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Participating Frequently
September 30, 2011
Released

P: Mirror Paint/Symmetric/Seamless Tile Paint Function

  • September 30, 2011
  • 165 replies
  • 5226 views

Photoshop could use a interactive Mirror Paint and Seamless edge/border painting function. Painter has had this feature for about 10 years now.

165 replies

Participating Frequently
December 4, 2011
agreed, 3x3 and possibly open enough to zoom out to a 5x5 so we can check for too much repetition in grass or rock tiles.

Should also work on timeline or be able to preview a sequence via a temporary render/"playblast" so we can see an FX sequence of tiling water or lava flowing.
Participating Frequently
December 4, 2011
Hey Valdenmar, Yeah the clone and healing brush's are a must for this tiling workflow!

In your mock-up you'd also need it in the corners too, I'm not trying to pick at what you've put, I just don't want them considering this and only half-implementing what we need.

Thanks for making another visual aid!
Inspiring
December 4, 2011


So following on the mockup of Iloyd I thought some about tools like clone stamp and the healing brushes/patch tool. This is the tools you (I) mainly use when i tile a photo sourced texture. To have these tools not to have any boundaries would be very intuitive and useful.
Inspiring
December 4, 2011
I have to say that this sort of feature in Photoshop is something that the computer graphics industry has been clamouring for, for years!

Industry professionals spend a LOT of time not only creating textures, but creatively finding ways to best have them tile using the Offset and Clone Stamp tools. As m faceman posted, this method takes a lot of time for multiple layers that could be better used concentrating on other aspects.
Just thinking about the time and money that would be saved if that problem was solved is mind-boggling!

The first image that Lloyd posted up look like a very user-friendly method to implement it into the UI too.
Inspiring
December 4, 2011
I'd think having options like, tiling using the document bounds, > 512 < 0 for example, or using guidelines possibly for bounds, or another type of helper object, so u could specify a location if u wanted and work from there.
Inspiring
December 4, 2011
We have heard this request before, we just need to hear it from a larger group, and get details from other users about what they specifically need.
Inspiring
December 4, 2011
Don't worry about the math - that's the part we're good at.
But the more information we have about what you need (and who all needs it) - the better solution we can come up with, and the easier it is to get approval from managers.
Participating Frequently
December 4, 2011
Its been great to see people come here and voice there views on this,

in the past 24 hours its shot up 20ish votes and this is only from telling one game art forum. [quite a few of them come from company's who have multiple licenses all of whom would benefit from this]

as you can see this is wanted by a lot of people, its just getting it out for them to see.

I can't really go out and show this to everybody who wants it, but to get such great feedback from one forum must ring bells with you.

Please Adobe, see this. ask around.

I also spoke to somebody in VFX and this is something that they do on a daily basis [tile textures] so its not just the game art market.

Also this Photoshop Forum includes Lightroom questions/issues/requests.
without them this feature request would be on the front page.
Participating Frequently
December 4, 2011
For all the "platforms" (output/efficiency types)

mobile, online, console, desktop, sprites for blitmaps, sequences of 12 or 30 frames to make rippling water, a single 512 with a face in only 1/4 of the image...

there is no standard.

The power of having a low level instancing feature to create "clones" of what we see seamless is the key.
Inspiring
December 4, 2011
Yes toroidal wrapping is the most common style of texture tiling. And what many people use.

In game engines you normally can set which wrapping style you want, normal (which is toroidal) and mirrored. Mirrored meaning the texture repeats a-b then b-a. (sorry for the terrible example i am a lowly artist not good with the maths)

after quickly googling the terrazo plugin i have never had the need to paint that type of tile.

i guess what everyone is looking for is a very quick way to make edits to a texture like this

http://www.polygonblog.com/wp-content... (sorry if linking to this texture breaks some forum rules!)

using multiple layers, all of their brushes, ect. For an artist to make this tile currently, they have to use the offset filter and offset each of the layers they are using. This may sound like a simple thing but it become VERY tedious. A 3dpaint program Zbrush has a similar thing already which is incredibly helpful, and i think everyone wants that but in 2d and in Photoshop. Because honestly the less i have to bounce back and forth between all the programs i use to create content, count 'em 5, the better.

Hope this makes sense!

One last thing just to second what everyone else is saying. When this dropped on polycount, this worked everyone into a frenzy. This tool is definitely at the top of my have wanted for years list.