all image formats, and very few image operation will preserve the not fully-transparent RGB colors that are still present in the image.
[IM Output]

As mentioned before, and worth repeating, many of the above methods rely on an image already having a matte channel. If it doesn't, add one using the "-matte" image operator, or "-alpha On", but you may as well just use "-alpha Transparent" in that case. See the examples on Controlling Image Transparency.

Miscellaneous Canvas Coloring

Other than using a specific color, only the "
-gamma" operator is truly flexible enough to generate a canvas of any primary/secondary color. You basically use 0 to zero out a channel, and -1 to maximize a channel values.

For example here I generate a yellow canvas...

  convert  test.png  -gamma -1,-1,0  +matte  yellow_gamma.png
[IM Output]

As of IM v6.4.2 you can also use the "+level" operator to set a specific grey level for all channels.

  convert  test.png  +level 40%,40%  +matte  grey_level.png
[IM Output]


Gradients of Color

As you saw above you can create canvases of solid colors easy enough. But sometimes you want something more interesting. And ImageMagick provides a large number of special image creation operators that will let you do this.

The full list of these creation operators are listed on the ImageMagick formats.

It is difficult however to find all the good image generators available in IM as they are all mixed up with the specific image file formats. And then not all the options and capabilities are detailed. I will try to rectify that.

One of the most common image creation operators is gradient. For example...

  convert  -size 100x100 gradient:  gradient.jpg
[IM Output]

As you can see by default "gradient:" will create an image with white at the top, and black at the bottom, and a smooth shading of grey across the height of the image.

But it does not have to be only a grey-scale gradient, you can also generate a gradient of different colors by either specifying one color, or both.

  convert -size 100x100  gradient:blue              gradient_range1.jpg
  convert -size 100x100  gradient:yellow            gradient_range2.jpg
  convert -size 100x100  gradient:green-yellow      gradient_range3.jpg
  convert -size 100x100  gradient:red-blue          gradient_range4.jpg
  convert -size 100x100  gradient:tomato-steelblue  gradient_range5.jpg
[IM Output] [IM Output] [IM Output] [IM Output] [IM Output]

Notice that when given a single color the second color will be either 'white' or 'black', which ever produces the largest color distance from the given color. As such 'blue' produces a 'blue-white' gradient, while 'yellow' generated a 'yellow-black' gradient.

Gradients can not currently be specified at other angles or involving more than two colors. However as this ability is in integral part of SVG gradients, this situation will likely change, with a major improvement in gradient options.

"gradient:" currently does not make use of the "-colorspace" setting. They are generated only in RGB space, so multi-color 'rainbow' gradients (using HSV space) are not possible.

Some particularly nice gradients include...

  convert -size 10x120  gradient:snow-navy          gradient_ice-sea.jpg
  convert -size 10x120  gradient:gold-firebrick     gradient_burnished.jpg
  convert -size 10x120  gradient:yellow-limegreen   gradient_grassland.jpg
  convert -size 10x120  gradient:khaki-tomato       gradient_sunset.jpg
  convert -size 10x120  gradient:darkcyan-snow      gradient_snow_scape.jpg
  [IM Output] [IM Output] [IM Output] [IM Output] [IM Output]

As of IM v6.3.1 the algorithm used to generate gradients now produce a perfect gradients, such that all the pixels of each row in an image being assigned the same color. That is one color per row.

Before this version the "gradient:" operator worked by ignoring the width of the image, and just assigning the next increment of color, going row-by-row from top-left corner to the bottom-right of the image.

As a result the gradient was a predominataly vertical gradient, just as it is now, but not a perfect one. Usually this fact was only important in special case such as test images, and image distortion maps.

Radial Gradients

As of IM v6.4.4 you can also generate radial gradient images in a simular way.

  convert -size 100x100 radial-gradient:  rgradient.jpg
[IM Output]

Note that the gradient is centered in the middle of the generated image, and has a diameter set to fit the larger of the X or Y size of the image. So if the size of the isn't square you will get a 'clipped' radial gradient.

  convert -size 100x60 radial-gradient:  rgradient_clip.jpg
[IM Output]

This lets you easilly generate a square radial gradient from the center to a corner by making one edge 1.42 (square root of 2) times larger, and crop it.

  convert -size 100x142 radial-gradient: \
          -gravity center -crop 100x100+0+0 rgradient_crop.jpg
[IM Output]

The colors of the gradient itself follow the same conventions as the much older linear "gradient:" image generator.

  convert -size 100x100  radial-gradient:blue              rgradient_range1.jpg
  convert -size 100x100  radial-gradient:yellow            rgradient_range2.jpg
  convert -size 100x100  radial-gradient:green-yellow      rgradient_range3.jpg
  convert -size 100x100  radial-gradient:red-blue          rgradient_range4.jpg
  convert -size 100x100  radial-gradient:tomato-steelblue  rgradient_range5.jpg
[IM Output] [IM Output] [IM Output] [IM Output] [IM Output]

Gradients with Transparency

As of IM v6.2.9-8 the "gradient:" (and later "radial-gradient:") image creation operator understands the use of transparent and semi-transparent colors.

  convert -size 100x100 gradient:none-firebrick gradient_transparent.png
[IM Output]

Of course as I used semi-transparent pixels in this gradient, I needed to use the PNG image format, rather than JPEG.

One word of warning about such a gradient. It is not a pure color to transparency, but a mix of that color with "black". The reason is that the color "none" is really transparent-black. The cause of this problem is the the non-linear nature of RGBA Color Spaces.
 
For a proper pure color gradient from opaque to transparency, you can use this method instead...

  convert -size 100x100 gradient:none-black \
          -fill firebrick -colorize 100%   gradient_pure_trans.png
[IM Output]

On the other hand you can use this impurity to generate interesting shading effects. For example by using a transparent-red color instead of "none", with 'Navy'...

  convert -size 100x100 gradient:'rgba(255,0,0,0)-Navy' \
          gradient_mixed_trans.png
[IM Output]

 
You can enhance this weirdness by using "-flatten" to then change transparency to some other color, to make tri-color gradients. Though the middle color will only be half as intense as the transparency color used.

  convert -size 100x100 gradient:'rgba(255,0,0,0)-navy' \
          -background yellow -flatten  gradient_tricolor.jpg
[IM Output]

Gradients by Histogram Adjustment

You can create a non-linear gradient by applying some form of histogram adjustment to a linear gradient.

For example you can use a Sigmoidal Contrast function to create a more natural looking gradient.

  convert -size 100x100 gradient: -sigmoidal-contrast 6,50% \
            gradient_sigmoidal.jpg
[IM Output]
This type of gradient is especially good for generating Overlapping Photos, as it removed the sharp gradient changes at the beginning of the overlapping region.

Distorted Gradients

Rotated Gradient

While the Sparse Color method 'Barycentric' (see below), provides a convenient way to generate gradients at any angle, if your IM is older tha version 6.4.3-0 then you may need to use other methods to generate a diagonal or rotated gradient.

For example, by increasing the size of the gradient image (multiply by the square root of 2 or 1.42), then rotate it 45 degrees, and crop the image to its final size, you can make a diagonal gradient.

  convert -size 142x142 gradient: -rotate -45 \
          -gravity center -crop 100x100+0+0 +repage \
          gradient_diagonal.jpg
[IM Output]
As of IM v6.3.5 you have a much faster and simpler way of generating a rotated gradient by using a SRT Distortion. For example, here is a 100 pixel gradient rotated 60 degrees, in a 100x100 pixel image.

  convert -size 100x100 gradient: -distort SRT 60 gradient_srt.jpg
[IM Output]
This uses the default Virtual Pixel, Edge setting to ensure the whole image is covered by the requested gradient. You can also use the expert 'distort:viewport' setting, to map a gradient onto a larger image, such as for a use in Overlapping Photos.

Warping Gradients

But you can use the same distortion methods to do a lot more than simple rotations.

The gradient can also be twisted up...

  convert -size 100x100 gradient: -swirl 180 gradient_swirl.jpg
[IM Output]
You can re-map the gradient into a trapezoidal shape.

  convert -size 100x100 gradient: -rotate -90 \
          -distort Perspective '0,0 40,0  99,0 59,0  0,99 -10,99 99,99 109,99' \
          gradient_trapezoid.jpg
[IM Output]
Or wrap the gradient into a arcs and circles using the General Distortion operator...

  convert -size 100x100 gradient: -distort Arc '180 0 50 0' \
          gradient_arc.jpg
[IM Output]

  convert -size 100x100 gradient: -distort Arc '360 0 50 0' \
          gradient_circle.jpg
[IM Output]
Though the new "radial-gradient:" is probably the more simpler method for generating these gradients.

Even the "radial-gradient:" can be warped to produce some interesting non-linear gradients. For example arcing it using a Wave Distortion can generate roughly triangular shaped gradient.

  convert -size 100x100 radial-gradient: \
          -background black -wave -28x200 -crop 100x100+0+0 +repage \
          gradient_triangle.jpg
[IM Output]

Gradients by Composition

You can also modify gradients by combining them using various composition methods. For example you can use the Add (modulus) compose method to produce venetian blind types of gradients.

  convert -size 100x100 gradient: \( +clone +clone \) \
          -background gray50 -compose Add -flatten  gradient_venetian.jpg
[IM Output]

And even do this diagonally.

  convert -size 100x100 gradient: \( gradient: -rotate -90 \) \
          \( -clone 0--1 -clone 0--1 \) \
          -background gray50 -compose Add -flatten  gradient_vent_diag.jpg
[IM Output]

Or by blending two plain color gradients using either Channel Copying, or Mathematical Blending composition methods, you can generate colorful 2 dimensional colormap gradients.

  convert -size 100x100 gradient:yellow-blue \
          \( gradient:black-lime -rotate -90 \) \
          -compose CopyGreen -composite  gradient_colormap.jpg
[IM Output]

Gradients in other Colorspaces

While "gradient:" generator currently can not generate gradients directly in some another Color Spaces, (only RGB gradients are created) you can transfer gradients into a different color space to generate interesting effects. For example a linear gradient copied into the 'Hue' of a 'HSB' image can produce a rainbow gradient.


  convert -size 30x600 xc:'#0F0' -colorspace HSB \
          gradient: -compose CopyRed -composite \
          -colorspace RGB -rotate 90  gradient_rainbow.jpg
[IM Output]

Also see Combining Channel Images for an explanation, as well as an example of creating a Color Wheel image.

Resized Gradient

One trick that was brought up on the ImageMagick Mailing List by Glenn Randers-Pehrson, was to create a very small image, two pixels across, then expand that to the image size needed using "-resize".

The "-resize" operator tries to smooth out enlarged images, to make them look better at the larger scale. It is this smoothing that we use to generate a non-linear gradient.

For example here we generate the small image using a 'portable bitmap' (or PBM format) image and feed it into IM for enlargement.

  echo "P1 1 2   0  1 " | \
  convert - -resize 100x100\!   gradient_resize.jpg
[IM Output]

Some shells like 'csh' and variants, can not handle the '!' character in the above resize geometry setting very well -- not even in quotes. Hence the backslash '\' character may be needed. Caution is advised.

The gradient produced is not linear, with a smooth start and finish to the colors given, making those colors much more pronounced, than you would get using a normal gradient.

A simple way to generate that initial two pixel image is actually with gradient itself! This lets you specify the colors directly. Of course that will limit you to a vertical gradient, unless you rotate the result as well.

  convert -size 1x2  gradient:khaki-tomato \
          -resize 100x100\!   gradient_resize2.jpg
[IM Output]

Of course you are not limited to just a single dimension, with this technique. Here I use a four pixel 'portable greymap' (or PGM image format) to generate a 2-dimensional gradient.

  echo "P2 2 2 2   2 1 1 0 " | \
  convert - -resize 100x100\!   gradient_resize3.jpg
[IM Output]

As you can see this diagonal gradient is not very linear when compared to the rotated diagonal gradient above.

The Network Portable Bitmap image formats, are very versatile for generating images from scripts. They can generate bitmaps (P1), greymaps (P2), and pixmaps (P3), in both ASCII (see above) and binary (P4,P5,P6) formats. Also the quality, or color range used in each image is completely controllable, allowing you to use any number range you like to specify the images (see above).

ASIDE: I was the one to make the 1995 release of NetPBM, so I have experience using this format in script image generators I have created in the past.

The "-resize" operator smoothes the color between these pixels according to the current "-filter" setting. By adjusting that parameter (see Resize Filter), you can make the resize gradient more edge to edge in effect.

  convert -size 1x2  gradient: \
          -filter Cubic  -resize 100x100\!    gradient_resize4.jpg
[IM Output]

Here is rough "Rainbow Gradient" created using the 'resize' technique.

  convert xc:black xc:red xc:yellow xc:green1 xc:cyan xc:blue xc:black \
          +append -filter Cubic -resize 600x30\! gradient_rs_rainbow.jpg
[IM Output]

Interpolated Lookup Gradients

Another method of generating gradients is to use the special "-interpolation" setting, when using a "-fx" operator. This setting is used to determine the pixel color returned when the pixel lookup is not a integer, and thus falls between two or four different pixel values.

The default setting of 'bilinear' for example will linearly determine the color for a lookup that falls between two pixels.

  convert -size 600x30 xc:   \( +size xc:gold xc:firebrick +append \)  \
          -fx 'v.p{i/(w-1),0}'    gradient_interpolated.jpg
[IM Output]

Here the lookup X position 'i/(w-1)' goes from '0.0' to '1.0' over the second two pixel image. The floating point number produces a perfect linear gradient.

Interpolated lookup gradients can also be expanded to 2 dimensions, and generate square linear gradients, just as easily as purely one dimensions gradients. Here are examples of the default 'bilinear' "-interpolate" setting.

  convert \( xc:red xc:blue +append \) \( xc:yellow xc:cyan +append \) \
          -append -size 100x100 xc: +insert  \
          -fx 'v.p{i/(w-1),j/(h-1)}'    gradient_bilinear.jpg
[IM Output]

This same result can also be achieved faster using a 'Triangle' "-filter" setting with the Resized Gradient technique above.

The 'mesh' "-interpolate" setting however is not available as a Resize Filters. It is a special 2 dimensional interpolation that divides the intra-pixel area into two flat linear triangles, hinged along the diagonal connecting the corners with the minimal color difference.

By making the two diagonal corners the same color, you end up with two joined diagonal gradients.

  convert \( xc:red xc:gold +append \) \( xc:gold xc:green +append \) \
          -append -size 100x100 xc: +insert   -interpolate mesh \
          -fx 'v.p{i/(w-1),j/(h-1)}'    gradient_mesh.gif
[IM Output]

As the two diagonally opposite yellow corners are the same, a diagonal of yellow was used to join them. With the other colors linearly mapped to those triangles.

For more information on the "-interpolate" setting see Interpolation Setting.

Roll your own gradient

The FX DIY Operator, lets you define your own gradients or other image generation, based on the current pixel position.

As this operator requires an image to work with, you can generate your gradients or other images to match that image. That is you don't have to know the size of the image to generate a gradient for it!

For example you can easily generate a linear gradient, sized correctly for the image you may be working on.

  convert  rose:  -channel G -fx 'i/w' -separate   gradient_fx_linear.gif
[IM Output]

When generating gray-scale gradients, you can make the -fx operator 3 times faster, simply by asking it to only generate one color channel only, such as the 'G' or green channel in the above example. This channel can then be Separated to form the required gray-scale image. This can represent a very large speed boost, especially when using a very complex "-fx" formula.

You can even generate some neat non-linear gradients.

  convert  rose:  -channel G -fx '(i/w)^4' -separate   gradient_fx_x4.gif
[IM Output]

  convert  rose:  -channel G -fx 'cos(pi*(i/w-.5))' \
           -separate   gradient_fx_cos.gif
[IM Output]

How about a 2-dimensional circular radial gradient.

  convert -size 100x100 xc: -channel G \
          -fx 'rr=hypot(i/w-.5, j/h-.5); 1-rr*1.42' \
          -separate gradient_fx_radial.gif
[IM Output]

The "-fx" function 'rr=hypot(xx,yy)' was added to IM v6.3.6 to speed up the very commonly used expression 'rr=sqrt(xx*xx+yy*yy)'. It also meant that we no longer need to make extra assignments such as 'xx=i/w-.5' when creating a radial gradient.

Note how I use some assignment expressions to simplify the calculation of the distance from center of the image, then convert it to a gradient. This feature was added in IM v6.3.0.

The value '1.42' (or sqrt(2)) in the above controls the overall size of the gradient relative to the images dimensions. In this way the radius of the gradient is diagonal distance to the corner.

You can even remove the 'sqrt()' (built into the 'hypot()' function) from the expression to make a more interesting spherical gradient, which can be useful for 3D Shading Effects.

  convert -size 100x100 xc: -channel G \
          -fx 'xx=i/w-.5; yy=j/h-.5; rr=xx*xx+yy*yy; 1-rr*4' \
          -separate gradient_fx_spherical.gif
[IM Output]

Using a high power function, you can give photos a fade off effect around the rectangular edges of the image. Adjust the power value '4' to control the amount of fading.

  convert -size 100x100 xc: -channel G \
          -fx '(1-(2*i/w-1)^4)*(1-(2*j/h-1)^4)' \
          -separate  gradient_fx_quad2.gif
[IM Output]

Here is a angular gradient, which is interesting in itself.

  convert -size 100x100 xc:  -channel G \
          -fx '.5 - atan2(j-h/2,w/2-i)/pi/2' \
          -separate  gradient_fx_angular.gif
[IM Output]

Note that the 'atan2(y,x)' function returns a angle in radians from -PI to +PI (see its manpage), so its output needs to be be scaled and translated to correctly fit a 0.0 to 1.0 color range. This is why the above looks so much more complex than it really is.

This last example can be generated faster by Distorting a Gradient using the Generalized Distortion Operator. For an example see the Color Wheel Example.

More Complex DIY Gradients

Of course an FX function can generate color gradients. For example here is a gradient based on distance ratios, using an extremely complex FX expression.

  convert -size 100x100 xc: +size xc:red xc:yellow \
          -fx 'ar=hypot( i/w-.8, j/h-.3 )*4;
               br=hypot( i/w-.3, j/h-.7 )*4;
               u[1]*br/(ar+br) + u[2]*ar/(ar+br)' \
          gradient_dist_ratio.gif
[IM Output]

When going from two points to three points the ratio of how much color each 'control point' provides, is a bit more complex, and uses a technique called Inverse Distance Weighted (IDW) Interpolation. You can see more details math for this in Wikipedia, IDW

Here is a inverse distance example for three points.

  convert -size 100x100 xc: +size xc:red xc:yellow xc:lime \
          -fx 'ar=1/max(1, hypot(i-50,j-10)  );
               br=1/max(1, hypot(i-10,j-70)  );
               cr=1/max(1, hypot(i-90,j-90)  );
               ( u[1]*ar + u[2]*br + u[3]*cr )/( ar+br+cr )' \
          gradient_shepards.gif
[IM Output]

And here I use a inverse distance squared which is the more normal method used for a IDW interpolation. This is also known as Shepard's Interpolation method, and is now implements using the Sparse Color method 'Shepards", (see below).

  convert -size 100x100 xc: +size xc:red xc:yellow xc:lime \
          -fx 'ar=1/max(1,  (i-50)*(i-50)+(j-10)*(j-10)  );
               br=1/max(1,  (i-10)*(i-10)+(j-70)*(j-70)  );
               cr=1/max(1,  (i-90)*(i-90)+(j-90)*(j-90)  );
               ( u[1]*ar + u[2]*br + u[3]*cr )/( ar+br+cr )' \
          gradient_shepards_2.gif
[IM Output]

Note that the 'hypot()' function was not used in the above as there is no need to generate a square root of the distance.

The problem with Shepard's Method is that all the 'control points' has a global effect over the whole image. As a result you get a sort of underlying 'average color' in between all the 'control points', and especially at a large distance from all control points. This, in turn, produces 'spots' of color rather than a smooth gradient that was wanted.

Here I tried to improve the results by generating the gradient in HSL colorspace, but this time using blue instead of yellow.

  convert -size 100x100 xc: +size xc:red xc:blue xc:lime -colorspace HSL \
          -fx 'ar=1/max(1,  (i-50)*(i-50)+(j-10)*(j-10)  );
               br=1/max(1,  (i-10)*(i-10)+(j-70)*(j-70)  );
               cr=1/max(1,  (i-90)*(i-90)+(j-90)*(j-90)  );
               ( u[1]*ar + u[2]*br + u[3]*cr )/( ar+br+cr )' \
          -colorspace RGB   gradient_shepards_HSL.gif
[IM Output]

As you can see all the colors were nice an bright as we are only generating a hue gradient. However it also appears very strange, which is caused by the 'cyclic' nature of the 'Hue' color channel. As a consequence the area between the blue and the red goes the long way round though a green hue, rather than though a purple hue, as you would expect.

This has no easy solution due to the modulus mathematics that is involved, but if you have ideas I would welcome them.


Sparse Points of Color

The "-sparse-color" operator was added to IM v6.4.3-0 will take an image as set the color given at each of the given floating point 'x,y' coordinates. That is of the form...
-sparse-color {method}  'x,y color   x,y color   x,y color ...' 

The rest of the pixels in the image will then be mapped to try match those points of color, according to the method chosen.

Naturally there are lots of ways to define what the intervening color should be, and which method you choose really depends on what you are attempting to achieve.

Note that image enlargement (resize magnify) is actually a specialized sub-set of this, but one where you start with a fixed grid of pixels to be enlarged. Unfortunately few of the Resize Filter Methods will translate well to a free form set of sparsely separated points of color.

This is also related to "Geographical Information System" methods where landscapes are measured using sparsely separated points of height (not always in a strict grid), and the rest of the landscape needs to be determined from those points.

Voronoi (nearest color)

The "Voronoi" method, just maps each pixel to the closest color point you have provided. This basically divides the image into a set of polygonal 'cells' around each point. For example..

  convert -size 100x100 xc: -sparse-color  Voronoi \
              '30,10 red  10,80 blue  70,60 lime  80,20 yellow' \
          -fill white -stroke black \
          -draw 'circle 30,10 30,12  circle 10,80 10,82' \
          -draw 'circle 70,60 70,62  circle 80,20 80,22' \
          sparse_voronoi.gif
[IM Output]

As you can see no attempt is made to provide anti-aliasing of the colored 'cells' around each point. The edge of each cell actually falls exactly midway between each point's nearest neighbours.

This can be used for example to generate masks to cut up the image in various ways. just assign one point as white and all the rest as black to extract one single 'cell' from the image.

If you want to smooth (anti-alias) the result you can either use some form of Super Sampling to smooth the image. For example generate one 4 times as big, and "-scale" it back to the desired size.

  convert -size 400x400 xc: -sparse-color  Voronoi \
              '120,40 red  40,320 blue  270,240 lime  320,80 yellow' \
          -scale 25%        -fill white -stroke black \
          -draw 'circle 30,10 30,12  circle 10,80 10,82' \
          -draw 'circle 70,60 70,62  circle 80,20 80,22' \
          sparse_voronoi_ssampled.png
[IM Output]

The simpler way (though not very nice) is to just simply blur the image very slightly...

  convert -size 100x100 xc: -sparse-color  Voronoi \
              '30,10 red  10,80 blue  70,60 lime  80,20 yellow' \
          -blur 0x1     -fill white -stroke black \
          -draw 'circle 30,10 30,12  circle 10,80 10,82' \
          -draw 'circle 70,60 70,62  circle 80,20 80,22' \
          sparse_voronoi_smoothed.png
[IM Output]

By blurring generated image by a large amount you can set up some non-linear gradients between the 'cells' that was generated.

  convert -size 100x100 xc: -sparse-color  Voronoi \
              '30,10 red  10,80 blue  70,60 lime  80,20 yellow' \
          -blur 0x15    -fill white -stroke black \
          -draw 'circle 30,10 30,12  circle 10,80 10,82' \
          -draw 'circle 70,60 70,62  circle 80,20 80,22' \
          sparse_voronoi_blur.png
[IM Output]

The larger the "-blur" the larger the gradient between the various 'cells'. However be warned that this may not preserve small colored cells, or ensure the original point remains the color that was given, if it is close to the edge (and another point) of a different color.

By using a special 'linear blur' technique developed br Fred Weinhaus, you can produce a fixed width linear gradient between the cells.

  convert -size 100x100 xc: -sparse-color  Voronoi \
              '30,10 red  10,80 blue  70,60 lime  80,20 yellow' \
          -blur 10x65535      -fill white -stroke black \
          -draw 'circle 30,10 30,12  circle 10,80 10,82' \
          -draw 'circle 70,60 70,62  circle 80,20 80,22' \
          sparse_voronoi_gradient.png
[IM Output]

The unblurred output could also passed to various Edge Detection techniques to generate various bounded edges.

You can remap the image via a Raster to Vector Convertor to generate vector lines. However I found the default 'autotrace' settings may need to be adjusted with "-corner-threshold 120" so it will detect the corners better.

Shepards (spots of color)

The "Shepards" method uses a ratio of the inverse squares of the distances to each of the given points to determine the color of the canvas at each point. See More Complex DIY Gradients above for examples of how the the mathematics is performed.

It is a bit like having spot lights of color at each point which interacts with each other, as the light spreads out to a uniform average of all the given colors at infinity.

  convert -size 100x100 xc: -sparse-color  Shepards \
              '30,10 red  10,80 blue  70,60 lime  80,20 yellow' \
          -fill white -stroke black \
          -draw 'circle 30,10 30,12  circle 10,80 10,82' \
          -draw 'circle 70,60 70,62  circle 80,20 80,22' \
          sparse_shepards.png
[IM Output]

By surrounding a specific area with a similar color you can generate a plateau of that specific color, though the boundaries between the edging points may 'leak'.

This method is also used to generate a displacement field used in Shepards Image Distortions. In that case X and Y vectors are mapped rather than color values.

Channel and Sparse Color

The "-sparse-color" operator is effected by the "-channel" setting which means you can use that setting to limit its effects to just a single channel, or expand it to the transparency channel.

You can also use the "-channel" setting to speed up processing of gray-scale images by only operating on one channel, then "-separate" that channel (see Channel Handling for more detail). For example..

  convert -size 100x100 xc: -channel G -sparse-color Shepards \
              '30,10 gray70  10,80 black  70,60 white  80,20 gray(33.3333%)' \
          -fill white -stroke black \
          -draw 'circle 30,10 30,12  circle 10,80 10,82' \
          -draw 'circle 70,60 70,62  circle 80,20 80,22' \
          -separate +channel    sparse_shepards_gray.gif
[IM Output]

Barycentric (triangle gradient)

The "Barycentric" method, will map three points into a linear triangle of color. The colors outside this triangle continue as before. I have again marked the points to make this continuation clear.

  convert -size 100x100 xc: -sparse-color  Barycentric \
              '30,10 red   10,80 blue   70,60 lime' \
          -fill white -stroke black \
          -draw 'circle 30,10 30,12  circle 10,80 10,82  circle 70,60 70,62' \
          sparse_barycentric.png
[IM Output]

If more than four points are given a 'best fit' will be performed, over all the points given, and as such you may not get the exact color specified at the points you give.

The 'barycentric' method is in reality a mapping of a linear affine equation to each of the three color channels separately. As such if I separate each of the color channels of the above three point example, you get three simple linear gradients in each color channel.

  convert sparse_barycentric.png -separate sparse_bary_%d.gif
[IM Output] ==> [IM Output] [IM Output] [IM Output]

It is only because of the use of primary colors that the above gradients all were mapped parallel to one of the edges of the triangle. That is not typically the case.

It does however demonstrate how you can use one point that is the same color as another point to define the 'angle' of the gradient between the two original points. For example by making two of the points 'red' the gradient will be made parallel to the two 'red' points...

  convert -size 100x100 xc: -sparse-color  Barycentric \
              '30,10 red   10,80 red   70,60 lime' \
          -fill white -stroke black \
          -draw 'circle 30,10 30,12  circle 10,80 10,82  circle 70,60 70,62' \
          sparse_bary_gradient.png
[IM Output]

If only two color points are given, IM will generate the third point perpendicular to one of the given points so as to generate a simple linear gradient between the two original points.

  convert -size 100x100 xc: -sparse-color  Barycentric \
              '30,10 red     70,60 lime' \
          -fill white -stroke black \
          -draw 'circle 30,10 30,12  circle 70,60 70,62' \
          sparse_bary_two_point.png
[IM Output]

This provides a simple way of generating a diagonal gradient.

However be warned that the gradient does not just 'stop' but continues to change beyond those points. Traditionally a barycentric gradient will be limited to within the enveloping triangle of points used to generate it.

For example..

  convert -size 100x100 xc: \
          -sparse-color Barycentric '30,0 red   0,80 blue   99,99 lime' \
          \( -size 100x100 xc:black -fill white \
             -draw 'polygon 30,5  5,80  95,95' \) \
          +matte -compose CopyOpacity -composite \
          -fill white -stroke black \
          -draw 'circle 30,5 30,7  circle 5,80 5,82  circle 95,95 95,97' \
          sparse_bary_triangle.png
[IM Output]

FUTURE: when a "Triangular Mesh" method is added in the future then you will get this type of result for the 'mesh' of points given.

Bilinear (4 point gradient)

Like the previous 3 point method, the "Bilinear" fits an equation to 4 points, over each color channel to produce a uniform color gradient between the points, and beyond.

  convert -size 100x100 xc: -sparse-color  Bilinear \
              '30,10 red  10,80 blue  70,60 lime  80,20 yellow' \
          -fill white -stroke black \
          -draw 'circle 30,10 30,12  circle 10,80 10,82' \
          -draw 'circle 70,60 70,62  circle 80,20 80,22' \
          sparse_bilinear.png
[IM Output]

If less than 4 points are given it falls back to a 'Barycentric' method, so this can be used as a short hand for that method. If more than four points are given it will do a best fit of all the points.

This method is not a good method, unless the points given for a orthogonally aligned rectangle (grid) in which case it is equivalent to the default Bilinear Interpolation method (see Interpolated Lookup Gradients below).

Here is a repeat of the various, 4 point "-sparse-color" images, for comparison.
[IM Output]
Voronoi
[IM Output]
Voronoi (blur)
[IM Output]
Shepards
[IM Output]
Bilinear

More "-sparse-color" methods are planned. If you have any ideas mail them to me.


Randomized Canvases

Plasma Gradients

While gradients provide a smooth range of colors, another image creation operator "plasma:" provides a different sort of gradient. One that is ideally suited to generating a random backdrop of color for your images.

First of all I should point out that "plasma:" is a randomized image. As such it can and will produce a different image every time it is run. For example here we generate three separate 'standard' plasma images, and each image is different from each other, even though the same command was used to generate them.

  convert -size 100x100  plasma:  plasma1.jpg
  convert -size 100x100  plasma:  plasma2.jpg
  convert -size 100x100  plasma:  plasma3.jpg
[IM Output] [IM Output] [IM Output]

You can also see that plasma images are also a type of randomized gradient of colors, and like "gradient:" started with white at the top and black at the bottom.

What isn't well document is that you can specify color for the plasma gradient in the exact same way as you can for linear gradients above.

  convert -size 100x100  plasma:blue              plasma_range1.jpg
  convert -size 100x100  plasma:yellow            plasma_range2.jpg
  convert -size 100x100  plasma:green-yellow      plasma_range3.jpg
  convert -size 100x100  plasma:red-blue          plasma_range4.jpg
  convert -size 100x100  plasma:tomato-steelblue  plasma_range5.jpg
[IM Output] [IM Output] [IM Output] [IM Output] [IM Output]

You can also see that mid-tone colors like 'tomato' and 'steelblue' tend to work better than pure colors like 'red' and 'blue'. That is because it contains at least some colors from all three color channels, allowing the plasma image operator more scope in the colors generated.

By using the same color twice with plasma you can produce a background that is predominantly that color, but with random splotches of colors close to those of the original colors.

  convert -size 100x100  plasma:black-black          plasma_black.jpg
  convert -size 100x100  plasma:grey-grey            plasma_grey.jpg
  convert -size 100x100  plasma:white-white          plasma_white.jpg
  convert -size 100x100  plasma:yellow-yellow        plasma_yellow.jpg
  convert -size 100x100  plasma:tomato-tomato        plasma_tomato.jpg
  convert -size 100x100  plasma:steelblue-steelblue  plasma_steelblue.jpg
[IM Output] [IM Output] [IM Output] [IM Output] [IM Output] [IM Output]

Again as you can see, mid-tone colors will generate more varieties of color in the resulting image, than a extreme color, like black, white, or yellow.

The 'grey' plasma in the above is particularly nice giving a iridescent 'mother-of-pearl' like effect, basically as grey has total freedom in the colors that the "plasma:" will generate.

Normalizing a prefect 50% grey plasma will produce a particularly uniform multi-color plasma image, over the full range of colors, including white and black.

  convert -size 100x100  plasma:grey50-grey50 -normalize plasma_grey_norm.jpg
[IM Output]

Alternatively you can just spread the contrast of the colors to just make them bolder, but without going to extremes.

  convert -size 100x100  plasma:grey50-grey50 \
                       -sigmoidal-contrast 8x50%   plasma_grey_contrast.jpg
[IM Output]

Compare this image with the 'fractal plasma' images below.

Fractal Plasma

The plasma generator also has a special fractal mode, producing highly colorful effects. The color generated are enhanced to produce more exaggerated color changes.


  convert -size 100x100  plasma:fractal  plasma_fractal1.jpg
  convert -size 100x100  plasma:fractal  plasma_fractal2.jpg
  convert -size 100x100  plasma:fractal  plasma_fractal3.jpg
[IM Output] [IM Output] [IM Output]

In fact this is very similar to the constant color plasma images we have already seen, and in fact these are generated in the same way but with more pronounced color changes.


I often find that plasma images are a little 'noisy'. As such they usually will benefit from a little smoothing using "-blur".

Here I have have smoothed out the noise from the middle plasma image above.

  convert plasma_fractal2.jpg  -blur 0x2  plasma_smooth.jpg
[IM Output]

You can use "-paint" to create random blotches of color.

  convert plasma_fractal2.jpg  -blur 0x1 -paint 8  plasma_paint.jpg
[IM Output]

Or make the colors more pronounced and circular using the "-emboss" image operator, after using "-blur" to remove the low level noise.

  convert plasma_fractal2.jpg  -blur 0x5 -emboss 2 plasma_emboss.jpg
[IM Output]

By using a "-blur" followed by a "-sharpen" you can produce a more pastel color pattern than we produced with "-emboss".

  convert plasma_fractal2.jpg  -blur 0x5 -sharpen 0x15 plasma_sharp.jpg
[IM Output]

I actually find generating a swirled plasma gradient to be particularly nice, as a background pattern.

  convert -size 160x140  plasma:fractal \
          -blur 0x2  -swirl 180  -shave 20x20  plasma_swirl.jpg
[IM Output]

Greyscale Plasma

Now the plasma generator will always generate color, even on a pure black solid color. However it is often useful to generate a pure grey-scale plasma. Well there are two simple ways of doing this.

The simplest way is to take the plasma image and converted it to grey scale.

  convert -size 100x100 plasma:fractal -blur 0x2 \
          -colorspace Gray   plasma_greyscale.jpg
[IM Output]
Another way is to copy one of the color channel over the other two, for a stronger, single layer, effect.

  convert -size 100x100 plasma:fractal -blur 0x2 \
          -channel G -separate   plasma_grey_copy.jpg
[IM Output]
A final technique is to use "-shade" on the plasma.

  convert -size 100x100 plasma:fractal -blur 0x5 \
          -shade 120x45  -normalize  plasma_grey_shade.jpg
[IM Output]

You'd probably think you would get a lot of light and shadow effects, but the raw plasma is so random, that "-shade" only seems to produce a more 'mottled plasma' effect.

Instead of using a fractal plasma, with its highly exaggerated color changes, you can create a grey-scale plasma using the constant color plasma method. As a side effect, this method also allows you to control the overall brightness of the grey-scale plasma image generated.

  convert -size 100x100 plasma:black-black \
           -blur 0x2 -colorspace Gray plasma_grey0.jpg
  convert -size 100x100 plasma:grey25-grey25 \
           -blur 0x2 -colorspace Gray plasma_grey1.jpg
  convert -size 100x100 plasma:grey50-grey50 \
           -blur 0x2 -colorspace Gray plasma_grey2.jpg
  convert -size 100x100 plasma:grey75-grey75 \
           -blur 0x2 -colorspace Gray plasma_grey3.jpg
  convert -size 100x100 plasma:white-white   \
           -blur 0x2 -colorspace Gray plasma_grey4.jpg
[IM Output] [IM Output] [IM Output] [IM Output] [IM Output]

If this is not quite bold enough, use the channel copy method of grey-scaling the plasma image.

  convert -size 100x100 plasma:black-black   \
          -blur 0x2  -channel G  -separate   plasma_grey5.jpg
  convert -size 100x100 plasma:grey25-grey25 \
          -blur 0x2  -channel G  -separate   plasma_grey6.jpg
  convert -size 100x100 plasma:grey50-grey50 \
          -blur 0x2  -channel G  -separate   plasma_grey7.jpg
  convert -size 100x100 plasma:grey75-grey75 \
          -blur 0x2  -channel G  -separate   plasma_grey8.jpg
  convert -size 100x100 plasma:white-white   \
          -blur 0x2  -channel G  -separate   plasma_grey9.jpg
[IM Output] [IM Output] [IM Output] [IM Output] [IM Output]

These grey-scale plasma images are very useful for further processing, allowing you to generate other image effects.

For example, look at the page on Background Images for a huge number of examples where the plasma fractal was used to produce lots of interesting effects.

Seeding or Repeating a Plasma Image

Remember "plasma:" can produce areas of near pure black or pure white, or any other color (though it isn't likely to be pure). And while it is unlikely you will get a image that is all in one color, it is also a possible outcome. So when you get a good result you may like to save it, for later re-use.

Because of this, scripts using plasma images, may like to include options to generate and re-use such randomized images. That is you may like to separate the plasma image generation from other parts that use that image, to allow re-use.

A simpler technique however is to 'seed' or initialize the IM random number generator so that 'plasma:' will generate the same 'randomized' image. That way you can tune a script or program to produce a good or interesting coloration or effect, over and over.

  convert -size 100x100 -seed 4321  plasma:    plasma_seeded.jpg
[IM Output]

The above image will never change, so unless I change the "-seed" number I will always have a 'red' area in the bottom-right corner.

Interestingly using the same seed with different initializing color gradients can produce a set of images which while random, are similar in their internal pattern.

  convert -size 100x100 -seed 4321 plasma:grey-grey         plasma_rnd1.jpg
  convert -size 100x100 -seed 4321 plasma:white-blue        plasma_rnd2.jpg
  convert -size 100x100 -seed 4321 plasma:green-yellow      plasma_rnd3.jpg
  convert -size 100x100 -seed 4321 plasma:red-blue          plasma_rnd4.jpg
  convert -size 100x100 -seed 4321 plasma:tomato-steelblue  plasma_rnd5.jpg
[IM Output] [IM Output] [IM Output] [IM Output] [IM Output]

As you can see the same pattern of colors is present in all the above images, though the underlying color base can highlight or obscure parts of the shared pattern.

Just one final word of warning. Other IM operators can also use the random number generator, such as the "-fx" 'rand()' function, the "-virtual-pixel" 'random' setting the "-random-threshold" dither operator, and the "-noise" operator. As such is a good idea to seed the generator immediately before your specific use of the random number generator.

As of IM v6.3.4-3, you can also re-randomize the generator using "+seed". So placing this setting after your 'seeded plasma' will ensure that any later operators correctly generate a randomized result is desired.

By default the seed is randomized when IM starts, so you normally do not need to randomize it yourself using "+seed" to get a random result.

Problems using Plasma

One problem you should avoid with "plasma:" images, is generating them with a high aspect ratio. It tends to distort the normal plasma color effects, pulling the colors out into needle-like streaks.

  convert -size 200x50 plasma:  plasma_high_aspect.jpg
[IM Output]

There is no simple solution to this, so unless this is what you are wanting, caution is advised.

There is also a definite top-left to bottom-right diagonal warp in the plasma image that should not exist. That is there is some sort of 'spatial bias' flaw in the algorithm.

For example as Thomas Maus <thomas.maus_AT_alumni.uni-karlsruhe.de> pointed out if you mirror and append the same plasma image, you will always see a distinct 'V' in the resulting image...

  convert -size 60x60 plasma: \( +clone -flop \) +append plasma_flaw.jpg
[IM Output]

This should not happen. But the problem seems to be too deep to be able to fix without basically completely re-writing the whole plasma generator function.

Random Noise Images

As of IM v6.3.5 you can generate a purely random image from an existing image using Noise Generator, "+noise" method 'Random'.

  convert -size 100x100 xc:   +noise Random   random.png
[IM Output]

If your IM is older than this you can still generate a pure random noise image using the slower DIY FX Operator, "-fx".

  convert -size 100x100 xc: -fx 'rand()'   random_fx.png
[IM Output]

Now these purely random images are themselves not very useful. But as a source image for various image transformations, they will allow you to generate a wide variety of different images.

For example by Blurring the image and Color Adjusting the result, you can create a mottled pattern of random color.

  convert random.png -virtual-pixel tile  -blur 0x1  -normalize  random_1.png
  convert random.png -virtual-pixel tile  -blur 0x3  -normalize  random_3.png
  convert random.png -virtual-pixel tile  -blur 0x5  -normalize  random_5.png
  convert random.png -virtual-pixel tile  -blur 0x10 -normalize  random_10.png
[IM Output] ==>