The issue is still persisting. I installed the latest version, and the draw tool works fine for a while but around 10 minutes in has stopped working. Right clicking does not fill in the region I have drawn, but the paint feature still works.
@Andras It has been working for now with the new update - when I did run into the issue a couple times I just closed and re-opened slicer which made things work again. I will try this next time I run into the issue and let you know, thank you!
I work in Animation and am often having to fix technical glitches in the rendered animation .movs. I'm very efficient with using masks however, often times it would be a lot easier if more of the paint/drawing/cloning tools from Photoshop were available right in the effects window in Premiere. Especially with cloning tool - lately I've been doing the "manual" version of what cloning does - all with a duplicated copy of the clip on the next video layer on top, masking in the "preferred' spot of the picture I want to use as a patch on the main video track, and adjusting the position of the "patch" video clip, which is exactly what the clone tool does in photoshop, but with more simplicity and user-friendliness.
I know there's (relative) seamless integration with beinging able to both send a still image to Photoshop and use the exanded toolset there, and/or bring a clip into an After Effects comp and use the expanded toolset there. HOWEVER - if I'm either at a company that only pays for Premiere and not either of the other adobe products, or am an indivual freelancer on a budget and can only afford a single app subscription, then I'm stuck with just the tools withing Premiere.
Thanks for the info, I'm curious if you know of any third party plug-ins or extensions that have cloning effects capable of matching what Photoshop does? My ideal workflow would be not to have to switch programs out of Premiere to more efficiently do a clone or paint effect on a clip. Similar to how straight-forward using masks and manipulating those parameters are just always there and ready to use in the Effect Panel, etc.
As I said in my post, I'm very efficient with using the pen tool to create masks so that's not an issue. My big thought was simply since Adobe has other programs that have that (not so advanced) functionality, and more importantly because a major competitor to Premiere has that functionality, it seems to me a good idea to consider improving the existing paint/effect funcftions built-into Premiere in future versions.
The Paint along Path tool is a new way to paint strokes in the 3D viewport. Similar to other applications, you can create bezier based curves driven by points on the surface of your 3D object to draw patterns. Combined with Substance materials this new tool can open a lot of new possibilities.
New tool to create paint strokes driven by a path with points
Inside the tool's toolbar is a new icon dedicated to the Path tool. This new tool allows to draw curves on the surface of the 3D model to create paint strokes. These strokes can always be re-edited. When the tool is active, simply click on the mesh surface to add a point. Click on an existing point and press delete to remove it.
Re-edit paths (and their properties) with the Path panel
When the Paht tool is selected, the path made within the current paint layer are listed in the dedicated Paht panel at the top of the 3D viewport. This panel allows to select, delete or rename path to
Paint with other tools like Eraser or Smudge
The path tool is also compatible with the eraser and the smudge tool, unlocking more advanced ways of painting and combining strokes with the easy and re-editable way of manipulating path points.
Save and re-use path properties with presets
When using the Path tool, you can also save the brush properties as presets. This allows to save tool presets which will automatically switch to the Path tool when selected from the Assets window.
We took to opportunity of the new path tool to add new properties to the dynamic stroke system. These new properties unlock new kind of strokes which weren't possible before, like the arrow on the image above which features a different start and end visual.
With this release we decided to do a bit of cleanup in our library and therefore changed our default base materials to make them more useful to everybody. These materials have been crafted by the same team delivering content on Substance 3D Assets.
Hi Guys,
I'm assuming no-one from autodesk will ever read this, so It's just a rant.
But please can you release a version which someone has actually tested. Just installed 2019 after being stuck in 2016.
And my god, who ordered an interface overhaul when you still haven't fixed any of the glaring issues. Who is product owner on this ship, because they need to be fired.
How can it be that for years you guys cannot deliver a version that actually shows vertex colors without horrible artifacts and glitches This was an issue in 2015, and apparently has never been fixed.
I'm a game developer and we depend on vertex colors for advanced shader effects. This is so fundamental, how can this not be fixed. The data is in the bloody mesh, how your engine can't display this simple stuff coherently
It's like the bloody decade it took you to realise that the f3 F4 shortcut between wireframe and shaded stops working after X times, it seems to be fixed , but it was there since max 9 !!!!!
How about having a GUI that doesn't go black of glitchy for no reason, gui panels that simply disappear. this has been an issue since 2012.. how can you guys not get your windows to even stay visible? do you even use your own product?
We've easily spend nearly twenty years of multi seat licenses on max, and if this the multi-year plan to frustrate us to the point we start using maya, you've succeeded and overshot. We've just turned our licences into perpetual 2019 licenses and chosen NOT to transfer to subscriptions. You finally lost us as customers, why? because you keep churning out minimal updates that do not address core issues with your software. I'm 100% sure we would feel the same disappointment with Maya, and why should i give my money to a company that obviously doesn't give a flying fart for its users or software. Shame on you.
I loved the product but for the future I seen zero reason to upgrade to any new versions, and am passionately hoping any of your competitors bring out the package we can transfer to.
The funny thing is, We're not the only one, I saw a AAA game reddit post with WIP screenshots of max 2011, and gamers commenting on it, not realizing that to many artists and companies that was one of those magic releases that was more stable and functioning than the next 6 years of releases combined.
you keep touting the game industry as a main client for max, well that was true 10 years ago, time to let it go and let it die I think.
It also sounds like you, and others at the studio you work at, are frustrated in general with Autodesk software, and don't feel like the tools match your development needs! I have done work in the game industry as well, and the tools are soooo important, i hope I can help put you in touch with the right folks here at Autodesk.
I would like to recommend participating in the 3DS Max feedback community and beta program, which is a great way to help shape future releases of the software! Also, if you are interested in switching over to Maya, I can loop in one of my colleagues @jordan.giboney who is more versed in the Maya workflow pipeline ( I recommend Maya LT for a slimmed down workflow for game development).
Thanks for the reply.
But the simple truth is that if you set vertex colors on an editable mesh directly (with vertex colors display enabled offcourse) you will instantly get artefacts.
step by step:
Vertex color applied with vertex paint modifiers (color and alpha channels) above, now we collapse the modifiers and edit a single face color in the editble mesh rollout .
voila massive display artefacts. To be honest weirdness with vertex colors has been going on since 2012 or something.
IT feels like your developers are not understanding that it is the CORE features that drive users to be satisfied, I really couldn't give a flying F about more features, or any of the new features. But I need this workflow to be working, Vertex colors are used for so much in technical shading in games. it's literally absurd for this not to be working correctly.
Another bug, if you assign vertex colors and alphas on editble meshes, and do NOT export with the modifiers added (collapsed) you also might lose or get inverted vertex alpha's
It's all fine and dandy, but these aren't highly complex bugs or hard to reproduce. And it's been this way for years. Just test your features and please fix them,.