Command surface for tools, effects, transforms, output, and animation.

This page is meant to read like product docs, not onboarding. It stays dense, links out to the deeper reference pages, and focuses on the editing surface: tool behavior, effect families, transform flows, output rules, animation, and the features added after 1.1.2 that materially change workflow.

Updated for 1.2.11 Sticky section nav Default shortcuts are customizable Docs pass focused on real workflows
Overview

Reference map.

The goal is fast lookup and low noise. Output comes first, then editing recipes, then the tool and effect surfaces, then transform, pixel, and settings notes that affect day-to-day work.

Output
Save, Save As, project state, animation

When to keep work in .pfe, when to flatten, how animated import/export behaves, and what happens to text, layers, and pasted overlays.

Editing
Tools, transform, align, compositing

Compact operational notes for painting, selection, retouching, move/transform flows, and the utility interactions that make the app faster once muscle memory kicks in.

Effects
Color, filters, generate, text styling

Grouped the same way the app is grouped: Color, Filter, Generate, AI-related actions, and text-layer effects and warp options that affect final output.

i
What changed in the recent releases

Useful additions since 1.1.2 include wrap preview, startup canvas / empty workspace control, improved Magic Wand and Fill behavior, line anti-aliasing and info line, multi-file open, paste preview overlay, alpha-related options, and more UI customization.

Output

Save, edit, export, animate.

The main split is simple: keep editable work in project form when layers or text still matter; export when you want a flattened deliverable.

Save
Working state

Use Save when you are preserving the project itself. PaintFE’s native .pfe format is the safest choice if the layer stack, text layers, or editability still matter.

  • Ctrl+S saves to the current path.
  • .pfe preserves layered project structure.
  • Auto-save exists separately from your manual save path.
Save As / Export
Delivery state

Use Save As when the destination format matters more than preserving editability. Static image output composites the current result for the chosen file format.

  • Ctrl+Shift+S opens Save As.
  • Text layers are rasterized for final image output.
  • Flattened output is for delivery; keep the layered project separately if revision is still likely.
Animated output
GIF / APNG

PaintFE supports animation-aware import and export. Animated PNG is handled through the PNG animation path, while GIF export includes frame-rate and palette controls.

  • Animated output supports GIF and animated PNG (APNG).
  • GIF export exposes FPS, color-count, and dithering behavior.
  • Animated GIF and APNG import/export use the layer stack as frames.
Clipboard and paste
Recent workflow

Pasted content can stay live as a preview overlay before commit, which is much cleaner for alignment and transform-heavy compositing.

  • Paste overlay supports transform handles before commit.
  • Delete cancels the active paste overlay.
  • Paste alpha preservation and selection alpha copy settings matter when moving transparent assets between documents.
Open and tabs
Project routing

The open flow is tab-aware now, so it works better for review, comparison, and multi-asset passes than older single-file flows.

  • Multi-file open can load several files in one shot.
  • Each file opens into its own project tab.
  • Closing the last tab can leave the app empty until you explicitly create or open another project.
Formats

What PaintFE opens and writes.

Static image support is broad, layered project save is handled by .pfe, and camera RAW opens through a decode pipeline into editable RGBA.

Open

PaintFE opens .pfe, standard raster formats such as PNG, JPEG, WEBP, BMP, TGA, GIF, ICO, TIFF, and a range of camera RAW formats including CR2, CR3, NEF, ARW, DNG, ORF, RW2, RAF, and others.

Write

Static output supports PNG, JPEG, WEBP, BMP, TGA, GIF, ICO, and TIFF. Project work is best saved as .pfe if layers, text, or later revisions still matter.

Animation

Animation-capable save paths include GIF and animated PNG. GIF export includes palette and dithering choices; APNG uses the PNG animation path and both can round-trip through the editor as layered frame workflows.

Recipes

Common editing jobs in the shortest useful form.

This is the compact “how do I do the thing” layer of the docs: minimal wording, realistic tool combinations, and no hand-holding.

Cleanup / retouch
Photo repair

Use the stamp-like tools when texture continuity matters more than painterly coverage.

StartUse Clone Stamp for controlled repair, or Content-Aware Fill when you want faster neighborhood replacement.
RefineUse Smudge sparingly for blend cleanup and Color Remover for difficult flat-color contamination.
FinishUse Curves, Levels, or Vibrance after the structural cleanup, not before.
Cutout / composite
Transparent assets

Use the selection and paste surface together so placement stays editable for longer.

ExtractUse Magic Wand, geometric selection, or Remove Background depending on whether color, shape, or subject isolation defines the cut.
PlacePaste into the target document and keep the paste preview overlay live until scale and placement are correct.
ControlCheck selection alpha copy and paste alpha preservation settings if transparency is not behaving the way you expect.
Text / logo treatment
Layer-first

Keep text editable until the look is settled, then commit late.

BuildCreate the text layer, pick the face/size/alignment, and keep it vector-editable while layout changes are still likely.
StyleAdd gradient fill, outline, drop shadow, inner shadow, or texture fill from text-layer settings.
ShapeUse Arc, Circular, or Envelope text warp when straight layout is too rigid.
Pixel art / tiling
Precision

Pixel work gets easier when you treat the pixel helpers as one cluster rather than separate features.

DrawUse Pencil, low-tolerance Fill, and anti-aliased tools only when the edge style actually calls for it.
MirrorBlock forms with mirror mode, then turn it off once asymmetry matters.
TileTurn on wrap preview early so seams are visible while painting, not after the texture is “done.”
GIF / APNG output
Animation

Animation works best when you think in layers-as-frames from the start instead of flattening too early.

BuildArrange the frame content in layer order and keep the project in .pfe while timing, cleanup, or text still need revision.
ExportUse animated GIF when compatibility matters more than color fidelity, or APNG when you want cleaner color and alpha handling.
TuneFor GIF, adjust FPS, palette size, and dithering until the motion and color breakup look acceptable.
Tools

Paint tools.

The paint family covers the obvious drawing tools, but it also includes several of the more performance-sensitive or precision-oriented workflows in the app.

Brush

Smooth anti-aliased brush with size, hardness, opacity, spacing, blend modes, and custom tip support. Includes Dodge, Burn, and Sponge behavior.

B Hardness Spacing Custom tips

Pencil

Hard-edged, pixel-accurate drawing with no anti-aliasing. Best for sprites, icon passes, and any case where softened edges are noise.

P Pixel-perfect

Eraser

Transparency eraser with live checkerboard preview. Shares the brush tip system, so it behaves like a real paint tool rather than a binary delete pass.

E Strength via alpha

Line

Straight line drawing with configurable width, dash pattern, cap style, shift snapping, anti-alias control, and the newer measurement / info-line workflow.

L Info line AA toggle

Fill

Flood fill with tolerance, contiguous/global behavior, blend awareness, and more reliable low-resolution precision than earlier builds. Current interaction keeps the preview cycle tighter than the older commit-only flow.

F Tolerance GPU path Pixel precision

Gradient

GPU gradient tool with linear, reflected, radial, and diamond shapes, presets, custom multi-stop gradients, and live 4K preview.

G GPU Multi-stop
Tools

Selection tools.

PaintFE’s selection surface is broader than just rectangle plus lasso. The main distinction is geometric selection versus tolerance-driven selection.

Rectangle / Ellipse Select

Basic geometric selection with add/subtract behavior and Shift constraints for square/circle creation.

S Add / subtract

Lasso

Freeform region selection with automatic close on release and the same additive/subtractive editing model as the other selection tools.

J Freehand

Magic Wand

Color-tolerance selection for contiguous or global matches. Recent work improved click semantics, additive selection targeting, hovered seed-pixel clarity, and whole-canvas matching behavior.

W Tolerance Ctrl+Shift = global match Improved targeting

Move Pixels

Moves pixel content itself, floating extracted pixels until commit. If nothing is selected, it can operate on the full layer.

M Extract / float / commit

Move Selection

Moves the selection boundary only. Useful for repositioning the active mask before fill, transform, or targeted effects.

Outline only
Tip
Selection strategy

Use rectangle, ellipse, or lasso when shape defines the target. Use Magic Wand when color defines the target. If tolerance is doing too much work, make the selection first and apply the operation second.

Tools

Retouch, warp, and perspective tools.

These are the tools you reach for when the job is no longer just paint-versus-select. Most of them change structure, sample from nearby content, or reshape pixels directly.

Clone Stamp

Alt-click source sampling with normal clone and heal-style behavior. Best for texture repair, cleanup, and controlled duplication.

K Alt = source Heal mode

Content-Aware Fill

Paint-driven neighborhood fill for removing objects or blemishes by sampling the surrounding area rather than cloning manually.

Neighborhood sampling

Color Remover

Target a sampled color and remove it with tolerance-driven smoothing. Good for background cleanup, color casts, and difficult flat-color removals.

R Sample target color

Smudge

Pick up and drag color across the canvas with adjustable strength. Useful for blending, pushing wet-paint style transitions, or aggressive smear distortion.

Strength

Liquify

GPU-accelerated warp with Push, Expand, Contract, Twirl CW, and Twirl CCW, plus CPU fallback when needed.

GPU Push / Expand / Contract / Twirl

Mesh Warp

Control-point warp on a smooth Catmull-Rom grid from 2x2 up to 6x6. Designed for larger structural shape changes than Liquify.

Q GPU 2x2 to 6x6

Perspective Crop

Four-corner perspective correction and crop in one step. Useful for documents, boards, tabletop photos, and skewed product captures.

4-corner handles
Tools

Utility tools and layer-oriented helpers.

These are the tools that usually finish the workflow rather than start it: sampling, text, viewport control, and quick vector-style construction.

Color Picker

Samples pixels into the active swatch immediately. Fastest route for palette matching and color correction sampling.

I Right-click = secondary Tab = swap swatches

Text

System font enumeration with search, inline formatting controls, and rasterization-on-commit. Text layers also support gradient fill, outline, drop shadow, inner shadow, texture fill, and dedicated text warp modes.

T Gradient fill Warp / texture fill

Zoom

Discrete zoom control with click-in, right-click-out, mouse-wheel zoom, and fit-to-screen behavior.

Z Ctrl+0 = fit

Pan

Direct viewport panning, plus temporary panning from other tools with Space. Middle mouse also pans.

H Space = temporary pan

Shapes

Vector-style shape construction rasterized to the active layer on commit, with outline, fill, or both. Useful for diagrams, icons, UI mockups, and geometric cleanup work.

U Outline / Filled / Both Geometry + symbols
Workflows

Transform, align, and placement workflows.

PaintFE’s edit surface is not just paint and filters. A lot of real work is moving, aligning, correcting perspective, and preserving a flexible placement state for as long as possible.

Move and paste

Move Pixels floats pixel content; Move Selection repositions only the mask; the newer paste preview overlay keeps pasted content transformable before commit.

  • Use Move Pixels when you want floating content.
  • Use Move Selection when the target region needs to move but the pixels should stay put.
  • Use the paste overlay for placement, scaling, and overwrite-vs-normal compositing decisions before committing.
Align

Canvas Align and Layer Align are now part of the practical transform surface rather than hidden oddities.

  • Canvas Align uses a 3x3 anchor model with live preview against non-transparent bounds.
  • Layer Align lives under layer transform actions and is better for object placement inside an existing composition.
  • Use align after cutout or paste-heavy work instead of nudging by hand.
Perspective and correction

Perspective Crop is the direct route for correcting documents, product shots, boards, and skewed reference captures.

  • Set the four corners first, then crop and correct in the same pass.
  • Use it before cleanup filters so the downstream edits operate on the corrected geometry.
Structural warp

Use Liquify for local pushes and Mesh Warp for larger shape redesign. They solve different scale problems.

  • Liquify is brush-like and best for local anatomical or silhouette pushes.
  • Mesh Warp is better when you want controllable broad deformation without hand-sculpting every move.
Effects

Color adjustments.

The Color menu covers one-click tonal fixes and parameterized correction dialogs. It is broad enough to handle quick cleanup, grading, and stylized remapping without leaving the app.

Instant adjustments
5 instant

Fast one-click operations that do not need a dialog: Auto Levels, Desaturate, Invert Colors, Invert Alpha, and Sepia Tone.

Auto Levels Desaturate Invert RGB Invert Alpha Sepia
Tone and exposure
Dialog-driven

Primary correction set: Brightness / Contrast, Curves, Exposure, Highlights / Shadows, Levels, and Temperature / Tint.

Curves Exposure GPU Levels White balance
Color and remapping
Creative + corrective

For look development and controlled remapping: Hue / Saturation, Color Balance, Gradient Map, Black & White, and Vibrance.

HSL GPU Gradient Map Vibrance
Thresholding and flattening
Hard tonal remap

Threshold and Posterize are the direct route when you want fewer tone levels, hard-value separation, or graphic reduction.

Threshold Posterize
Effects

Filters.

The Filter menu is already well split by effect family. The compact version below is organized the same way so you can scan it quickly.

Blur

Gaussian Blur, Bokeh Blur, Motion Blur, Box Blur, Zoom Blur.

  • Gaussian and HSL/exposure-style workflows benefit from GPU support where available.
  • Bokeh is the more lens-like blur; Box Blur is the faster rough blur.
  • Motion and Zoom Blur are directional / focal rather than neutral softening tools.
Sharpen and cleanup

Sharpen, Reduce Noise, Median.

  • Use Sharpen for edge contrast recovery.
  • Reduce Noise smooths noise more generally.
  • Median is especially useful for salt-and-pepper cleanup.
Distort

Crystallize, Dents, Pixelate, Bulge / Pinch, Twist.

  • Crystallize and Pixelate are graphic reduction tools.
  • Bulge / Pinch and Twist are geometric distortion.
  • Dents adds organic surface breakup.
Noise and stylize

Add Noise, Glow, Vignette, Halftone, Ink, Oil Painting, Color Filter, Canvas Border.

  • Glow and Vignette are finishing effects.
  • Halftone, Ink, and Oil Painting are stronger image transforms.
  • Color Filter is a direct tinting pass.
  • Canvas Border applies an inward border from the canvas edges using the primary color.
Glitch

Pixel Drag, RGB Displace.

  • Pixel Drag is row-based corruption / smear behavior.
  • RGB Displace creates channel-fringe and VHS-like color separation.
Operational note

The Filter page is still the better place for exact parameter ranges. This section is here so the docs page stays fast to scan while still covering the whole family.

See Filters & Adjustments for the full parameter breakdown.
Effects

Generate, AI, and text-layer styling.

Not every output-oriented feature lives under the same menu, so this section groups the things that create or stylize content rather than just editing pixels in place.

Generate menu

Grid, Drop Shadow, Outline, Contours.

  • Grid is useful for layout, mockups, and technical overlays.
  • Drop Shadow is generated non-destructively onto a new layer below the source.
  • Outline creates stroke-like edge output from alpha content.
  • Contours traces luminance or alpha into isoline-style output.
AI

The filter surface already includes AI-related generation and background-removal workflows. Keep those separate from ordinary retouching passes so the edit stack stays readable.

AI background removal Requires ONNX Runtime Mask-first cutout workflow
Text effects

Text layers support more than plain rasterized text. Practical options include gradient fill, outline, drop shadow, inner shadow, and texture fill.

  • Keep text editable while you are still deciding on layout.
  • Rasterize only when the layer no longer needs text-level editing.
  • Outline positioning supports inside, center, and outside placement.
Text warp

Text layers also have dedicated warp controls for Arc, Circular, and Envelope deformation.

  • Arc is the quickest way to bend short headings.
  • Circular is useful for badges, seals, and logo text wrapping.
  • Envelope gives you more custom top/bottom deformation than the simple bend modes.
Workflows

Pixel art, symmetry, and seamless tiling.

PaintFE’s pixel-art workflow is stronger when you combine the helpers instead of using them one at a time. The useful cluster is pixel grid, Pencil / low-AA tools, mirror modes, and wrap preview.

Pixel grid

Turn it on when exact pixel targeting matters. It is a viewing aid, not a style choice.

Mirror modes

Mirror drawing supports horizontal, vertical, and quarter symmetry. Best used for block-in and form balancing before deliberate asymmetry starts.

Horizontal Vertical Quarters
Wrap preview

Preview the canvas tiled around itself across all surrounding positions to catch seams while you draw. This is one of the most useful additions for texture work.

Seamless tiling preview
Fill and Wand

Recent work improved low-resolution precision, but these tools still work best with conservative tolerance when edges are only a pixel wide. Selection-aware behavior is also more consistent than earlier builds.

Line and anti-aliasing

Disable anti-aliasing when you want crisp pixel segments. Use the line tracker and info line when the work is more schematic or patterned.

Pencil over Brush

For deliberate pixel placement, Pencil is still the cleaner choice than a softened brush with low size. Shapes and outline effects also render more cleanly now than older builds.

PX
Texture workflow

Enable wrap preview early, not at the end. Use pixel grid when refining the seam, then toggle back to a more natural zoom to judge repetition and rhythm.

Workflows

Settings and customization that affect real work.

The settings surface is not just cosmetic. Several recent options change how the app behaves in practical editing sessions.

Keybinds

Default shortcuts are just defaults. They can be changed, and recent keybind work improved capture, persistence, support for more character input, and unbound-key reliability.

Startup canvas / empty workspace

Set your default canvas size or disable startup canvas creation entirely if you prefer launching into an empty workspace.

Alpha options

Recent alpha-related controls affect both display and copy/paste behavior. They matter most for compositing, transparency, selection cutouts, and pasted overlays.

Interface shape

Badge and project-tab corner rounding can now be adjusted, which is small but useful if you want a tighter or softer overall UI feel.

Resizable panels

History and settings surfaces are less rigid now, which matters on dense workflows where you keep those panels open beside the canvas.

Palette and color workflow

Recent polish around color widgets and palette handling makes PaintFE more comfortable for swatch-driven work, not just direct image editing.

Advanced

Reference pages worth keeping open beside this one.

This page stays intentionally compact. Use the pages below when you need full parameter inventories, scripting specifics, or troubleshooting steps.

FAQ

Frequently Asked Questions

Restored from the earlier docs version for the broader project questions that still belong here.

Why is it called PaintFE?
Two reasons: it does what it says (it's a paint and image editor), and FE is the periodic table symbol for Iron. Since the whole thing is built in Rust, it felt like a fitting nod to the language. If you want to read the FE as an acronym for something else, go for it; nobody is going to stop you.
Was AI used to build PaintFE?
Yes, and it's part of the origin story. Kyle (the developer) was gifted a GitHub Copilot trial and used it as an excuse to learn Rust, building this project as an experiment. That experiment got out of hand in the best possible way. Having AI speed up the initial boilerplate meant the focus could stay entirely on design and architecture, turning a small test into a fast, free tool worth releasing. The architecture, GPU pipeline, rendering logic, and every design decision were driven by a human. All generated code was reviewed, tested, and understood before it was committed. We're being upfront about this because we think you deserve to know.
Is PaintFE really free? No catch?
Yes. Free, no subscription, no account, no telemetry, and no catch. PaintFE is MIT-licensed open source software. You can use it commercially, fork it, and redistribute it. We don't collect any usage data.
Why does PaintFE use Rust instead of C++?
Honestly, the lead developer wanted to learn Rust and built this project as an experiment with the language and some new coding tools. It turned into something worth shipping. The language choice ended up being a good one: memory safety without a garbage collector means no GC pauses mid-stroke on a 4K canvas, and idiomatic Rust patterns like rayon, zero-cost Arc clones, and bytemuck transmutes make the performance work feel natural rather than dangerous.
Should I get PaintFE from the Microsoft Store or download the portable version?
Both are the same application built from the same source code. The Microsoft Store version gives you automatic updates, no SmartScreen warnings, and clean install/uninstall via Windows. The portable .exe can be run from anywhere (USB drive, network share) without installation. If you need the CLI / headless batch mode, use the portable download. For everyday use on Windows, the Store version is the easiest option.
Does PaintFE work on macOS?
Yes, GitHub autobuilds now produce macOS downloads for both Apple Silicon and Intel Macs. They are still unofficial convenience builds, and they are unsigned and unnotarized, so macOS may ask you to right-click the app and choose Open the first time. See the download page for the correct build and the Help page for first-launch steps.
How does undo work? Will it eat all my memory?
PaintFE uses a tiered undo system. Brush strokes store a PixelPatch of only changed pixels, a small delta. Most filter/adjustment ops store a single-layer snapshot using copy-on-write Arc tiles: a snapshot of an unmodified 4K canvas costs ~36KB instead of ~64MB. Only canvas-wide operations (resize, flatten) take full snapshots. A history memory limit is enforced and visible in the History panel.
Can I contribute a new language / translation?
Yes! Copy locales/en.txt, translate each value (keep the key names unchanged), name it using the BCP-47 language code (e.g. ko.txt for Korean), and open a pull request on GitHub. That's all there is to it.
The script I wrote is running slowly. What should I do?
Prefer map_channels() or for_each_pixel() over manual nested loops; the built-in iterators are optimized. Use apply_* effect functions instead of reimplementing effects in Rhai; they call optimized Rust code. If you need to process a specific area, use for_region() instead of checking coordinates inside for_each_pixel(). Avoid unnecessary type conversions in tight loops.