7.1.0 - We need to talk about paper textures and Heightmaps - again!
Username: dreamkeeper
Post Date: 2024-02-22 01:40:34
Hello EM-team,
as I already ponted out in some other posts of mine, there are serious issues in how brushes interact with the papers, both with and w/o Heightmaps, in Rebelle 7. So far I showed mostly examples of individual dabs, so here are "regular" strokes. In the screenshot below I used Oil 'Flat' brush from R6. Only 2 edits were made: paper texture strength set to 100 and oiliness to 0 - only to make the paper texture more visible. Then this brush was imported into R7. Paper is EX30 Lokta Rough, but with other papers there are issues too. Mode was 'Paint'.
Notice the richness and depth in the texture of the R6 example. It's also easy to get good variety using pressure. The same brush in R7 w/o Heightmap looks gawdawful! And I even had to adjust oiliness to about 20, because at 0 it's impossible to get a fully opaque stroke at full pressure or even with mouse. I can only guess that this has to do with the latest changes ([i]"...slider in the lower values is more pronounced..."[/i]). So, the range 0-20 is wasted! Notice also the colour/contrast changes - all 3 are Kobalt blue with Pigments on!
Example with Heightmap (oiliness 0) is better but looks more uniform and clearly lacks the depth of R6 strokes. Please note, that I wasn't able to come even close to the R6 look - no matter how much I tried.
[img]https://www.escapemotions.com/community/uploads/posts/2024/02/132/2024-02-22_01-02:30_Zwischenablage01.jpg[/img]
Please don't get me wrong: there's certainly a lot of potential in the Heightmap feature, and in fact with some brushes I really like the [i]feel[/i] and results. However, I do [i]not[/i] fancy re-doing all the brushes I've made so far with every "improvement" you introduce in Rebelle. My work relies heavily on my custom brushes. Actually many pieces somehow "happened" by experimenting with brush settings. So it would be nice to be able to use those in a kind of "legacy" mode in R7 (and future versions). Currently, disabling HM will NOT give the same results as in R5 - not by a far stretch!
If you need more/specific examples or info, please let me know - I'm happy to help.
kind regards
Username: Kell9
Post Date: 2024-02-22 10:10:43
Yes, the look of the Oils are unsurpassed in R6 when it interacts with papers – still.
The idea of a "Legacy Mode" would be appreciated. This is the reason, why R 6.23 never left my programs.
Username: dreamkeeper
Post Date: 2024-02-22 10:53:09
[i]"Currently, disabling HM will NOT give the same results as in [b]R5[/b]..."[/i]
Oops... that should be "R[b]6"[/b] of course - though it's true either way, I suppose.
Hi Kell :)
Username: Peter Blaskovic
Post Date: 2024-02-22 14:33:58
Hi dreamkeeper, on some papers using papers without height maps can look better, especially Japanese papers (Washi, kozo,...), we found out it is sometimes 50:50 which one looks better. Select which suits you better. That is why we are keeping there an option to turn heightmaps off as well.
We have to calculate with a lot of optical illusions which digital papers have - from which side comes the light (is the bump up or down), or if you scratch on light or dark parts of the paper. Heightmaps are more universal and solve a lot of these issues but may not always look better.
In your 3 examples:
- Try to lower in Visual Settings: Paper Texture slider to 0 and you can see there is not much difference between the first two (R6 and R7 w/o hm). Set in Brush Preset: Paper Texture Contrast to [Dark Texture]. Paint in R7 the same strokes. If you set [Light Texture], ghosting (subtle darker color) appears because you paint over the light parts of the paper. For darker color this looks better, but for lighter paint usually not. HM is more realistic in this.
- In the 3rd image the painting looks lighter because without HM the papers are overall much harder, so when you painted these strokes and you used Pigments, the painting on the 3rd one is lighter and the Pigments are changing hue as well. Turn OFF Pigments and the paint will be more similar.
Turn OFF Pigments, set Paint Texture to 0, set Paper Texture Contrast to [Dark Texture], and paint the same strokes. You will see the difference in paper texture, but not in paint color.
It's an alchemy to make a good paper.
Username: basementPete
Post Date: 2024-02-22 23:32:43
dreamkeeper - I am agree with much of what you say. The painting experinence is degraded in many cases in v7 compared to v6. I think v7.1 has improved on v7 but there are two issues:
Paint texture in 7 and 7.1 is broken. 0-7 does almost nothing, then 8-10 go wierdly bright.
It feels like constantly fighting with the paint engine - will this brush work with this paper - do I need to go an toggle height maps on or off for it, do I need to use light texture or dark texture in the paper texture contrast. As soon as I change brush I am fighting with the next one.
I also agree with the point about v6 brushes - the engine is so different that none of mine work in v7.
Peter Blaskovic - I still believe that trying to mix overlay textures (based on pre-light photos of texture) with genuine impasto height data is never going to work smoothly (even with "ray tracing" reverse engineering of the bump map). I believe it would be better to do a one-off conversion of the paper to height maps, manually fine tune them, and then just use a single unified impasto system throughout. drop the overlay style "canvas visibility". I also think watercolour would work much better - it doesn't look convincing on thick gesso papers, compared to how it flows off impasto paint. That would be completely resolved if you just used height map data throughout. You could then have much more control over surface lighting and potentially much deeper cast shadows from thicker texture.
Username: dreamkeeper
Post Date: 2024-02-23 03:58:19
[url=https://www.escapemotions.com/community/user/PeterB]Peter Blaskovic[/url] - Thank you for taking the time to explain in such detail. I really appreciate it.
Much agree on papers having different properties and strengths. It might very well be that with 'Lokta Rough' those differences in brush behaviour are more pronounced than with other papers. The thing is... it's working great in R6 - and it's my favourite so far (though I don't own them all).
Also agreed on the implications and effects of light vs. dark paper texture scratch, which I already found out. I deliberately made no attempt to adjust the settings to get closer results, in order to show the differences clearly. And disabling Pigments [i]just[/i] to have more similar results is not really an option, if I have to sacrifice quality in the process. My point is, it simply worked in R6: below there's an example with a test brush with static settings (no pressure influence) at varying paper texture strengths. On one side it's light texture, on the other it's dark - can you tell which is which? In R6 we wouldn't even have to worry about that...
[img]https://www.escapemotions.com/community/uploads/posts/2024/02/41715/2024-02-23_03-02:55_Zwischenablage02.jpg[/img]
To sum up my point of view:
[list]
[*]it was almost perfect in Rebelle 6
[*]I'd expect that R7 w/o Heightmap would work the same way
[*]it's tedious to make all the adjustments - just to find out that a brush [i]still[/i] doesn't match R6
[/list]
It would already be a great help if we could save in R6 format, so we can go back and forth without losing layer properties such as impasto or water amount maps. Or even just exchange single layers between R6 and R7. Though I agree with basementPete that a more fundamental overhaul would be needed in the long run - not only to solve current issues, but also to open up opportunities for future improvements and additions.
An option to invert the paper texture would still be welcomed. Talking about paper options: please consider also adding an xy offset as well as rotation angle. Actually such an offset should be applied automatically when cropping to prevent mismatch between paint and paper texture. Same applies to changing orientaion (which hopefully will be available soon).
> [i]"It's an alchemy to make a good paper."[/i]
This I understand. And without a doubt, you have made some of the most beautiful ones. Wouldn't it be a real shame if some of that beauty and potential would be thrown out the window?
cheers!
Username: RoksanaDiamond
Post Date: 2024-02-23 18:52:21
Pretty much agree with what people saying. Though I already liked some upgraded paper-paint interactions in Reb 7.1.0
Seems like team is really working on resolving those issues! That makes me happy. I occasionally jump from reb 6 to reb 7 and don't feel repelled when using Reb7 anymore :)
Username: dreamkeeper
Post Date: 2024-02-23 22:18:35
On the topic of using R6 and R7 in tandem:
More testing needs to be done, but... as a proof-of-concept I've managed to open an R7 project in R6 by editing the version info in the .reb file (which is actually a .zip file). It also worked to put the edited layer back into the original R7 file - without losing impasto and water data!
Even merging is possible, but requires some more XML editing. It's not really that difficult (I'm not a programmer), but pretty tedious. And one needs to work very systematically, because mistakes can happen easily. And of course there's no guarantee for the future.
So if anyone is interested and feels adventurous enough, I could compile some instructions.
Peter Blaskovic - Would it be possible to add an option to save in R6 format and another one to import/merge layers from other projects into the current file? That would help tremendously with the current situation, and merging could be very useful in general imho.
Username: cheriekitten
Post Date: 2024-02-24 09:03:05
i really wish these things were specified somewhere.
we as users aren't able to know these specific details about which brushes look good with which papers, with or without heightmap on, or which brushes have certain abilities others dont like the ability to be a glaze brush or one i saw in the forums recently, the ability to have darkened edges. youd think that all brushes could do all these things but they cant and its not specified anywhere. i agree with basementPete we are constantly fighting the engine it feels like. and reb 6 brushes do not translate to 7 at all without hours of fighting. also the pigment option needing to be on or off to have more brush likeness to 6 seems bizarre as it was a huge selling point for rebelle to have realistic color interactions that being pigments on.
i dont want to have to switch between 6 and 7 just to get some art work done.
7 should be able to be the only progam used.
at this point id just like to paint and not fight the program on a daily basis.
Username: Kell9
Post Date: 2024-02-24 14:03:39
@ dreamy :)
This is a good point, highly appreciated!
[USER=100138]@cheriekitten[/USER]
I aslo had to fiddle with the setting when importing my custom brushes from R6 to R7. For me, a smooth workflow is a must, whatever is going on technically under the hood. Quickly adjusting parameters for a desired look is one thing, but figuring out what works in some cases or not, kills the creative process. Painting should be fun and no reseach for nerds. :-)
Username: Peter Blaskovic
Post Date: 2024-02-24 15:59:39
Hello, as we are researching the exact issues and why R6 brushes are not working correctly in R7, we discovered a horrible bug in the code (it means almost invisible on a first sight). Therefore, in one of the upcoming versions, compatibility will be restored, meaning you will be able to use R6 brushes in R7, and they should behave and look the same way.
There may be a minor difference in the opacity of the brushes that are [Stretched] or [Tiled] in the Brush Creator -> Shape & Grain -> Grain section. We hope this is the only difference, as far as we know.
We are considering adding a switch in the Brush Creator named "[v] Rebelle 6 brush" (or something similar). When a brush from R6 is imported into R7, this switch will automatically turn on and will NOT use the heightmap but will scratch on the dark side of the paper (the same as in R6). After the fix, there should be no other difference between R6 and R7 brushes (only the one mentioned before). What do you think about that?
To [b]dreamkeeper[/b]:
- And disabling Pigments [i]just[/i] to have more similar results is not really an option. -> This was explanation of your example, why the painting looks different in the 3. image with paper using a heightmap. This paper with HM is softer, which is why the color looked lighter; it was a shift in hue. Of course, there is no need to turn Pigments on and off; there is no point in doing that. The brush appears different with and without Heightmap, and by principle, they will never be exactly the same.
- On one side it's light texture, on the other it's dark - can you tell which is which? In R6 we wouldn't even have to worry about that... -> Yes, you have to, the example image is not correct. In R6, it is the same as in R7, there is no difference between versions whether you paint on the light side or dark side of the texture. Test: change in Brush Creator -> Paint: "Paper Texture Scratch" button to Light and Dark, and you will see the difference. It depends on the paper and tool, but it is not a matter of R6 vs. R7, but rather how we humans perceive light and dark colors next to each other.
Thank you all for your feedback, we appreciate it a lot and helps us to make Rebelle better!
Username: Kell9
Post Date: 2024-02-24 16:23:54
Thank you so much for clarifying, Peter!
Many of us are aware of how much passion and effort all of you put into this wonderful tool and your Support is one of a kind. +++1
Username: dreamkeeper
Post Date: 2024-02-25 00:56:51
Peter Blaskovic - Thank you for clarifying. And yes, I [i]did[/i] make a mistake, so my sincerest apologies for the confusion. However to my defense: how was I supposed to know, that 'Auto' for paper texture scratch would mean different things in both versions? So in R6 I compared 'Auto' to 'Dark' - which is of course nonsense, as I know [i]now[/i]. It also begs the question, why that hasn't been taken into account in the first place. Did nobody ever try w/o HM before release?
Here's a corrected comparison chart. Brush is the same as in my first post, i.e. slightly modified (texture strength 100, oiliness 0) Oil 'Flat' from R6. I'm still struggling with pressure control with regard to paper texture strength - seems to work smoother in R6 for me. And again, I had to adjust oiliness from 0 to 20. Hope that's helpful to someone.
[img]https://www.escapemotions.com/community/uploads/posts/2024/02/2/2024-02-25_00-02:36_Zwischenablage01.jpg[/img]
> [i]"... in one of the upcoming versions, compatibility will be restored, meaning you will be able to use R6 brushes in R7, and they should behave and look the same way."[/i]
Now that's great news, and I'm looking forward to it. Thank you!
> [i]"We are considering adding a switch in the Brush Creator named "[v] Rebelle 6 brush" (or something similar)."[/i]
Yes, please add this asap. That would make R7 so much more powerful and versatile.
cheers!
Username: dreamkeeper
Post Date: 2024-02-25 09:32:48
Slowly getting closer to satisfying results without Heightmaps. One important factor seems to be turning on and finetune 'Smudge on Paper Bumps' (even more so with HM). Though I think that currently the pressure curve for 'Paper Texture Strength' isn't working properly: set to 100, full pressure shouldn't show any texture - no matter the oiliness. As you can see in the examples above, that's not the case.
Also, I still believe that with Heightmaps on, much of the beauty of some papers gets lost, esp. the full colour ones - which is a shame imho. Here's another example using 'Hemp Smooth' (which comes with Rebelle), different brush than before: top is with HM on. The texture looks much more uniform than with HM off, which confirms what I already showed in another thread with single dabs. Really hope, that this could be improved upon in the future - so we don't have to relinquish the advantages of HM when we want rich and deep texture.
[img]https://www.escapemotions.com/community/uploads/posts/2024/02/2/2024-02-25_08-02:30_Zwischenablage02.jpg[/img]
Username: Mariumusz
Post Date: 2024-02-25 12:36:58
As the program is going to be more and more complicated with additional buttons for users of Rebelle 6 only, please add all these changes to the pdf manual how to paint with or without them. Please keep Rebelle user friendly especially for beginners with the best settings of the brushes without this "fight". I was not Rebelle 6.
Username: dreamkeeper
Post Date: 2024-02-25 14:02:29
Mariumusz - I don't think you need to be worried about that. If v7 is the first Rebelle version for you, you can simply use the brushes that are included and not think about any complications or "fights" at all. Seems they are well optimised and work "out of the box".
> [i]"... more and more complicated with additional buttons [b]for users of Rebelle 6 only[/b]..."[/i]
Ah, no. If anything, then you may get more options too, though you don't have to use them. But please understand that some of us have created and finetuned many brushes in the past, which we like to keep using. Unfortunately these old brushes do not translate well to R7 currently.
At the end of the day, such changes will only serve to make Rebelle better for everyone. And I'm absolutely sure, that EM will document any future changes or/and additions in the manual.
Username: Peter Blaskovic
Post Date: 2024-02-26 10:38:12
Dreamkeeper - Thank you for your suggestions. So "Auto" means that Rebelle internally sets if the brush should paint on the light parts or dark parts of the texture. All brushes that have "Auto" use the dark parts of the paper, except CA01 and CA06, these two canvases use light parts.
I'm still struggling with pressure control with regard to paper texture strength -> We made a minor change for the Oiliness slider in Rebelle 7.1, will look at that and see what we can do with that.
I think that currently the pressure curve for 'Paper Texture Strength' isn't working properly -> this could be connected to the Oiliness slider mentioned before.
I still believe that with Heightmaps on, much of the beauty of some papers gets lost -> that is why there is still a choice to use or not use heightmap, they may look different. For many papers with HM they look a lot better for various tools. But you can choose which one is better for you.
Username: dreamkeeper
Post Date: 2024-02-27 00:21:08
Peter Blaskovic - [i]"All brushes that have "Auto" use the dark parts of the paper, except CA01 and CA06,"[/i]
Well, that's true for R6, but with 'Auto' R7 uses 'Light' texture for [i]all[/i] papers I could try (ca. 35). With some, the difference to 'Dark' is not that obvious, but it can be checked easily by painting with 'Dark' over 'Auto' - which I did for every single paper I own. Obviously this works for Heightmaps, but with HM off it's a problem.
And that's the source of all the confusion: because I assumed, that if R7 uses 'Light' for 'Auto', then R6 did the same. Hence I made this mistake with my comparisons earlier. Should've double-checked, but I'm just a human, sorry... So is this the [i]"horrible bug"[/i] you mentioned? If so, that should be an easy fix - so all's well that end's well.
> [i]"We made a minor change for the Oiliness slider in Rebelle 7.1"[/i]
I wouldn't call that a "minor" change. The pressure response of a brush with low oiliness is changed [i]drastically[/i] - at least with HM off, as you can see in my comparison chart above.
[list]
[*]The way it worked before: at 0 oiliness we had full pressure control over the Paper Texture Strength, i.e. with the PTS slider set to 100, we could [i]still[/i] reach a fully opaque stroke (no texture) at full pressure - which is to be expected, looking at the curve editor.
[*]Now: we need to set the oiliness slider at around 40 or higher, in order to get a similar pressure control, depending on some other settings. Not the end of the world, but doesn't correspond to the curve editor and nobody told us. Plus to me it somehow [i]feels[/i] different still after this adjustment.
[/list]
Please don't take this the wrong way... I really love Rebelle, and I have only the highest respect for you and your team and your work. Though I can't help the feeling, that maybe you've been focused a bit too much on Heightmaps and optimising everything to that, while losing track of backwards compatibility a bit.
You say, we can choose (HM on or off), which is true of course. However it's not really a [i]free[/i] choice, because again we need to put in a lot of effort and find out what works with what and how. I paid money for my papers, and I expect to keep getting the best out of them now and in the future - and that includes using new features and improvements with them, and whatever will be put into Rebelle next. Currently I need to decide: use my favourite papers OR use the shiny new Rebelle features.
Either way, I'm looking very much forward to the fixes and improvements you mentioned, and thanks again for taking the time to respond and for listening.
cheers!
Username: Robert Hopkins
Post Date: 2024-02-27 11:20:50
Think about including DreamKeeper in the beta team; he's got the experience with the program to catch issues before they go public. Anyone willing to edit a *.reb file knows their way around programming engines. I've been there, done that.
Let's all keep in mind that EM has to support "[b][i]hundreds of thousands[/i][/b]" of lines of code. EM, I'm sure you have a source code line counter that you can run against the source? How many lines of code does Rebelle 7.1 currently have? A rough estimate of the number of lines of text in the book "War and Peace" would be around 50,000 to 70,000 lines, considering the typical formatting of the book.
I'm genuinely eager to wake up and paint with Rebelle in the morning. My oil and watercolor studios beckon as I walk by them. They seem to say, "Where are you off to?"
Username: dreamkeeper
Post Date: 2024-02-27 20:50:19
Thank you for your support HwyStar :)
I'm pretty sure that the current beta testers are doing a good job. Some things just don't show in beta and only surface once the software is used by a large amount of people, all with different systems, workflows and varying ideas about how things should be working. Please note, that the issues I've been investigating, weren't all found by myself. I simply test stuff that's being reported and then try to look a bit deeper.
Also, [i]"edit a .reb file"[/i] sounds more spectacular than it really is. EM could've chosen a closed format like some other companies, but thankfully they have not. As I said, it's just a .zip file (at this point) with a quite simple structure. Figuring out what is what isn't rocket science, though I have no idea about how the data is handled [i]inside[/i] of Rebelle. Then it's a bit of trial&error to see what actually works.
cheers!
Username: Robert Hopkins
Post Date: 2024-02-27 23:08:45
I hear you about editing the .reb files. My hats off to them if they are using a compressed file structure. One less thing to suck-up up our hard drives with. Thanks, DK!
Username: Peter Blaskovic
Post Date: 2024-02-29 12:20:31
Hello guys,
[i] dreamkeeper:[/i]
[i]- "All brushes that have "Auto" use the dark parts of the paper, except CA01 and CA06," [/i]Well, that's true for R6, but with 'Auto' R7 uses 'Light' texture for [i]all[/i] papers I could try (ca. 35). -> yes, this was true for R6; in R7 - R7.1 this is not working, compatibility with R6 brushes was broken; this will be brought back in R.7.1.1.
- So is this the [i]"horrible bug"[/i] you mentioned? -> No, this was a bug that the impasto works differently in R7 compared to R6, this will be fixed in R7.1.1.
- I wouldn't call that a "minor" change. The pressure response of a brush with low oiliness is changed [i]drastically[/i] - at least with HM off, as you can see in my comparison chart above. -> I assume you compare R7.0.7 and R7.1, what you write is correct. This will be fixed (changed back) in R.7.1.1.
I feel that we missed the importance of backward compatibility of the brushes. Sometimes we would like to add many new features and make Rebelle better and then miss some crucial points.
The difference between R6 - R7.0.7 and R7.1 is also that: Until 7.0.7 "Pressure" slider does influence the opacity of the brush. In R7.1 we changed this and the "Pressure" slider does NOT influence opacity, only limits the pressure of the pen (mouse). Technically it looks more correct in R7.1 but it looks like it is not practical. So we bring back the "Pressure" slider and it will influence the opacity of the brush as well.
We would like to release Rebelle 7.1.1. next week. Thank you for all your valuable feedback!
Username: Robert Hopkins
Post Date: 2024-02-29 14:29:27
I appreciate the diligent efforts of the EM team on these updates, as do others. It's important to acknowledge and welcome the progress being made.
It's crucial to remember the time and cost savings that come with digital painting. While backward brush capability is significant, I'm willing to embrace changes that ultimately improve our workflow and efficiency in the long term.
Username: dreamkeeper
Post Date: 2024-02-29 20:50:29
Peter Blaskovic - Thank you so much for the clarifications, and I'm looking forward to the update, highly appreciated! :)
I can't think of any other company whose support would come even close to that of EM - keep up the good work!
cheers!
Username: Kell9
Post Date: 2024-02-29 21:40:18
This support is one-of-a kind, simply amazing! +++1
Username: Peter Blaskovic
Post Date: 2024-03-08 13:45:42
Hello, please download the recent R.7.1.1, I believe we fixed a lot of stuff there.
Let us know if there are any issues regarding this topic.
Username: salulum
Post Date: 2024-03-08 16:31:10
hy, i think something is broken with [b]user made papers[/b]. on 7.1.1.
With 'legacy on' it's ok, with 'legacy off' the paper texture disappears, and paper texture scratch has no impact on the paper texture visibility.
This behavior is the same at least for pencils, pastels, and markers.
picture : a test on 7.1.1 and 7.1 with 'Graphite pencil 7.1 2B', on a user made paper :
[img]https://www.escapemotions.com/community/uploads/posts/2024/03/3/2024-03-08_16-03:32_LegacyOnOff.jpg[/img]
Username: heydreamer09
Post Date: 2024-03-10 21:33:10
[USER=34691]@salulum[/USER], I'm glad someone mentioned this, I thought I was going mad. I had HM enabled on a custom made canvas before and it was working perfectly. In 7.1.1., the texture is ignored entirely. I tried removing the textures and reuploding them, but no dice. I also tried creating a new texture in R7.1.1, but that didn't work either.
Username: dreamkeeper
Post Date: 2024-03-11 00:32:29
Peter Blaskovic - Thank you so much for adding the legacy paper mode - this makes Rebelle a lot more versatile, at least for me. After trying a couple of my old brushes, everything seems to be working fine (except the above posted issue by salulum of course...).
I'm wondering whether it's a good idea to apply the legacy mode to structures too. Personally I'm fine with it, however it might be a bit confusing/non-intuitive for others. With [i]transparent[/i] structures in mind: would it be possible to paint on the light parts of structures and dark parts of paper at the same time? If that's too much hassle, it's OK like it's now. Thanks again!
salulum and heydreamer09 - While this issue clearly needs to be fixed, it should be noted that you don't lose anything by using legacy mode with custom papers. As far as I can tell, Heightmaps aren't created/used for those anyway - at least currently. Peter should correct me if I'm wrong.
Username: heydreamer09
Post Date: 2024-03-11 01:07:17
Thanks for the reply [url=https://www.escapemotions.com/community/user/dreamkeeper]dreamkeeper[/url]
I'm not sure which setting causes this, but I definitely notice the difference between 7.1 (HM on) and 7.1.1 (legacy on) on my custom canvas. I was halfway through a painting when I updated the software, and the brush strokes just felt and looked wrong, it wasn't the same. No a major difference mind you, but still a difference between "perfect" and "good enough".
Currently, I rolled back to 7.1 so I can at least finish the project.
Username: dreamkeeper
Post Date: 2024-03-11 01:21:45
heydreamer09 - [i]"... I definitely notice the difference between 7.1 (HM on) and 7.1.1 (legacy on) on my custom canvas."[/i]
Yes, in 7.1.0 brushes would paint on the [i]light[/i] parts with Paper Texture Scratch at 'Auto'. In 7.1.1 and legacy on, they paint on the [i]dark[/i] parts. I guess that's the difference you're seeing.
Username: heydreamer09
Post Date: 2024-03-11 01:30:00
Ahhh that'd certainly make sense, I'm going to test this in the morning and switch to the light option. Thanks for the explanation dreamkeeper :)
Username: Peter Blaskovic
Post Date: 2024-03-14 17:23:16
Hello, the issue with the custom papers should be fixed in R.7.1.2 released just today.
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