Photoshop :: CC - 3D Texturing Slow (suspected Culprit - Live Previews) - Can Turn Off
Sep 3, 2013
We do a lot of 3D texturing for models. While CS6 was doing that just fine, CC has a problem. When we paint on 3D model directly, it has a 0.5-1 second lag. That's acceptable, as it's not used much. However from CC it started to lag even when painting directly on unfolded texture. Which basically interferes with our job.
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It seems that there is no applying step anymore when switching from flat texture to 3D view and all changes are applied on 3D immediately when we paint on flat texture. Release notes say it's a 100x speed improvement, but we don't really see it. We see this behaviour on 2 computers: OS X one and Win8 one.
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So my question is - can we turn immediate change applying on 3D model off?
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Oct 11, 2012
I've seen this topic on the threads, but mostly for previous versions. I have LR4, and my previews load so slowly. How can I speed them up? Bridge handles the previews so fast and it is so much nicer going through with that program, but I'd like to move my workflow to LR4 solely. But hard to with the preview handling being so much slower.
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Jun 14, 2012
When I am sorting photos in the library loupe mode, the thumnails always show loading as I am trying to make my pics and rejects. How to speed up the process? I have already increased my cache to 100.
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Jul 24, 2012
I recently lost my original raw (CR2) files for a set of photos. They were imported and edited in lightroom 4.1. I still have the lightroom catalog but the photo previews are occompanied by the warning "The file name "#####.cr2" is offline or missing". I am aware they are missing, the only version of the photos I still have is the LR preview. Any way to extract the image information in a lightroom preview and save it as a jpg. (Not including doing a screen capture of the preview).
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Jul 29, 2013
Slow rendering image previews in import dialogue?
My LR 5 is as slow as a snail generating those previews.
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Importing my RAWs form the EOS 6D (saved on a 95MB/s 32 BG SanDisk Extreme Pro) it renders only the 12 or 24 displayed previews and leaves out the rest (the next only when I'm scrolling down). For 12 images LR5 needs 8-10 seconds. LR4.4 does the same process for all 150 RAWs in 1-2 seconds.
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It doesn't matter if I want to import to my workstation (Dell Precision T1650, 8core Intel Xeon E3-1240 V2, 16GB RAM, 64bit) via USB 3.0 (Reader & Port) or to my laptop (Dell Latitude E6400). So it must be LR, not my hardware.
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Are there known issues with the Canon-RAW format? I just updated EOS firmware to 1.1.3, but the renderspeed stays the same. For 1 image 3-4 seconds single...
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Jul 15, 2013
Preview panel "preview" freezes indefinitely.App very slow to load while creating new previews. (previews take forever to create and update)Wrong previews showing for wrong images when swapping between folders, etc. (ie: all photos, last import, custom collections)Â This one is a little different...
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Ratings lost when switching between folders, etc. (ie: all photos, last import, custom collections)Â This was a clean install that ran beautifully at first. Started noticing this more and more after using the spot tool. (my last step in processing a job)
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I use separate catalogs per job. Some as small as a few dozen images. (family stuff) Others, as large as 500-600. (engagement and wedding clients)
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May 1, 2012
Since starting to use LR in 2009, I've been making separate catalogues for every 6 months worth of photos. I've now decided to consolidate all my photos in a single catalog, but the process is taking forever, even though I'm not moving the photos, just importing edits/previews/ratings/collection etc.. How to speed things up.BTW, all of my catalogs have been converted to LR4 format.
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Jul 2, 2012
Have Windows 7, 64 bit, LR3..On Import Dialog Screen it shows on right panel...File Handling.Don't Import Suspected Duplicates.Make a Second copy to.
File Renaming.Apply during Import...... but Destination Panel has disappeared.Did a lot of renaming lately with presets but don't know or this is related or not.
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Oct 4, 2011
My workflow is as follows:
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1. Shoot.
2. Clean the junk pictures off the card with Nikon ViewNX, I keep MAYBE 1 in 50 shots.
3. Import to LR 3.4.1
4. Repeat.
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On the second import, the pictures from the first import are normally flagged as suspected duplicates. Occasionally, one will not be flagged as a suspected dupe. I suspect that this is because on a subsequent ViewNX pass I accidently changed the number of stars or some such on that image. Is there some way to reinstate "suspected duplicate" status? Or to put it another way, what determines suspected duplicate status?
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I leave the good pictures on the card as a back up (I do have other backups -- the laptop backs up daily to the NAS when I'm home, and I have LR make a copy to another CF card on import. But you can't have enough backups.
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Oct 11, 2012
After import from CF card, then next import with "don't import suspected duplicates'' checked, failed many times. You must close and reopen the import window, repeating the operation (one or two times) to make it work properly.
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Jul 4, 2012
Lightroom 4.1, MacBook Pro running OSX 10.7.4.
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I can import a card, eject the card, plug the card back in and Lightroom STILL wants to import the photos it just imported. Of course the checkbox for "Don't import suspected duplicates" is ticked.
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Jun 29, 2005
if it's possible to do kind of 3D-texturing in photoshop.
The grid looks very ugly as it's just a flat pattern on top of the model. I'd imagine photoshop could somehow do 3D-texturing based on the bevel blending I´ve used in the model.
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Apr 16, 2007
Anyone used/bought this DVD ?
It sounds like it would be interesting, but I don't think I want to spend that much on it unless I had some reliable information.
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Jun 20, 2013
When importing photos into Lightroom 5, the option "Don't Import Suspected Duplicates" doesn't work every time. Even though I've imported some photos from the memory card, when I do another Import, all of the photos have been checked for importing including already Imported ones even though I have the "Don't Import Suspected Duplicates" option checked. Why is this?
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Jan 25, 2007
I have a high resolution image for an event we're promoting. The theme/title is "Breaking the Mold" I had a hard time thinking of a concept to go with and have sketched a few things out.
But I really want this to look like a movie poster or a game cover. Anyway the conference is, from what I'm told is to deal with leadership and breaking the way things are normally done.
So I figured I'd try something like a guy kneeling or standing in a business suit, tearing his coat off, like a Superman type deal, but have only half of the image as a statue, while the top half is the man breaking out of the mold (so to speak).
So my question is, once I find a suitable image, how can I take a textured image or background and lay it over the man's body to make it look like he's in the mold itself.
I have thought about creating a brush with the texture and painting over the man and setting layer effects to "pin light" and setting opacity. While this works with paint pretty well, I figured it might work with texture.
But how do I create the brush with the texture for a high resolution image?
Now after I crop the man out of whatever background he's in, and I take a complete huge picture of a statue, plaster, broken concrete, can I just lay it over the man. Because I've tried it with a quick sample I had as a test and set the layer settings to all the ones on there, but the concrete would not wrap around the shadows, and highlights well. The texture would remain flat and not have depth of the man's body.
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Aug 13, 2012
I saw a video of some guy making a texture for a 3d model in photoshop and time to time he switched to a window where he could see and manipulate the 3d model with the unfinished texture and no, he didn't save the project and apply it everytime. I was wondering if that was a plug-in or something like that.
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Jun 23, 2003
Pretty much my main downfall when it comes to working with Photoshop, is my lack-of-expierence with texturing.
For example, I'm trying to figure out how to make a gray-ish type metal texture.
Basically, are their any *general* tips to get me going, on texturing? Using the metal example?
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Jan 15, 2013
Scenario: I'm out in the field filling memory cards and reviewing them on my secondary PC (laptop), marking & editing various images at night. I do not manage to import all of the photos off of all of my cards (and can't due to disk space requirements). I want to keep the edits and work (and images, due to running out of cards I formated some of them that I _knew_ were in the LR catalogue AND backed up onto other devices).Â
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I get home to my primary PC and export the laptop catalouge and then import it, WIN. I start importing images from cards that ARE NOT IN THE CATALOUGE, also WIN. I put in a card that has AT LEAST _SOME_ (but not necessarily all) images in the exported catalouge. Lightroom FAILS to notice that images that were imported FROM THE SAME CARD into the Laptop & Desktop with THE SAME CATALOUGE are duplicates!
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What I want to do is to BE SURE that all of my images are in my primary/desktop catalouge WITHOUT dupes. I want to insert the memory card and have LR import ONLY THE ONES IT DOES NOT ALREADY have. This seems like somehting LR should automagically support, but apparently not. How do I accomplish what I want to do without doing something rediculous like importing everything regardless, then buying a de-duping tool, deleting the duplicate images using file system tools, then removing the not found images manually from LR?
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Feb 11, 2014
I'm working on a hobby project for a game in Unity3d. When it comes to texturing my Maya models and bringing everything into Unity, I often find myself lost in a very tedious workflow. How to organize the texturing process between different applications.Here is what I'm doing right now:Â
1. export UV snapshot from Maya and open it in Photoshop
2. use premade textures, photo reference and hand painted images in PS to build a diffuse texture
3. export as an image file and check it on the model in Maya
4. go back to PS, adjust and start building a specularity/gloss map, as well as use premade normal map textures or hand painted bump maps to create all those different maps
5. export layer groups from PS into individual texture file (diffuse, specular, normal, emission etc...)
6. assign everything in Maya and check if it looks ok (I prefer doing this in Maya, so I could change the model or UVs if needed)
7. export another set of texture maps from PS to meet the requirements of Unity (diffuse with gloss in Alpha channel ect)
8. assign and test everything in unity and make prefabs for my developer
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As you can see I spend a lot of time on exporting up to 6 versions of one texture for different purposes for Maya and for Unity. Everytime I want to change something, I have to manually go in and re-export and refresh those textures. I'm trying to use actions in Photoshop and a Mel script in Maya to make that easier, but still it's a lot of tedious work spent on just updating images.Â
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I actually started off using PSD networks in Maya. I would create my material, let Maya create a PSD file with different layer sets assigned to my shader and let it all refresh at once without having to export. That sounds like a reasonable workflow, but I stopped using it, because networks with layer sets only support flattened Photoshop data, so no layer effects and non-destructive editing from within PS. And every once in a while my PSD network would break and corrupt my PSD files, making it impossible to save them or open again.
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Apr 15, 2013
Are the previews of deleted images themselves automatically deleted from the previews folder?
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Mar 16, 2012
I am currently trying to unwrap a weapon for texturing and some of the faces are flipped only in the UV Editor. I have the option under xView Flipped UVW Faces checked on and they only pop up when I have the Unwrap UVW Modifier highlighted and in use. I've tried to flip them or mirror them under the editor but it doesn't seem to work. Under Edit Poly, Flipped UVW Faces isn't applicable. I even tried deleting a polygon and creating a new one in its place but I get the same result. I also reset x form just to see what would occur and they are still there. I'm to the point that I think it isn't as big a deal as I'm making it out to be but want to get a second opinion before I move on to unwrapping.
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Mar 29, 2012
I have made a cube, and given a basic cube UV map. The material I want is a standard 2D map (say noise). The problem is that each face gets the same pattern of noise. I would have the same result if I had a basic bitmap as the material.
My solution has been to make a Multi-Sub material, and then use a different noise seed for each side of the cube. This works fine, but it makes it time consuming to do something like change the color of the cube (as I would have to edit 5/6 materials).
So, I am asking, is there a way to either make the UV behave as if each face was part of the same "thing" (spread one noise map over the image/stretch the bitmap). Perhaps make an object use multiple materials (or something like that), so that I can have a Multi-Sub for a greyscale noise, and then a basic color that I can change to effect all of the sides at once.
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Mar 9, 2011
I am having a problem when texturing using the viewport canvas. Whenever I activate the brush tool, the light on the texture seems to change. The first image shows what the texture should look like. The 2nd image shows what happens when the brush tool is active. The texture for the body gets washed out. I have my viewport settings on default lights and hardware shading turned off. I've deleted all my lights in the scene but it doesnt seem to matter.
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Jan 10, 2012
I started University a few months back and we are currently doing an assignment with Max. Now we arent allowed to use Unwrap UVWs cos apparently thats too above us at the moment so we have to apply a texture, and then apply a UVW map. However, I know it is possible to apply a texture to selected Polygons but how do I actually go about doing this as every time I try, it just applies the texture to the whole object.
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Nov 24, 2011
I'm using the 64bit version of 3Ds Max 2012 (student licence) and I've been having a bit of trouble with a bit of functionality I'm used to using that doesn't appear to be available in this version.
Basically, I want to add a .mov (or .avi - a movie file) to my alpha map. I've done this before in earlier versions with no issues and it's exactly the effect I'm looking for in this scene I'm working on. When I go to add either of those file types they simply don't appear in the 'bitmap' section while browsing files.
From looking online I've heard that this is an issue only in the 64bit version and it works perfectly well in the 32bit. My questions are:
- Is this an issue that's being worked on, a deliberate product feature (why?), or an oversight?
- Are there other movie file types that do work in the 64 bit version that I can use instead?
- Would uninstalling max and reinstalling with the 32 bit version have a negative effect on the files I've created within my current version?
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Jun 14, 2013
how to texture and render like how they did in the movie: OnePiece 3D Mugiwara chase, here is the link: URL.... If you'll notice the textures aren't that detailed and the characters seem to have a black outline in most places, which changes as they pose differently, also the eyes aren't exactly a seperate 3d object which has been placed in the eye socket, the eyes are somehow just placed in their respective locations and animate as the characters look somewhere else.
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Apr 10, 2011
as you see in the pic, top is blue and bottom is gray.I approached this by applying texture to selected polygons.I don't want to detach the mesh.
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Jul 26, 2012
I'm working on 3d branding, so I need to be very accurate on texturing because of graphic logo and words.Although the model wasn't so complex, somehow texture him so messed, there a distortions on corners.the checker pattern isn't seem correctly on model.I've tried every method (3Ds max 2012):
1. select edges and convert them as seams, and choose the faces for making them planar, or on projection.
2. relax
3. flatten map and stitching
4. simple projection
5. uvw map paste
6. strigthen and so on.
I'm looking for result like this: URL....but I have to say that on my model, the graphic in his sides too, and not a solid color.
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Jan 16, 2013
I have a question that involves texturing multi objects for a single model.
1 - should I texture the peices first and then attach them together
or
2 - should i attach the pieces together and then texture them.
Also, once the model are attached, should I still weld the vertices and if I dont weld them, will it affect the animation when I rig the model?
Rig: Intel Core Quad CPU Q6600 @ 2.40GHZ
8gb RAM
64bit OS
GeForce 660i GTX
3DS Max 2013
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Aug 23, 2013
how to make my photshop application fast few days ago it was working good but now its performance is slow and my computers speed is also slow. How to fix it?
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May 18, 2013
I have some textures, and i am trying to pack them into texture atlas. All of them are RGBA png's generated with PIL (Python Image Lib). I am opening all of them in gimp and copy-pasting them into their new place in texture atlas.
But i have noticed something strange, i am storing specular map in alpha channel of my diffuse textures, and emission value in alpha channel of normal textures.
The problem is, that GIMP does not copy pixels with 0 alpha value into clipboard. So, when i am trying to copy a normal map from source to atlas, and if emission value is 0, then GIMP is not copying anything, i am getting empty layer pasted into my atlas, if there are 0 alpha value pixels in diffuse map they are not copied to destination, even selection outline shows that there are no pixels in places where specular is set to 0.
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