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  1. Nice tip, @Lisa45. If anyone's using Firefox, and @Lisa45's tip messes up your browser's formatting, you can tweak it pretty easily (from https://support.mozilla.org/en-US/questions/1258673) "(1) In a new tab, type or paste about:config in the address bar and press Return. Click the button accepting the risk. (2) In the filter box, type or paste devp and pause while the list is filtered -- there should only be one preference left (3) The layout.css.devPixelsPerPx normally has -1.0 which follows the system Text Size. Double-click to open a small dialog where you can type a new value. If you have a Retina display (double-density): try 3 If you have a standard display: try 1.5 That should give an effective "150%" zoom compared with the base size. If you would like larger, you could repeat the test with 4 and 2 respectively (200%). If something goes wrong, you can right-click (Ctrl+click) the preference and choose Reset (or tap the R key) to get back to where you started." Note that you may want/need to select this option in FF menu to fine-tune the appearance:
  2. To supplement @BofG's advice, if you use the Gradient Tool to drag a gradient onto your object instead of using a Gradient Overlay layer effect, the gradient will be exported to SVG without rasterization. Also, the only brushes that are pure vector are the first two brushes in the Pen category. All of the other brushes are composed of raster images stretched or repeated along a vector path.
  3. The techniques @firstdefence and @GarryP came up with might work for you: GUILLOCHE How to make Gulshat
  4. @StuartRc generously posted a set of Vector textures he created in the Resources forum. You might find some of the grunge patterns useful: Vector Texture Toolkit 2.0
  5. YES! This works, regardless of direction the curve is drawn, whether the node is an end node, etc. Thanks @R C-R ! 👍 ( @haakoo 's method is pretty slick, too.)
  6. Nope, not for me. That results in a smart node. And I'm aware of the directional difference working with end nodes (See "Addendum" from my previous post). I appreciate the info, it's helpful, but I didn't really have a question; just trying to help the OP. I'm sticking with my original method: it's stupid and clumsy, but, to me, it beats trying to memorize a multiple-step checklist (end node?, direction?, shift or shift+control or lasso then shift+control? kiss mouse and genuflect once or twice?).
  7. Here, allow me to make this even more confusing: 1) Left click on bottom left node 2) Break Curve 3) Left click on bottom left node to select it 4) Hold Shift + Control and drag over node 5) Left Click and drag node Taaa-Daaa! Bottom node has moved! Repeat with bottom right node = topmost node moves instead of bottom. 🤔?? (And, yeah, I checked to make sure the curve wasn't broken at both the left and right bottom nodes) @Gear maker If I Shift+Control lasso the nodes, then hold Control and drag, the bottom node moves, but the top node is converted to a smart node. Again, 🤔 (Addendum: On further experimentation, I'm pretty sure the wonkiness has to do whether you're selecting a start node, an end node, or a... "between"... node.) BreakCurve02.mp4
  8. Are you using the Beta of Designer? I can't get this to work in 1.8.3: Marqueeing then Shift-clicking just selects both stacked nodes and constrains their movement to 15 degree angles.
  9. The only way I know of to do this is to break the curve at two nodes: 1) Break the curve at both nodes 2) Select the new layer that's been created under the original layer 3) Move that underlying node to wherever you want it 4) Select both layers and lasso the nodes you didn't want to break, and select "Join Curves" It's not exactly elegant, so hopefully someone will come along with a better solution for you. BreakCurve.mp4
  10. FWIW, this works in Affinity Designer, too, but you have to be in the Pixel Persona (If you switch back to work in the Draw Persona, the selection remains).
  11. There a discussion on this thread that you might find helpful (including the link to a PS tutorial that can be replicated in AP): Normalize illumination for texture creation
  12. Yup. And Firefox to take a screenshot of the entire webpage. And Affinity Photo to make an .afphoto file because I couldn't figure out how to attach a jpeg without it losing quality after the upload. 🤔
  13. Here's a screenshot of the entire webpage @firstdefence linked to, including images. Photochrom Vintage Postcard.afphoto
  14. It's a bit hard to tell in the videos, but there's no node-snapping occurring at all (but then, there's no segment snapping occurring, either 🤷‍♂️ )
  15. How close do the curves have to be to each other? A clunky, "well, they're close but not overlapping" workaround: 1) Enable "Snap to object bounding boxes" in Snapping manager 2) Draw a rectangle over the area on the curve you want to "join" 3) Select curve layer and rectangle layer 4) Menu>Layer>Alignment>Align Middle 5) Drag other curve over until it snaps in the center of the rectangle's bounding box 6) Delete rectangle Depending on whether you're working in pixels, millimeters, etc., there might be a way to use the Transform panel to overlap the curves precisely, but I'll leave that one to those wiser heads I mentioned earlier. CollisonWorkaround.mp4
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