I have PS 7.0, and an optimized-for-graphics monitor that's less than a year old.
I've noticed that when creating a graphic, the color I use during development changes to a darker shade when I go to save it. And the darker shade is saved rather than the original shade that I intended.
For instance, I created an image using #222222 for background, which is a very dark gray. And when it comes up in the 'Save for web...' dialog, it's much darker, almost #000000.
I am having a problem where Photoshop does not always give me accurate color display all the time. I am aware of the situation but this has become an issue where I have to edit some photos for a pro lab output. The monitor has been calibrated and delta E is less than 0.5, which is okay.
Attached is the print screen of PS at one moment, vs the print screen of PS at another moment (they were layered and mask applied). Dragging the image U/D/L/R also shows the colour one or another. This becomes quite an issue since I had no way of telling whether I am seeing the correct color, especially when I am soft proofing or converting color profiles for final output.
I don't use the Color Sampler Tool much, but In checking something for another thread, I noticed the cursor now seems inconsistent with the cursors of the other tools.Basically, I expected it to drop the sampler on the little crosshair, and it dropped it instead at the end of the dropper.
This used to make sense, and it's still consistent with the Eyedropper cursor (and with prior versions of Photoshop). But I find that now I've gotten used to the other new cursors, most of which now define the hot spot at the upper-left, it didn't do what was expected.
Can't print the illustration. The Color Management settings are inconsistent.
I keep getting this message everytime I try to use any of the print script examples in the adobe javascript reference guide. I also tried the script from this thread: [URL] .... and got the same error. I'm using a windows 8 machine but got the error on vista as well.
I have experienced when rendering video from Photoshop that the color looks especially bad in Quicktime Player compared to what it looked in PS. I read that there is a color shift issue when Rendering Video from Photoshop due to the lack of color management in some video players. I know this is more a player issue than a Photoshop issue, but I want to be able to make my video look best across all players.
Is there any kind of general rule for an adjustment I can make?
I can't seem to find much information on Google about this particular shift with regards to PS' Render Video.
The input tonal value is 70% of a CMYK primitive color, e.g. cyan, using Photoshop's color picker.
For measuring the tonal values and differences, switch the info palette to CMYK and 32-bit mode. It's also possible to see the differences in HSB and Lab mode (depends on selected CYMK color profile).
Measured values of filled layers using different Photoshop functions: .....
I am having trouble getting colors in Ink 'n Paint materials to render as specified. They appear washed out - brighter and in low saturation. It happens with both default and mental ray renderers, with or without exposure control on. It also happens if I create an all new scene with nothing but a single box and the default Ink 'n Paint material, using default render settings, not touching anything else - the blue is wrong in the render.
Maybe I am misunderstanding the material itself somehow or missing something else, but I imagined one of the points of the material is to force colors to render exactly as specified.
I'm running Revit Architecture 2012. I did a render and it looks fine in the default {3D} View. I selected to save it to the project and when I go to the renderings view to recall it, the color balance is all shifted off way way to the blue end. I tried going back over to render dialog and adjusting the white point all the way up, and it had the expected effect in the {3D} View (shifting everything to overblown orange), but nothing changed at all in the renderings View when I tried to resave it after making the adjustment.
Using photoshop CS6 on Mac, I am seeing a problem with one of my batch processing sript who's only task is to apply an embossed water mark to images which I have resized such that the longest side is always 500px. (short side varies depending on how I have cropped).
In most cases, the piece of text I am adding to the image appears fine. But then for no apparent reason, it will suddenly apply the text (which I have set to 24pt) and it is way to big. To address the issue, I have to reduce the font size (via the actions pallate) down as far as 8 pt. Then it starts to appear more or less correctly (for a while) until maybe a few weeks later when I open up photoshop to run the job again and suddenly 8 pt font is WAY too small and I have to bump it up to 24 pt again.
I am trying to render and export files after using the fast color corrector. After using this effect, some, but not all of my clips don't render and the following message pops up: ERROR COMPILING MOVIE.
I saw online that this happened to ther people too and it seems like it is a bug in CS6 itself. I need to do the color correction.
But I've added some color correction and some of my clips seem to be rendering out corrupted once the effects are applied. If I toggle the effects off it goes away, but toggling them on again and it's back. I've restarted the machine several times and the corruption reoccurs in the same spots. Is there a cache that I need to toss? When I rerender or export the the file the corruption remains.The effects I'm using are basic, auto color, fast color corrector, and brightness & contrast. here's what it looks like.
I have written this code to check the name of the layouts and determine if the are to our company standard or not and if they are close enough to determine what they should be rename them. I create a drawing with severl differant layout names to test the code but I am getting inconsistent results. The drawing I created has 9 layouts named M2_03, M2_04, m3_01, m3_02, tm01_25, tm2.05, tm2.06a, TM2_01, and TM2_02A. It seems to be crashing on the tm2.06a but I can not figure out why.
Public Class StandFix <Autodesk.AutoCAD.Runtime.CommandMethod("StandFix")> _ Public Sub StandardFixer() Dim ErrString As String = "" ErrString = ErrString & StandardizeLayoutNames() MsgBox(ErrString, MsgBoxStyle.OkOnly, "Non-Standard Entities Found") End Sub [Code] ....
why sometimes it work and checks all the layouts, but most of the time it only does some of the layouts.
ive recently started to work with DBLink and access 2013 to make take offs mainly. Today i made a small project to test some ideas and found an inconsistency between the material areas and the area of the element, a wall in this case, to which the material is apllied. I think they should be the same, or at least very close, but that´s not the case when i export to access. I've attached a image with a material takeoff schedule from revit and the correspondent query from access (element type name, element area, material name, material area, material volume, material area/element area). The revit one seems correct, but in access the material area values are very different. Initially i thought it would be due to units difference, like the material area were in sq cm and the element area in sq m, but the relationship between them isn´t 10, as you can see in the calculated value. Then i added the material volume to the schedule and query and the results on access are even more strange, i can´t even imagine where this values came from.
I'm aware that when using "pixel mode" at a certain zoom level Draw Ignores your settings for "nudge" and does it's own thing. (I think it's when the pixel grid appears and in my case this is at 800%) However, I've found a "feature" which seems like a mistake.
In large zooms in pixel mode objects move 0.5 pixels with the arrow keys, however when using the node edit tool your setting applies.
Personally I'd prefer Draw to always use the settings that you specify but I was told that the change of setting at large zoom levels was intentional - if this is true why do my nodes move differently to objects? This inconsistency can't be "intended"?
I have several script commands that insert items such as title blocks (xrefs) and page boundaries (blocks). The base point and INSBASE for all files are set to 0,0,0. However the blocks will occassionally come in at different positions. In some cases I can repeat the command multiple times and each time the same block will inset at a different position in the same drawing even though the insert point is set to 0,0,0.
Trying to set a Phantom line as the property line and also use dashed lines (ACAD_ISO03w100)
I can mess with the ltscale and make it so one or the other reads properly, but never both. The Phantom displays correctly at ltscale: 1, the dashed lines display when ltscale is .1 they are on different layers
I have noticed in the past that in x-refs the layer colors can be inconsistent but never really thought about it. But I have just started looking into it, I created 2 simple drawings with a layer called 'one' and in each drawing gave the layer a different color value. In each drawing there is a rectangle on that layer, and then the first drawing is x-ref'd into the second. OK no problems so far. If you now go back into the first drawing and change the layer color, and save the drawing, the second drawing lets you know that a reference has changed and needs updating, but the color doesn't change, and if I then add new geometry into the first drawing and update the x-ref in the second drawing it shows up as the original color of the layer.
I haven't checked yet if any other properties behave in the same way, but I am just trying a color coding system for checking when items have been updated, and this throws a spanner in the works, how to update the properties, or is it possibly a system variable.
I almost always work in Picas; and I just started using CS6, so I've just discovered that Illustrator CS6 has an annoying habit of occasionally — not always— deciding to display Pica units incorrectly. The only common factor is that it's always a whole Pica value, and the last whole Pica is displayed in Points. For example, 5.5 inches should be displayed as 33p0; but sometimes — again, not always — Illustrator CS6 will choose to display that as 32p12.
Well, first of all, anything-"p12" is just wrong. It's anything+1"p0," dammit.
Secondly, even if there was some insane rationale for displaying "p12,"
What circumstances would cause inconsistent values for Width and Height to be shown in the Info Panel vs the Transform Panelin AI CS6? For instance, I have a vector object selected and the Transform Panel has "80 in" for the width value and the Info Panel shows "96.8654 in". Height is likewise screwy.
Full screen view is a minor, but convenient new feature in LR5. It's a quick way to look at a photo without distractions. Being able to flag, color code, rank, and apply Develop module edits with shortcut keys while in full screen are all pluses. Also, the primary "bug" in the Beta, that the F key did not work like a toggle and take you back to the prior view, has been fixed. However, the keyboard shortcuts still do not work consistently.
If you initiate full screen from the Library module, pressing E, G, or D all work correctly. Even the shortcuts to specific Develop module tools work right. For example, R opens up the cropping tool. However, if you initiate full screen from Develop, pressing E or G still works, but pressing D or any of the Develop tool shortcuts has no effect.
I keep getting a dialogue box that says "Revit was unable to render the view due to an unknown error during render calculations. The rendering operation will be canceled." The only option is to click "close" and when i do so, it continues to render but only the sky and grass. My buildings are not present.
I want to union all the members in a complex roof truss structure so I can 3D print the model (picture attached). It seems intermittent in which elements will union and which wont. Revisiting the elements they sometimes then union. Sometimes there is no error message while sometimes 'Inconsistent Edge Face Relationship'
What I have is a highway that is being twinned, however the divided lanes are not consistantly the same distance away (or the same width of roadtop). I would like to keep the number of alignments to a minimum. Both lanes would be based off the same vertical profile. So I would like to have a single assembly that could adjust the median width in the center, and the lane width. Targetting the horizontal layout you can see in the attached screenshot. (this is not all of the job of course)
Is this a feasible task for the targetting assemblys? Would be a fairly standard 4:1 side slopes, adjustable ditch bottom width, 2% crowned road otherwise.
The same scene, same settings, produce 2 very different outputs in max 2011 and 2012, render to texture for normals is currently useless in max 2012.
The blue one is a correct tangent normal map created from a sphere in max 2011, the colored one is the the one created inside max 2012 from the same objects and settings, and the last is another sample of normals generated in max 2012.
I tried to slice a solid after a quite complex surface and received this error.
"The Boolean operation on solid and/or surface bodies failed.Modeling Operation Error: Inconsistent face-body relationships.SLICE failed for selected solid."
What I have tried:I up-scaled the surface-solid ensemble by 10x but it didn't work(same error)
I extruded that complex,multi-plane surface and then sliced it with a horizontal plane and got the desired solid BUT:I would like to know what the cause of that problem was and how it can be solved so that I can slice that solid following that surface.
I have created a 3d model of a football stadium, but when I try to render it, it comes up with this message and it cannot render the scene. I've tried everything I can to fix it, but nothing has worked.
Each time I want to have batch render with 4 camera views. I thought it would provide me with elements along with it. But it just brings me only one file as I set .png.
I know it works with State Set by changing camera view. But Batch render should work too.
I can´t believe it. Save 50% Rendertime. Fix the Render Elements Bug with Render Optimizer V3! deactivate "contrast all Buffers" with RO V3, and you have the same speed as Vray Renderelements.2014 can comming! URL....
Okey, so I want to render a normal map directly from render production. Pretty much like the Viewport Filter "Normal map" in Mudbox. Can this be done? And I also want to make clear that I do not want to use "render to texture". I dont want to do any projection against an other mesh, I want to do it directly to the camera.
Yesterday Ae was working perfectly. Today, Ae will not render compositions in the render queue or in AME? If I try to render from Ae,I get this error message:
and I can fin nothing about this error anywhere on line.