Thanks for the reply.
When i run the preset (i.e smooth cellular2) i see the brush nibs filling in the regions generated from the path start regionizer with the pen mode set to region fill as brush, but when i tried to manually fill in the regions (using the same region fill as brush pen mode) it does not fill in the regions created from the path start regionizer. The shape of the region created from my manual fill is totally different from the one created clicking on the action button.
I want my manual fill to fill the regions intelligently created by the path start regionizer.
I am using SA V 4.05 windows(OS)
The path start regionization effects are designed to be used with action painting. They aren't designed to work as manual painting effects. The reason for this is that the process that goes on where the source image is broken down into a set of intelligent regions is time consuming, and uses a large amount of behind the scene memory resources. All of those memory resources are destroyed after the action painting is completed to free up the memory they take up.
So, you can't use manual region fill as brush painting when you have the path start generator set to one of the path start regionization options and expect it to be doing anything. The path start generator (whatever it is set to) is only used during action painting. To generate the path start points used for the action painting.
So what you are asking for is not a current feature of Studio Artist.
However, there are some ways you could indirectly try to achieve what you want to do. But they are more complex, and require working with the selection buffer (and perhaps a second hidden layer).
If you use Auto Region Fill as Brush pen mode, and you set the Generator option in the Region as Brush Mode control panel to Selection Override, then whatever the current full on selection buffer mask is, that is what the region shape will be when you click on the canvas.
So, you would have to manually set the selection buffer for the individual regions you want to manually draw. the you could use the Selection Override option for region fill as brush i just mentioned, and a manual draw click will paint in the individual region you have defined as a selection mask.
Now, you want your selection regions to be based on one of the path start regionization generators. So, what you would do first is run the path start regionization paint preset with autodraw into a layer of the canvas. You want the fills to be solid color for the individual regions.
They you make a new layer. You are going to do your manual drawing in this second layer, with the selection override option for the region fill as brush generator. To select individual regions, you switch to layer1 (where you did the autodraw of solid filled regions), then use the Canvas Local Growth option while in selection operation mode to select the individual region you want to fill in (by clicking on it). You then move over to your second layer where you are manual drawing, and then when you click to manual draw, it will draw with the region fill as brush shape determined by the current selected contents of the selection buffer (the individual region shape you manually selected).
So, that's how you can do what you want to do.
The other approach would be to use local region selection nib masking in the Paint Fill Apply control panel. You would need to first set the selection buffer to your solid color fill path start regionization image. And then use a normal lasso draw region fill as brush pen mode, and lasso an area larger than the local region shape.
The first way i suggested above is easier to do i think.
Hope all of that makes sense. I just tried it out in V5 and it works, and i don't believe it's using any V5 specific features, so it should work for V4.s
You have to use one of the region fill as brush pen modes if you want the paint path to fill as a region as opposed to nibs of paint laid down along the path.
If you were running V5, you could use one of the new macro edit commands that create a generic path start regionization preset with one command link press.
So for your edification, let's press this macro edit (Default Fill Regionize Edit), and see what changes it made to the paint synthesizer.
In the Pen Mode control panel, it set the Pen Mode to Region Fill as Brush.
In the Path Start control panel, it setup a default path start regionization effect.
It edited the Path Shape control panel to support drawing the region outlines created by path start regionization.
In the Region as Brush Mode control panel, it made sure to setup the Brush Option to use Alpha Only. This way you can do things like fill with the contents of the Brush Source (which you could edit to use movie or image folder brushes if you wanted to). So only the alpha channel of the brush is set to the shape generated by region fill as brush pen mode with this setting.
So, because of that last edit (where only the brush alpha channel is being set to the region shape, we need to make sure that the Brush Type in the Brush Type control panel is set to Source Alpha Brush.
So, that's an overview highlight of some of the internal edits that Default Fill Regionize Edit macro edit command makes when you run it.
V5 also has macroedits that automatically setup the current vectorizer settings to generate path start regionization in the paint synth (Default Fill Vectorizer Regionize Edit).
And a macroedit command that generate randomized path start regiopnization effects (Gen Random Fill Regionize Edit). This one is useful to create new and unique paint synth effects that use path start regionization.
Like all randomization processes, some outcomes will be better than others. So you may need to run it multiple times to com up with a randomized effect you personally like. Which you can then save as a custom preset if you want to use it again later.
As far as coloring individual regions when manually drawing with path start regionization, you could use the Fixed color option if using the Image tab in the source area
Or, you could set the tab in the Source Area to be Color, which brings up the color picker wheel.
Which one you choose probably depends on what you are specifically trying to do. Color wheel is easier to manually dial in colors. If you want to select specific colors from the loaded source image, the holding down the c key while clicking the source image will update the current source color to the color in the source image you clicked. That c hotkey is true for color picking from any image preview display in studio artist, including the canvas.
The Computational option for the Brush Source doesn't really offer a diamond shape.
With SA V5, you could use the MSG Live option for the Source in the Brush Source control panel. You could then use a MSG preset that generates a diamond shape. So your computational diamond shaped brush would be generated by the MSG preset.
In V4, i'd just make a diamond image, and use that as an image brush. Black diamond, full 255 white for the background areas in the brush you don't want to paint.
Please thanks for the response. Please how can i work with large canvas sizes. I'm asking this because any time i change the canvas size to one larger than the previous i get some error code.
Please I want to know if i can work smoothly in any canvas size in SA without getting any error codes and please how can i do that.
I have attached one of such error codes when i tried to increase the canvas size.
You should make sure your undo store preference is set to disk. And i would suggest cutting down the number of undos as much as you can. Those preference settings are in the general tab of the main preference dialog.
If you can work with a smaller source image, that will also free up memory. The canvas size can be set independently of the source image size in Studio Artist.
Also, make sure you aren't running BitDefender on windows. It patches system memory allocation apis in a way that trashes memory in our application.
Windows 32 bit virtual memory does not support anywhere near what you can get on the mac (4gb), which is unfortunate. This can lead to situations where you run out of working memory when working with larger canvas sizes.
It's our hope to offer a 64 bit build option on windows at some point in the future, which would resolve any canvas size limitations you are running into. We do offer a second 64 bit build in addition to the normal 32 bit application build in the mac V5 install.
You want to make sure alpha view is enabled for the canvas (canvas : alpha menu options). And you want to use the png file format for output.
You also want to make sure you have setup the alpha channel appropriately. There is an alpha view only option for the canvas view that is useful to help you debug what you are doing when working with the alpha channel.
I'll also point you at a tip for working with alpha in layers here.