A question about brush presets.

can you set personal brush presets for individual brushes? for example can i set one brush with shape dynamics, texture, smoothing, and have a different brush with different settings. it seems that whenever i try to create a custom brush and alter these settings it does so to all my brushes. i'm kinda new to brush creation, i rarely try to alter the settings or try to reate a brush.

I suspect you may not fully appreciate the matter yet.
Assuming you work with CS5 it sounds like you set your Dynamics etc. and then change the Brush Tip instead of saving that Preset and, if you want to do so, switch to another Preset in the Brush Presets Panel.

Similar Messages

  • Questions about brushes

    Hello !
    Because i see some posts like "Determine number of brushes" (Thanks c.pfaffenbichler) that give informations in a magic way, i begin to think that i am perhaps wasting my time on tricky scripts that can be in fact replaced by some secret but simple actions.
    My purpose is to build a better environment for painting.
    The first step is to assign to each layer a specific context: Each layer must own a brush with properties, fg and bg colors, etc...
    As soon as a layer is selected its context is made current : current brush and diameter, current colors, etc...
    I already wrote a script that works fine. It catches events in order to record current informations like the current brush, because this information is not accessible with objects (on the contrary for instance the foreground color is accessible with app.foregroundColor). 
    But this script could be perhaps made a lot simplier if some infos can be obtained directly.
    So the best is to ask all my pending questions, because you certainly have the answers.
    When my script will be ready, i will publish it for free (i swear).
    1/ How to get the current tool ?
    2/ How to get the current brush ?
    3/ How to get the properties of the current brush ?
    3a/ How to get the brush diameter ?
    3b/ How to get and set the brush opacity ?
    3c/ How to get and set the brush flow ?
    3d/ How to get and set other brush properties ?
    4/ What is the format of an .ABR  file (where to find a doc about this format) ?
    5/ How to call a .exe
    Thank you for your answers on one or on several points above.

    Thank you Paul!
    I found this simple script that is enough to access to a lot of infos:
    var ref = new ActionReference();
    ref.putEnumerated( charIDToTypeID("capp"), charIDToTypeID("Ordn"), charIDToTypeID("Trgt") );
    var Desc = executeActionGet(ref);
    For instance below is a part of this descriptor: the currentToolOptions (printed with the "actionViewer" script i wrote).
    So to get opacity, flow and other properties is no more a problem.
    Key[0]:"flow" = Integer(41),
    Key[1]:'prVr' = Object(Type='brVr',
        Key[0]:'bVTy' = Integer(0),
        Key[1]:'fStp' = Integer(25),
        Key[2]:"jitter" = UnitDouble(Type="percentUnit", Val=0)
    Key[2]:'opVr' = Object(Type='brVr',
        Key[0]:'bVTy' = Integer(2),
        Key[1]:'fStp' = Integer(25),
        Key[2]:"jitter" = UnitDouble(Type="percentUnit", Val=0)
    Key[3]:"mode" = Enumerated(Type="blendMode", Val="normal"),
    Key[4]:"opacity" = Integer(43),
    Key[5]:"brush" = Object(Type="computedBrush",
        Key[0]:"diameter" = UnitDouble(Type="pixelsUnit", Val=13),
        Key[1]:"hardness" = UnitDouble(Type="percentUnit", Val=100),
        Key[2]:"angle" = UnitDouble(Type="angleUnit", Val=0),
        Key[3]:"roundness" = UnitDouble(Type="percentUnit", Val=100),
        Key[4]:"spacing" = UnitDouble(Type="percentUnit", Val=25),
        Key[5]:"interfaceIconFrameDimmed" = Boolean(true),
        Key[6]:"flipX" = Boolean(false),
        Key[7]:"flipY" = Boolean(false)
    Key[6]:"useTipDynamics" = Boolean(true),
    Key[7]:"flipX" = Boolean(false),
    Key[8]:"flipY" = Boolean(false),
    Key[9]:"minimumDiameter" = UnitDouble(Type="percentUnit", Val=0),
    Key[10]:"minimumRoundness" = UnitDouble(Type="percentUnit", Val=25),
    Key[11]:"tiltScale" = UnitDouble(Type="percentUnit", Val=200),
    Key[12]:'szVr' = Object(Type='brVr',
        Key[0]:'bVTy' = Integer(2),
        Key[1]:'fStp' = Integer(25),
        Key[2]:"jitter" = UnitDouble(Type="percentUnit", Val=0)
    Key[13]:"angleDynamics" = Object(Type='brVr',
        Key[0]:'bVTy' = Integer(0),
        Key[1]:'fStp' = Integer(25),
        Key[2]:"jitter" = UnitDouble(Type="percentUnit", Val=0)
    Key[14]:"roundnessDynamics" = Object(Type='brVr',
        Key[0]:'bVTy' = Integer(0),
        Key[1]:'fStp' = Integer(25),
        Key[2]:"jitter" = UnitDouble(Type="percentUnit", Val=0)
    Key[15]:"useScatter" = Boolean(false),
    Key[16]:"texture" = Object(Type="pattern",
        Key[0]:"name" = String("Canvas"),
        Key[1]:"ID" = String("bdc82908-af3b-11d5-9188-9025d38e8e3b")
    Key[17]:"textureScale" = UnitDouble(Type="percentUnit", Val=100),
    Key[18]:"invertTexture" = Boolean(true),
    Key[19]:"protectTexture" = Boolean(false),
    Key[20]:"useTexture" = Boolean(false),
    Key[21]:"dualBrush" = Object(Type="dualBrush",
        Key[0]:"useDualBrush" = Boolean(false)
    Key[22]:"useColorDynamics" = Boolean(false),
    Key[23]:"wetEdges" = Boolean(false),
    Key[24]:"noise" = Boolean(false),
    Key[25]:"smoothing" = Boolean(true),
    Key[26]:"usePaintDynamics" = Boolean(false),
    Key[27]:"repeat" = Boolean(false),
    Key[28]:"foregroundColor" = Object(Type="RGBColor",
        Key[0]:"red" = Double(0),
        Key[1]:"grain" = Double(0),
        Key[2]:"blue" = Double(0)
    The whole descriptor gives 90KB of data, with the current tool, the list of loaded brushes (presetManager), etc.. It is magic.
    Unfortunalty, some other important infos seem to not be present, like for instance the name of the current brush.
    Is there some other ActionDescriptors to get somewhere ?

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    Thanks.

    I use Keywords for external editors (PTLens, PS, Hugin, various Nik tools, etc.), but I would advise you to think hard on whether you want to use them for Adjustment Presets.  As Frank pointed out, the Preset is in no way absolute: it's simply a collection of Adjustments, any one of which can be disabled, changed, or deleted.  It's simply a way to batch-apply Adjustments. 
    All the information you need to know about what you've done to create a Version from a Master is directly in front of you: the Bricks and their settings as shown in the Adjustments tab of the Inspector.  You can likely tell at a glance if you started with your VSCO Preset.
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  • Question about naming brushes

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    If you connect your brush-stroked line to a basic non-brushed line, it
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    -JM

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    gener7 wrote:
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    Hello. I have a a few quick questions about declaring and defining variables and about their size and so forth. The book I'm reading at the moment, "Learn C on the Mac", says the following in reference to the difference between declaring and defining a variable:
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    Second, it said that Xcode is currently set to use 4-byte ints. Does this mean that there is a setting that the user can change to make ints a different size (like 8 bytes), or does it mean that the creators of Xcode currently have it set to use 4-byte ints?
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    Tron55555 wrote:
    I always thought a definition of a variable was a statement that assigned a value to a variable. If a basic declaration like "int myInt;" does allocate memory for the variable and therefore is a definition, can anyone give me an example of a declaration that does not allocate memory for the variable and therefore is not a definition?
    I always like to think of a "declaration" to be something that makes no changes to the actual code, but just provides visibility so that compilation and/or linking will succeed. The "definition" allocates space.
    You can declare a function to establish it in the namespace for the compiler to find but the linker needs an actual definition somewhere to link against. With a variable, you could also declare a variable as "extern int myvar;". The actual definition "int myvar;" would be somewhere else.
    According to that book, both "extern int myvar;" and "int myvar;" are declarations, but only the latter is a definition. That is a valid way to look at it. Both statements 'delcare' something to the compiler, but on the second one 'define's some actual data.
    First, I know that an int can be different sizes (either 4 bytes or 8 bytes, I think), but what does this depend on? I thought it depended on the compiler, but the above quote makes it sound like it depends on the IDE, Xcode. Which is it?
    An "int" is supposed to be a processor's "native" size and the most efficient data type to use. A compiler may or may not be able to change that, depending on the target and the compiler. If a compiler supports that option and Xcode supports that compiler and that option, then Xcode can control it, via the compiler.
    Second, it said that Xcode is currently set to use 4-byte ints. Does this mean that there is a setting that the user can change to make ints a different size (like 8 bytes), or does it mean that the creators of Xcode currently have it set to use 4-byte ints?
    I think that "setting" is just not specifying any option to explicitly set the size. You can use "-m32" or "-m64" to control this, but I wouldn't recommend it. Let Xcode handle those low-level details.
    Third, for the part about some compilers giving a newly allocated variable a value of 0, does this apply to Xcode or any of its compilers? I assume not, but I wanted to check.
    I don't know for sure. Why would you ask? Are you thinking of including 45 lines of macro declarations 3 levels deep to initialize values based on whether or not a particular compiler/target supports automatic initialization? Xcode current supports GCC 3.3, GCC 4.0, GCC 4.2, LLVM GCC, CLang, and Intel's compiler for building PPC, i386, and x86_64 code in both debug and release, with a large number of optimization options. It doesn't matter what compiler you use or what it's behavior is - initialize your variables in C.

  • Question about battery maintenance and longevity

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  • Can't keep brush presets in preferred size order

    I know this is anal, but I like to keep my brush presets arranged in order of size from larger to smaller, top to bottom. Now, after using CS3 for about 6 months, then adding OS 10.5.5, I can't keep them in order. It's like the battery is dying or something. Every time I start up Photoshop, that is every day, I have to go into the Presets Manager and rearrange everything all over again. It's driving me crazy. Note: they always de-arrange into the same order; maybe it's the order I originally wrote them in. I don't know. I don't care. What do I have to do? I'm on a G5 PM 2GHz w/ 1.5 GB RAM.

    Thanks for the post. I dug in a bit further. To recap: I've arranged the tool/brush presets just so. If I quit Photoshop, restart or shutdown, upon start, the presets have reverted to a different order. Always the same order, just not the order I left them in. Every single time. The battery is fine. I tested it. Time and date are fine, and all other PRAM details are OK. I keep a Test User, tried that, and I get the same problem. I don't use the bracket keys. I Called Adobe TS and the agent assured me, after on-the-spot testing, that no version of CS in combo with Tiger or Leopard has EVER maintained a list of brush presets in a specific order. All I can say to that is, quote: "Horse puckey", unquote. IF that is the case, then A: What the heck is the Preset Manager for? B: what was happening here in my computer for the past ten years or so? and C: If the Preset Manager can manage to keep the brush SIZE presets arranged in the user-defined sequence ad nauseum, why is it impossible to keep the brush TOOL presets in a user-defined sequence? Can anybody help? I'm getting tired of poking the Preset Manager every day.

  • How do I restore my brush presets?

    My brush presets are gone.  How do i retore them?

    Hello and welcome!
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  • Question about the animated Pen tool

    Hi,
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    If you are using the Paint tools those options don't exist in After Effects. The only work around is to set a keyframe for the brush path, copy the keyframe, then go to Illustrator and in a blank document the same size as your layer paste. Once in Illustrator you can simplify the path, select it, copy it, then go back to After Effects and select the same keyframe then paste. If you get a mask instead of a new path delete the mask path, make sure you have only the original brush path keyframe selected, then go to Edit>Paste from the menu.
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    Hi,
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    I don't know about the link tracking but you could have the link take you to a redirect page which automatically sends them to Amazon.com after a preset time, 0 seconds to whatever you'd like. You can put a counter on that redirect page, like StatCounter. StatCounter can tell you how many, from where they came, i.e country and area, repeat visits, etc.
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    > 1) Is Quadro 4000 fully supported by CS5?
    Yes.
    > 3) What about this RENDERING confusion, it's clearly said in hundreds of
    videos online that Rendering should be a lot faster (h264 and such).
    And it isn't.
    Rendering is the creation of images. That's faster. Encoding/compression takes those images and converts them to a specific format. That's not accelerated by CUDA in Premiere Pro CS5.
    > Also there is a MainConcept 5.1 codec - is it for real? From creators of it:
    "Main Concept 5.1 gives CUDA H.264/AVC Encoding support for NVIDIA GPU accelerated H.264/AVC encoding for selected presets"
    Yes, MainConcept offers some additional software that uses CUDA to accelerate encoding/compression. That's separate from what Premeire Pro CS5 offers. If you have questions about that, then you should ask MainConcept.
    > 4) My playback isn't smooth at all:( I've got new station with 12Gb
    ram, RAID, i7 quadcore and Quadro 4000, edeiting standard h264 DSLR
    1080p footage. I didn't even tryied famous 9 in 1 playing realtime, it's getting choppy with 2 already:/
    GPU
    acceleration is on, everything seems to work fine. I'm confused.
    Moreover, my friend got exactly the same PC station only with cheap
    regular Geforce, and actually i don't see any difference. Am I doing
    something wrong or was I just tricked by Nvidia superb marketing?
    Have you installed the Premiere Pro CS5 (5.0.3) update? What operating system?
    The CUDA acceleration only accelerates some things. If you have bottlenecks elsewhere, then those will still slow you down. For example, if you aren't using multiple fast local hard disks (one for OS and applications, one for source media, one for output files) then you'll have poor performance.

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