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Now in Beta: Separate Crosstalk in Premiere

Hey everyone! We're excited to share a new Firefly AI-powered audio feature that just landed in Premiere Beta [26.5.0 (Build 75)]: Separate Crosstalk.If you've ever shot a scene on a single mic – whether that's a boom, a phone, or just one lavalier on set – you know the moment: two people start talking at the same time, the mic can't tell the voices apart, and the only real fix is a re-record. Now Separate Crosstalk gives you a way to pull those overlapping voices apart, right inside your timeline! What's New?Separate Crosstalk is built for one specific moment: when two speakers talk over each other at the same time on a single recording – actual overlapping speech, not just two people who happen to be in the same scene. It works on mono and stereo clips and separates up to two overlapping speakers from that shared audio. This isn't full diarization and it isn't meant to split every speaker onto their own track across a whole project. It's meant to solve the crosstalk moment that today has no fix in post beyond rerecording.Just feed it a clip and it returns three tracks: Speaker 1, Speaker 2, and a background/ambience track, so you have full control in the mix.This is a premium feature. Processing costs 1 Generative Credit per second of audio processed, so it's worth trimming your selection down to the crosstalk section rather than running it on a long clip. Keep in mind that Separate Crosstalk automatically adds a 2 second handle to each side and that added time will be reflected in the cost shown before you process. Where to Find Separate CrosstalkThe workflow starts with finding where the crosstalk actually happens in your clip. Select the clip on your timeline, listen for the section where the two speakers overlap, and either:Trim to that range and process just the overlapping section for the fastest, most targeted result, or Select the full clip and let Separate Crosstalk find the overlap range on its own within itFrom there, right-click the clip and choose Separate Crosstalk, or use the quick action in the Properties panel labeled Separate Crosstalk. Both methods will open a dialog box to process the selection. Because it's a premium feature, narrowing to just the crosstalk moment before you process keeps your credit usage efficient.Clips can run anywhere from 1 second up to 10 minutes. If your overlapping section falls outside that range, trim it down first.                      Right-click menu Properties panel quick actionSeparate CrosstalkFor editors working in documentary, run-and-gun, or single-mic setups, overlapping dialogue has always been a dead end. Once two voices are captured on top of each other on the same mic, there's no manual way to untangle them. Separate Crosstalk removes that dead end.To recap, you can:Recover usable dialogue from a moment where two speakers talked at the same time, without a rerecord. Work with mono or stereo source, including phone and single-mic recordings. Get separate Speaker 1, Speaker 2, and background tracks to mix independently. Target just the overlapping section of a clip to keep credit cost down. Process clips from 1 second up to 10 minutes. Trigger it directly from the clip or the Properties panel, no extra setup.Try It Out NowThis feature is available now in the latest Premiere (beta) build (26.5.0, Build 75). Give it a spin on real crosstalk moments from your own footage, whether that's a run-and-gun interview, a documentary scene, or anything shot on a single mic. Let us know how it feels and what you want to see next. Community feedback has shaped Separate Crosstalk, so your feedback directly shapes where this feature goes next!Happy editing!Note: We're still polishing some interactions, so expect to see improvements as we iterate. 

Beta Build 30.8.54 Release Notes

Hello :) Latest Beta Build 30.8.54 is now available in CCD. We have below fixes in this build: Auto Relink missing images from the same Folder:When you relink a missing linked file, Illustrator can now automatically find and relink the document's other missing links whose file names match files in the same folder, so you no longer have to relink each one by hand.Choose 'Auto find missing links from this folder' in the relink dialog's Replace dropdown when relinking a missing image. Illustrator scans the document and silently relinks every other missing link whose file name matches a file in the same folder, including all instances of the same image.How to use: In the Links panel, relink a missing image, select the replacement file, then pick 'Auto find missing links from this folder' from the Replace dropdown. Fixed UV Bugs:[Vote Count : 10] : Objects with Perceptual Gradients applied (and no Dither) gets rasterized fully on PDF export, instead of becoming clipped rasters[Vote Count : 5] : Zoom in and out[Vote Count : 5] : Libraries Panel Freeze & Distortion Glitch[Vote Count : 4] : Illustrator insanely not optimized[Vote Count : 22] : Expanding an Inside / Outside stroke creates barely open paths[Vote Count : 14] : Holding Shift (or Ctrl) to move RGB sliders together in Color panel doesn’t work when color is white[Vote Count : 19] : Startup performance[Vote Count : 25] : MAJOR ISSUE: The new update does not let you decouple horizontal and vertical sizes!!

Acrobat is now in WhatsApp:  View, markup, and edit PDFs without ever leaving your chat

Acrobat is now in WhatsApp: View, markup, and edit PDFs without ever leaving your chat

The power of Acrobat, right in WhatsApp Web and WhatsApp Desktop. Big news for anyone who lives in their chats: Adobe and WhatsApp have teamed up to bring Acrobat-powered PDF experiences directly into WhatsApp Web and Windows. That means you can now open, review, and act on documents shared in a chat, without downloading a single file or switching apps. 🔍 Open/View: Go from PDF review to feedback in seconds  PDFs now open instantly, right inside your WhatsApp conversation. Full-screen viewing works even for password-protected files and stays secure. Highlight, underline, strike through, and draw directly on the doc, no download needed. Share 1:1 or in groups right in the thread.  ✏️ Edit/Share: Edit and share PDFs without missing a beatNeed to make bigger changes? Just launch Acrobat's full toolkit right from the chat and keep your workflow moving without any extra steps. Jump into Acrobat from WhatsApp Web or WhatsApp Desktop to edit, organize, add password protection, and more. When you're done, send the updated file straight back into the same WhatsApp chat so everyone's working off the latest version. 🔒 Secure: Built-in PDF security for every shared file  Documents render exactly as intended, preserving your layout and formatting. Files shared in chat stay end-to-end encrypted, just like any other WhatsApp message. Password-protected PDFs remain locked down to only the intended recipients.  Now available globally This rollout is live today on WhatsApp Web and Windows, everywhere WhatsApp is available.  💬 We want to hear from you! Have you tried opening or editing a PDF in WhatsApp yet? What workflows do you think this will speed up: invoices, contracts, school forms, travel itineraries? Drop your first impressions, questions, or feature requests in the comments below.  📖 Read the full announcement on the Adobe Blog: Acrobat brings powerful PDF workflows to WhatsApp  

Adobe Fresco 7.5 is Here: Export Motion Projects to Adobe Premiere Pro & More

Adobe Fresco 7.5 is Here: Export Motion Projects to Adobe Premiere Pro & More

 Hey everyone! 👋We're excited to announce the release of Adobe Fresco 7.5, bringing new motion export capabilities that make it easier to take your animations from illustration to video editing.Whether you're creating animated artwork, social media content, or motion graphics, this update helps streamline your workflow between Adobe Fresco and Adobe Premiere Pro. What’s NewExport motion projects to Adobe PremiereEasily export your Fresco motion projects as MP4 files to Adobe Premiere from the Share sheet, so you can keep editing wherever you are. For more information, click here. Export motion videos with transparent backgroundsExport your Fresco motion videos with transparent backgrounds, making it easy to layer them in other iOS apps. Learn how to here. Want to learn more about these updates? Check out What’s New in our release notes.Start exploring all these new features and updates today! Get started with Fresco. Bug Fixes - Thanks to YouThank you to everyone who reported issues and shared feedback.Adobe Fresco 7.5 also includes several bug fixes and performance improvements based on reports and feature requests from the Adobe Community. Your feedback directly influences what we prioritize in each release.View the complete list of fixes in the Release Notes. How to UpdateGet the latest features, updates, and bug fixes by updating Fresco to the latest version. Update Fresco now. What’s Next?Have you tried the new motion export workflow?Tell us in the comments:What are you creating with Fresco animations? Have you exported your first project to Premiere Pro yet? Which export formats or motion features would you like to see next?If you've created something with Fresco 7.5, share it below, we'd love to see your work and feature some of our favorites!

Substance 3D at SIGGRAPH 2026: faster workflows, OpenPBR everywhere, and digital twins at scale

Substance 3D at SIGGRAPH 2026: faster workflows, OpenPBR everywhere, and digital twins at scale

 We just posted our SIGGRAPH 2026 announcements over on the Adobe blog. The key points:  OpenPBR is now supported right across the Substance 3D ecosystem — Painter 12.1, Designer 16, and Sampler 6 — with the entire Assets library (14,000+ materials, decals, and atlases) being converted too. Adobe has also released an open-source OpenPBR implementation on GitHub. Substance 3D Painter 12.1 delivers the long-requested Skew Map Painting, giving artists direct control over baking artifacts with brush, fill, and edge protection tools — alongside Auto Rebake, which speeds up iteration by only rebaking affected areas, a refreshed baking workspace, and a new Hard Surface Auto UV mode for mechanical assets. Substance 3D Designer 16 expands the procedural toolset with a redesigned Shape Splatter v2 node for scattering varied 3D forms procedurally, new SDF nodes for building and manipulating complex shapes directly in the node graph, a 3D Viewer for real-time iteration, and consolidated displacement controls for faster material fine-tuning. Substance 3D Sampler's new Material Creation Templates automatically configure channels and settings for common material types — including OpenPBR — with the option to save custom templates for consistency across projects. The Substance 3D Assets library just hit 23,516 assets, with a brand new Signature Collection — Shattered World by Kai "Kizzle" Mergener, fifteen dark fantasy-themed materials. And digital twins are transforming how brands design and deliver products — and Adobe Substance 3D supports the full workflow through open standards like USD and OpenPBR. At SIGGRAPH, Adobe demonstrated a complete pipeline from CAD to finished digital twin, showing how connected tools accelerate the path from product design to review. You can find the full article right here!

Substance 3D at SIGGRAPH 2026: faster workflows, OpenPBR everywhere, and digital twins at scale

Substance 3D at SIGGRAPH 2026: faster workflows, OpenPBR everywhere, and digital twins at scale

 We just posted our SIGGRAPH 2026 announcements over on the Adobe blog. The key points:  OpenPBR is now supported right across the Substance 3D ecosystem — Painter 12.1, Designer 16, and Sampler 6 — with the entire Assets library (14,000+ materials, decals, and atlases) being converted too. Adobe has also released an open-source OpenPBR implementation on GitHub. Substance 3D Painter 12.1 delivers the long-requested Skew Map Painting, giving artists direct control over baking artifacts with brush, fill, and edge protection tools — alongside Auto Rebake, which speeds up iteration by only rebaking affected areas, a refreshed baking workspace, and a new Hard Surface Auto UV mode for mechanical assets. Substance 3D Designer 16 expands the procedural toolset with a redesigned Shape Splatter v2 node for scattering varied 3D forms procedurally, new SDF nodes for building and manipulating complex shapes directly in the node graph, a 3D Viewer for real-time iteration, and consolidated displacement controls for faster material fine-tuning. Substance 3D Sampler's new Material Creation Templates automatically configure channels and settings for common material types — including OpenPBR — with the option to save custom templates for consistency across projects. The Substance 3D Assets library just hit 23,516 assets, with a brand new Signature Collection — Shattered World by Kai "Kizzle" Mergener, fifteen dark fantasy-themed materials. And digital twins are transforming how brands design and deliver products — and Adobe Substance 3D supports the full workflow through open standards like USD and OpenPBR. At SIGGRAPH, Adobe demonstrated a complete pipeline from CAD to finished digital twin, showing how connected tools accelerate the path from product design to review. You can find the full article right here!

Substance 3D at SIGGRAPH 2026: faster workflows, OpenPBR everywhere, and digital twins at scale

Substance 3D at SIGGRAPH 2026: faster workflows, OpenPBR everywhere, and digital twins at scale

 Substance 3D at SIGGRAPH 2026: faster workflows, OpenPBR everywhere, and digital twins at scale We just posted our SIGGRAPH 2026 announcements over on the Adobe blog. The key points:  OpenPBR is now supported right across the Substance 3D ecosystem — Painter 12.1, Designer 16, and Sampler 6 — with the entire Assets library (14,000+ materials, decals, and atlases) being converted too. Adobe has also released an open-source OpenPBR implementation on GitHub. Substance 3D Painter 12.1 delivers the long-requested Skew Map Painting, giving artists direct control over baking artifacts with brush, fill, and edge protection tools — alongside Auto Rebake, which speeds up iteration by only rebaking affected areas, a refreshed baking workspace, and a new Hard Surface Auto UV mode for mechanical assets. Substance 3D Designer 16 expands the procedural toolset with a redesigned Shape Splatter v2 node for scattering varied 3D forms procedurally, new SDF nodes for building and manipulating complex shapes directly in the node graph, a 3D Viewer for real-time iteration, and consolidated displacement controls for faster material fine-tuning. Substance 3D Sampler's new Material Creation Templates automatically configure channels and settings for common material types — including OpenPBR — with the option to save custom templates for consistency across projects. The Substance 3D Assets library just hit 23,516 assets, with a brand new Signature Collection — Shattered World by Kai "Kizzle" Mergener, fifteen dark fantasy-themed materials. And digital twins are transforming how brands design and deliver products — and Adobe Substance 3D supports the full workflow through open standards like USD and OpenPBR. At SIGGRAPH, Adobe demonstrated a complete pipeline from CAD to finished digital twin, showing how connected tools accelerate the path from product design to review. You can find the full article right here!

Prompt to Edit, now with Markup and Dynamic Layer (Beta)

Edit your whole image by describing the change, and now direct that edit two new ways: draw or add text on the canvas to guide your generation, or use a slider to view a generated result. Prompt to edit is a streamlined, whole-image editing experience in Photoshop desktop. Open it from Edit > Prompt to edit or the Contextual Task Bar, type what you want changed across the canvas, pick a model, and generate. Results come back as a new layer so you can compare with the original. This build adds two features that build on it. Prompt to edit feature on Contextual Taskbar (CTB) What's newMarkupShow the change instead of describing it. Draw directly on your image inside Prompt to Edit: select areas to recolor, add text annotations, or brush in rough shapes for size and position, then generate. Markup tools require a Gemini model (Nano Banana 2 or Nano Banana Pro) for this Beta release. Switch to another model and the tools disable, with a tooltip explaining why.Example Brush and Text Annotations Rendered Mural with a more complex prompt Second example using a global prompt: “add grime to the mural”Dynamic LayerUse a slider to interactively view a series of generated edits instead of re-prompting. Your starting image is one end of a range and your Prompt to Edit result is the other.  Drag the slider to preview any in-between state, and keep the ones you want. No regenerating. Dynamic Layer: Input Image Dynamic Layer: Output Image example Dynamic Layer with slider: creation of a mural from start to finish. How to try it in Photoshop (beta) for desktopMarkup:Open an image and select a Pixel or Generative layer. If it is a Generative layer, select the whole image. On the Contextual Task Bar, click Prompt to edit. Pick a Gemini model in the model picker. Markup tools are Gemini-only for this Beta release. Use the brush or text annotation tool to mark up the canvas. In the case above, outline the partial location of the mural.  Add a text annotation like “A vibrant botanical mural featuring cascading neon flora and bioluminescent vines winding up cracked concrete. Hidden among the oversized tropical leaves are playful, geometric animal silhouettes. Painted in a bold pop-art style with dripping spray paint textures, vibrant teal and magenta gradients, and stark black line work” Type any global edit you also want to make across the whole image, such as "warm up the lighting" then generate.Dynamic Layer:Open an image and select a Pixel or Generative layer. If it is a Generative layer, select the whole image. This is your starting point, one end of the range of the slider. Click Prompt to edit and describe the change, such as "paint the car yellow." This becomes the other end of your slider. When the edit finishes, click Dynamic layer. Conversion takes 1 to 3 minutes. Drag the slider in the Properties panel or the Contextual Task Bar. Each position generates a new in-between state you can keep.For overall feedback, use the feedback section in the Beta Panel, or comment in this forum thread. What issues do you see that we should address? A note on credits: Markup and Dynamic Layer are generative features and use generative credits, the same as elsewhere in Photoshop. We want to hear from you!Thank you for trying this Photoshop beta feature.

You can now generate video and sound effects right on the timeline — here's the Premiere Beta feature worth your attention

You can now generate video and sound effects right on the timeline — here's the Premiere Beta feature worth your attention

If you spend any time in the Premiere (Beta) forum you may have already seen it, but I want to make sure this one doesn't slip past the folks who live here in the main forum: there's a new Generative Media Tool in the Premiere beta, and it lets you generate video clips and sound effects directly on your timeline — no round-trips, no separate web app, no export/import shuffle. Abhi Singh, Principal Product Manager on Premiere Desktop, wrote up the details over in the beta forum, and I'd genuinely encourage you to read his post and leave feedback there, because that's where it actually reaches the people building it: Now in Beta: Generate Sound Effects and Video in the Premiere Timeline. Here's the short version of how it works. It's a new tool in the toolbar that shares a slot with Generative Extend — long-press the icon to pick which one you want. Drag across an empty stretch of a video or audio track (or double-click a gap) to set your duration, and a generative task bar appears right there, in context, where the clip will land. You describe what you want, check your settings, and generate — and you can keep making new selections while earlier ones are still processing. On the audio side, select any audio range, describe the sound you want, and it generates multiple variations matched to the exact length of your selection. You review the variations and pick your favorite from the AI badge. The nice touch: you can use your own voice to guide the timing and intensity, so a whoosh or an impact lands exactly where it should. This even times the SFX to the generated videoOn the video side, you pick a model — Adobe Firefly plus supported partner models, with Veo 3.1 as the default — and use the eyedropper to feed it reference frames (first, last, previous, next, or reference) sampled from the Program Monitor, Source Monitor, or Project Panel. For gaps, it automatically uses the adjacent clips on either side. Premiere matches the closest model settings to your sequence where it can — resolution, aspect ratio, frame rate, duration. (One gotcha worth knowing: the default Veo 3.1 only supports reference frames for 8-second, 16:9 generations.) And anything with AI-generated media automatically gets Content Credentials at export, which I appreciate. A whale of a promptMy two cents, having actually put it through its paces: the sound-effects generation is the sleeper hit. Need a room tone, a whoosh, a specific little impact that isn't in your library? Describe it, dial it to the exact length of your selection, done — without ever leaving the timeline. That's a real, everyday time-saver.Generative video is more of a "know what you're using it for" tool. It shines for placeholder shots, cutaways, establishing shots, and quick B-roll, and having it live in the timeline beats the old back-and-forth with outside tools. But it's prompt-and-hope by nature: expect trial and error, expect to spend Firefly credits finding a usable clip, and — a real tip — the moment you generate something close, save it, because you may not land back on it. Feeding it reference frames genuinely helps accuracy, so use the eyedropper.Bottom line: this is a legitimately useful addition, especially for social and quick-turn work, and it deserves more eyes and more feedback than a beta-forum thread usually gets. If you've got a few minutes in the beta build, try it and tell the team what you think.  Drag directly in the tracks to set up your Gen AI clips Read Abhi's full post and leave your feedback here: Now in Beta: Generate Sound Effects and Video in the Premiere Timeline Want a deeper hands-on look? Scott Simmons wrote a great, honest walkthrough over on ProVideo Coalition: Adobe Premiere is adding a Generative Media Tool Official docs: Generate video and audio in Premiere (beta) · Generative Media Tool FAQ So — who's tried it? What have you generated that actually made it into an edit? Drop it below. 👇

Global Admin Console: Support for Multiple Paid ETLAContracts is Now Live

Global Admin Console: Support for Multiple Paid ETLAContracts is Now Live

 TL;DRGlobal Admin Console now supports multiple paid ETLA contracts within a single organization. Global admins can allocate products across more than one ETLA contract in a GAC hierarchy, and Aggregated Reporting now lets you select which contract's data to view and export. Now generally available: the Global Admin Console (GAC) supports multiple paid ETLA contracts within a single organization. What's new:Global admins can allocate products seamlessly across more than one ETLA contract within a GAC hierarchy Aggregated Reporting in GAC now supports contract selection, giving admins more control over the data they view and export GAC is now contract-conscious throughout the UI, with richer contract-level visibility and more granular allocation controls Go to Admin Console Why it matters:Previously, GAC did not support seamless allocation across multiple Standard ETLA contracts within a single org, and admins could only pull the provisioning report for a single contract at a time. This update removes that limitation, giving global admins more flexibility in how they allocate licenses and report on usage across the full organization hierarchy. Learn more:Allocate products to child organizations: https://helpx.adobe.com/enterprise/global-admin-console/allocate-products.html  Create license assignment reports for multiple organizations: https://helpx.adobe.com/enterprise/global-admin-console/assignment-reports.html Have questions about this update? Drop them in the thread below. More questions? Start a conversation | Catch up on all updates: ICYMI

Now in Beta: iXML Metadata in Clip Headers and Source Monitor in Premiere

Hey everyone! We're excited to share a new addition that just landed in Premiere Beta 26.5.0 Build 66: iXML metadata right in your audio clip headers and source monitor. Production sound carries a wealth of metadata, and now you can see it without leaving the timeline or the source monitor.What's New?When your audio has iXML metadata, Premiere now surfaces it directly on the clip header. No more digging through panels or cross-referencing sound reports to know what you're looking at. The same metadata shows up in the source monitor too, displayed at the level of the channel labels, so you can make sorting and selection decisions before a clip ever hits your sequence. It's a global setting, so once you turn it on, it applies in the timeline and the source monitor.Where to find itThe control lives in Settings > Media, under a preference called Show iXML metadata in audio clip headers and source monitor. Flip it on to display the metadata across the timeline and source monitor and flip it off whenever you want a cleaner clip header. Because it's global, the toggle governs the behavior everywhere at once. Premiere PreferencesWhy this mattersProduction audio is only as useful as the context that travels with it. When you're working with multitrack field recordings, that context is baked into the iXML, but historically it stayed hidden while you edited. Bringing it onto the clip header and into the source monitor closes that gap.You can:See iXML metadata on audio clips directly in the timeline as you cut. Read the same metadata in the source monitor at the channel label level before placing a clip. Make faster sorting and selection decisions without leaving your editing context. Keep the display global and consistent across your project. Toggle it off anytime for a cleaner clip header view. iXML metadata is visible to the left of the clip name in the timelineWhen the preference is active, iXML metadata also appears in the Source Monitor after the channel label Try It OutThis feature is available now in the latest Premiere Beta 26.5.0 Build 66. Load up some audio with iXML metadata, turn on the preference, and let us know how it fits into your workflow. Your feedback helps shape how we surface iXML metadata going forward.Happy editing! 🎧🎥Note: We're still polishing some interactions, so expect to see improvements as we iterate. 

Now in Public Beta: Disk Caching for Object Matte

Hi all! Here today to let you know we've added Disk Caching for Object Matte!As you know, when you propagate an Object Matte across a clip, After Effects analyzes every frame. Until now, all of that lived in memory. If you closed the project without freezing or ran low on RAM, those results were gone. Reopen the next day and you'd have to wait through the propagation all over again.With disk caching, Object Matte propagation results are now cached to disk, so the work you've done sticks around. You should also see slimmer .aep files, have an easier time working with large formats (hello 4K!) on low-memory machines, and AE will cache your Object Matte frames in the background while idle.What's newYour Object Matte survives across sessions. Propagate a matte, save, and close your project. When you reopen it, the cached frames are still there.Less pressure on your RAM. Because propagated frames can now live on disk instead of only in memory, After Effects can hold onto more of your work without crowding out everything else you have open. That means fewer purges and smoother playback while you refine a matte.Faster iteration on long clips. You'll also likely feel a major difference on longer roto shots (where propagation is the most expensive). Frames you've already computed come back from disk instead of being rebuilt from scratch.Let us know how disk caching is working in your Object Matte workflow!

Adobe Acrobat Sign transaction limits

Adobe Acrobat Sign transaction limits

Adobe Acrobat Sign transaction limits TL; DR (read time: ~45 sec)Adobe Sign limits transactions (documents sent for signature) by service level: Individual/Small Business gets 150 per user/year. Caps also apply to file size, pages per transaction, and signer count, with Enterprise able to request increases. KBA and Phone Authentication are Enterprise-only at 50/year each by default. Learn about Adobe Sign transaction limits based on the service/subscription level for sending agreements. Adobe Sign currently limits transactions based on the service level of the sending party. A transaction is a document sent from your account for signature.Adobe Sign Individual and Small Business plans include 150 transactions per user per year. Learn more about Adobe Sign’s Use Limitations. Transaction Limit:   File size/Upload: Adobe Sign limits the size of each file uploaded. If you attempt to upload a document outside these bounds, you get an error under the file that says, "Upload limit exceeded."Pages/Transaction: The whole transaction (all files merged together) has a total page limit. This limit is adjustable by the support team on request for business and enterprise customers. If you attempt to send a document that is larger than your account's set limit, you get the error "Adobe Sign was unable to create your agreement because the document(s) exceeded your page limit."Signers/Electronic transaction: The number of people who can sign an electronic signature transaction varies for each level of service. The free, individual, team and business service levels have hard caps on the total number of signers their transactions can include. Customers with an enterprise service level can request that this limit be increased.KBA transactions: Knowledge-Based Authentication is an advanced form of signer verification that is enabled at the enterprise level of service. The account comes with 50 KBA transactions per year by default. If you have a need for a higher volume of this service, contact your Success Manager or Sales Agent to discuss the volume requirement and price structure.Phone Authentication transactions: Phone Authentication transactions are also an advanced form of signer verification that is enabled at the enterprise level of service. The account comes with 50 Phone Authentication transactions per year, by default.If you need a higher volume of this service, contact your Success Manager or Sales Agent to discuss the volume requirement and price structure. Tell us if these helped you. Join the conversation here. We are listening!To discover a host of other great features, go straight to: Get others to sign a document | Fill and sign a document yourself | Adobe Sign FAQ

Something for the Weekend – Part 263 – ‘Fixer Upper’

Something for the Weekend – Part 263 – ‘Fixer Upper’

Thanks to all who took part in our previous ‘Jewel in the Crown’ challenge. There were some great creations made from the starter object.This week, we have something different. Our starter image this week is a guest house building in the grounds of Fountains Abbey in Yorkshire, England. The abbey and grounds, which are a UNESCO World Heritage Site, are well worth a visit. These guesthouses were built in the 12th century but fell into ruins in the 16th century when Henry VIII dissolved the monasteries.The challenge for this week is to use your image skills to restore these guesthouses and make them suitable for habitation again.The “rules”:Use the starter image as at least part of your own image entry. Anything goes, as long as it meets the forum rules on decency, copyright, etc. Anyone, and everyone, is welcome to have a go, whether you are a complete beginner or a Photoshop expert. This is not just for our forum “regulars”. The challenge is not limited to Photoshop. Any Adobe software can be used.  There are no prizes apart from the chance to practice, show off your skills, or bring a bit of humor and fun. Don't be shy, join in and have a go! The starter image is made available for you to use in this forum challenge only. To download the starter image, click it then, when the image opens in its own window, right click and choose “Save Image As/Save Target As” (or similar depending on your browser). When posting back your image, please use the reply button in this first post and use the 'Insert Photos' icon at the bottom of the reply box. If posting a comment on someone else’s entry, then please use the reply button next to their image post. Have fun! Dave.

Photoshop |以前のバージョン - 必要システム構成(2019,2020,2021,2022,2023)

以前のバージョンを引き続きご利用の方向けに、すでにヘルプページでは非公開になっているサポートが終了したバージョンの必要システム構成をまとめました。 ⚠️本記事はサポートが終了したバージョンにおける推奨システム仕様を、補足情報として共有するものです。現行バージョンのシステム要件やサポート状況とは異なりますので、あくまで参考情報としてご確認ください。 目次Photoshop 2023(24.x) Photoshop 2022(23.x) Photoshop 2021(22.x) Photoshop 2020(21.x) Photoshop 2019(20.x) Photoshop 2023(24.x) ▌ Windows Intelプロセッサー 64ビットをサポートしているIntel®またはAMDプロセッサー SSE 4.2以降の2GHz以上のプロセッサー OS Windows 10 64ビット(バージョン20H2) 以降 ※LTSCバージョンは非対応 RAM 16GB 以上 GPU ・DirectX 12(機能レベル 12_0 以降)対応GPU ・4K以上のディスプレイの場合は4GBのGPUメモリ モニターの解像度 1920×1080以上のディスプレイ(100%のUI拡大率の場合) ハードディスク容量 50GBのハードディスク空き領域 ・アプリケーションのインストール用の高速内蔵SSD ・仮想記憶ディスク用の個別の内蔵ドライブ インターネット インターネットソフトウェアのライセンス認証、サブスクリプションの検証、オンラインサービスの利用にはインターネット接続と登録が必要  ARMプロセッサー ARMプロセッサー OS Windows 10 64ビット(バージョン20H2) 以降を実行しているWindows 10 ARMデバイス RAM 16GB以上 その他の要素はIntelと同じです  ▌ macOS Intelプロセッサー 64ビットをサポートしているIntel®マルチコアプロセッサー(SSE 4.2以降の2GHz以上のプロセッサー) OS macOS Big Sur(バージョン11) ※v10.15.xではインストールがブロックされる RAM 16GB以上 グラフィックカード ・Metal対応GPU ・4K以上のディスプレイの場合は4GBのGPUメモリ モニターの解像度 1920×1080以上のディスプレイ(100%のUI拡大率の場合) ハードディスク容量 50GBのハードディスク空き領域 ・アプリケーションのインストール用の高速内蔵SSD ・仮想記憶ディスクを設定するための追加の高速ドライブまたはSSD ※大文字と小文字を区別するファイルシステムを使用するボリュームにはインストール不可 インターネット インターネットソフトウェアのライセンス認証、メンバーシップの検証、オンラインサービスの利用にはインターネット接続と登録が必要  Apple Siliconプロセッサー ARMベースのApple Siliconプロセッサー OS macOS Big Sur(バージョン11.2.2) 以降 RAM 16GB以上 その他の要素はIntelと同じです   Photoshop 2022(23.x) ▌ Windows Intelプロセッサー 64ビットをサポートしているIntel®またはAMDプロセッサー SSE 4.2以降の2GHz以上のプロセッサー OS Windows 10 64ビット(バージョン1909) 以降 ※LTSCバージョンは非対応 RAM 16GB以上 グラフィックカード ・DirectX 12対応GPU ・4K以上のディスプレイの場合は4GBのGPUメモリ モニターの解像度 1920×1080以上のディスプレイ(100%のUI拡大率の場合) ハードディスク容量 16GBの空き容量のあるハードディスク(インストール用に追加の容量が必要) ・アプリケーションのインストール用の高速内蔵SSD ・仮想記憶ディスク用の個別の内蔵ドライブ インターネット インターネットソフトウェアのライセンス認証、サブスクリプションの検証、オンラインサービスの利用にはインターネット接続と登録が必要です  ARMプロセッサー ARMプロセッサー OS Windows 10 64ビット(バージョン1909) 以降を実行しているWindows 10 ARMデバイス RAM 16GB以上 その他の要素はIntelと同じです  ▌ macOS Intelプロセッサー 64ビットをサポートしているIntel®プロセッサー SSE 4.2以降の2GHz以上のプロセッサー OS macOS Big Sur(バージョン11) macOS Catalina(バージョン10.15) RAM 16GB以上 グラフィックカード ・Metal対応GPU ・4K以上のディスプレイの場合は4GBのGPUメモリ モニターの解像度 1920×1080以上のディスプレイ(100%のUI拡大率の場合) ハードディスク容量 16GBの空き容量のあるハードディスク(インストール用に追加の容量が必要) ・アプリケーションのインストール用の高速内蔵SSD ・仮想記憶ディスクを設定するための追加の高速ドライブまたはSSD ※大文字と小文字を区別するファイルシステムを使用するボリュームにはインストール不可 インターネット インターネットソフトウェアのライセンス認証、メンバーシップの検証、オンラインサービスの利用にはインターネット接続と登録が必要  Apple Siliconプロセッサー ARMベースのApple Siliconプロセッサー OS macOS Big Sur(バージョン11.2.2) 以降 RAM 16GB以上 その他の要素はIntelと同じです   Photoshop 2021(22.x) ▌ Windows Intelプロセッサー 64ビットをサポートしているIntel®またはAMDプロセッサー SSE 4.2以降の2GHz以上のプロセッサー OS Windows 10(64ビット)バージョン1809以降 ※LTSCバージョンは非対応 RAM 16GB以上 グラフィックカード ・DirectX 12対応GPU ・4K以上のディスプレイの場合は4GBのGPUメモリ モニターの解像度 1920×1080以上のディスプレイ(100%のUI拡大率の場合) ハードディスク容量 4GBの空き容量のあるハードディスク(インストール用に追加の容量が必要) ・アプリケーションのインストール用の高速内蔵SSD ・仮想記憶ディスク用の個別の内蔵ドライブ インターネット インターネットソフトウェアのライセンス認証、サブスクリプションの検証、オンラインサービスの利用にはインターネット接続と登録が必要  ARMプロセッサー ARMプロセッサー OS Windows 10 64bit v19041.488.0(Win10 20H2)を実行しているWindows 10 ARMデバイス RAM 16GB以上 その他の要素はIntelと同じです  ▌ macOS Intelプロセッサー 64ビットをサポートしているIntel®プロセッサー(SSE 4.2以降の2GHz以上のプロセッサー) OS macOS Big Sur(バージョン11) macOS Catalina(バージョン10.15) RAM 16GB以上 グラフィックカード ・Metal対応GPU ・4K以上のディスプレイの場合は4GBのGPUメモリ モニターの解像度 1920×1080以上のディスプレイ(100%のUI拡大率の場合) ハードディスク容量 4GBの空き容量のあるハードディスク(インストール用に追加の容量が必要) ・アプリケーションのインストール用の高速内蔵SSD ・仮想記憶ディスクを設定するための追加の高速ドライブまたはSSD ※大文字と小文字を区別するファイルシステムを使用するボリュームにはインストール不可 インターネット インターネットソフトウェアのライセンス認証、メンバーシップの検証、オンラインサービスの利用にはインターネット接続と登録が必要  Apple Siliconプロセッサー ARMベースのApple Siliconプロセッサー OS macOS Big Sur(バージョン11.2.2)以降 RAM 16GB以上 その他の要素はIntelと同じです   Photoshop 2020(21.x) ▌ Windows プロセッサー 64ビットをサポートしているIntel®またはAMDプロセッサー(2GHz以上のプロセッサー) ※Windows7ではクラウドドキュメントはサポート対象外 OS Microsoft Windows 7 Service Pack 1(64ビット版) Microsoft Windows 10 2018年10月更新(64ビット版)バージョン1809以降 RAM 2GB以上のRAM(8GBを推奨) グラフィックカード NVIDIA GeForce GTX 1050または同等 (NVIDIA GeForce GTX 1660またはQuadro T1000を推奨) ハードディスク容量 3.1GB以上の空き容量のあるハードディスク(64ビットのインストールの場合) ※インストール時には追加の空き容量が必要(大文字と小文字を区別するファイルシステムを使用するボリュームにはインストール不可) モニターの解像度 1280×800(UIスケーリング100%時)以上の画像解像度をサポートしているディスプレイおよび16-bitカラー 512MB以上の専用VRAM(2GB以上)を推奨 OpenGL OpenGL 2.0対応システム インターネット インターネットソフトウェアのライセンス認証、サブスクリプションの検証、オンラインサービスの利用にはインターネット接続と登録が必要   ▌ macOS プロセッサー 64ビットをサポートしているIntelマルチコアプロセッサー OS macOS バージョン10.13(High Sierra) macOS バージョン10.14(Mojave) macOS バージョン10.15(Catalina) (最適なパフォーマンスを得るにはmacOS 10.13.6以降を推奨) RAM 2GB以上のRAM(8GBを推奨) グラフィックカード Nvidia GeForce GTX 1050または同等 (Nvidia GeForce GTX 1660またはQuadro T1000を推奨) ハードディスク容量 4GB以上の空き容量のあるハードディスク ※インストール時には追加の空き容量が必要(大文字と小文字を区別するファイルシステムを使用するボリュームにはインストール不可) モニターの解像度 1280×800(UIスケーリング100%時)以上の画像解像度をサポートしているディスプレイおよび16-bitカラー 512MB以上の専用VRAM(2GB以上)を推奨 ※3D 機能は、VRAM の容量が 512 MB 未満のコンピューターでは無効です。 OpenGL OpenGL 2.0対応システム インターネット インターネットソフトウェアのライセンス認証、メンバーシップの検証、オンラインサービスの利用にはインターネット接続と登録が必要   Photoshop 2019(20.x) ▌ Windows プロセッサー 64ビットをサポートしているIntel®またはAMDプロセッサー(2GHz以上のプロセッサー) OS Microsoft Windows 7 Service Pack 1日本語版(64ビット版) Windows 10日本語版(バージョン1709以降) RAM 2GB以上のRAM(8GBを推奨) ハードディスク容量 3.1GB以上の空き容量のあるハードディスク(64ビットのインストールの場合) ※インストール時には追加の空き容量が必要(大文字と小文字を区別するファイルシステムを使用するボリュームにはインストール不可) モニターの解像度 1024×768以上の画像解像度をサポートしているディスプレイ(1280×800以上を推奨)および16-bitカラー 512MB以上の専用VRAM(2GB以上を推奨) ※3D 機能は、VRAM の容量が 512 MB 未満のコンピューターでは無効です。  グラフィックプロセッサーのアクセラレーション要件 OpenGL 2.0対応システム インターネット インターネットソフトウェアのライセンス認証、サブスクリプションの検証、オンラインサービスの利用にはインターネット接続と登録が必要  ▌ macOS プロセッサー 64ビットをサポートしているIntelマルチコアプロセッサー OS macOS バージョン10.12(Sierra) macOS バージョン10.13(High Sierra) macOS バージョン10.14(Mojave) RAM 2GB以上のRAM(8GBを推奨) ハードディスク容量 4GB以上の空き容量のあるハードディスク ※インストール時には追加の空き容量が必要(大文字と小文字を区別するファイルシステムを使用するボリュームにはインストール不可) モニターの解像度 1024×768以上の画像解像度をサポートしているディスプレイ(1280×800以上を推奨)および16-bitカラー 512MB以上の専用VRAM(2GB以上を推奨) ※3D 機能は、VRAM の容量が 512 MB 未満のコンピューターでは無効です。  グラフィックプロセッサーのアクセラレーション要件 OpenGL 2.0対応システム インターネット インターネットソフトウェアのライセンス認証、メンバーシップの検証、オンラインサービスの利用にはインターネット接続と登録が必要