• Developing the technical and artistic side of VS

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    This is an interesting discussion… for next year. Planting 'Le Dot' here.
  • Forum malfunction

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    @vectoradmin Thank you for the answer.
  • Canvases : reference, master...

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    @vectoradmin said in Canvases : reference, master...: @PatrickM Reference canvases: this is somewhat new to VS (not sure if some other app had it). The idea is that we use all sorts of assets in a document, like vector patterns, vector brushes, symbols, and others (see the list of Object -> Roles with the More Roles... item). Typically, the content of these assets are either hidden, or in an external swatch / library (presets or styles in VS). But VS also allows to create these assets on separate canvases, that are not part of the regular print / export workflow (unless explicitly selected). For example: draw a complex vector brush consisting of a group of objects on a Reference Canvas. Assign a name and role to the group (the role in this case is Artistic Brush Content), and then this "brush content name" will show up in the "Artistic Brush" options view "Content" field. Same goes for tiling patters: setup the content on a Reference Canvas, assign name and role, and it automatically shows up in all sorts of UI drop downs, where the pattern content is selected (Patterns panel, Content drop down). Or symbols: just assign a name and the "Symbol" role for an object and it shows up in the Symbols panel. The objects on the reference canvas are editable, just like any other object. This way it is possible to adjust / change a vector brush, tiling pattern, symbol, etc content. Also: to automate the "Role" selection, it is possible to assign a Role to a reference canvas, and in this way all top level objects (groups) will automatically have that role. For example: assign a "Symbol" role to a reference canvas using the Canvas -> Canvas Options -> Canvas Role button. The all top level objects (inside any layer), will automatically become symbols available in the rest of the document. One extension of this: any style can be defined through assigning a "Role" to an object with a name. For example: create an object with a solid color fill, set a name for the object, and assign the "Color Style" role to the object. A color with that name automatically shows up in the Styles panel, and can be used to set colors to (important!) other objects. Change the color of the original object (with the role), and all uses of that color automatically update. And by extension: assign the "Color Style" role to a reference canvas, draw some rectangles with solid fill on the canvas and assign name to the rectangles. There will be color styles with those names and colors in the Styles panel. Changing the colors of those objects (rectangles) will automatically change the style. A neat trick: open an AI file, all the vector brush or tiling pattern content are placed in separate reference canvases. Important to remember: you can have arbitrary number of these canvases (Reference / Master / Artwork) organized in a hierarchy in a single VS document. I feel like there is a lot of powerful information in this explanation, but I'm going to need more of a step by step breakdown of usage and understanding. I think it's going to be really useful for me as I have a number of assets that I reuse constantly.
  • TIP - Simple Opensource Text/SGVs to 3D-Object Generator

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    SVG Render Output with a 3D Model with Blenders FreeStyle SVG Exporter (its a Vespa that I modeled once). So you are not restricted to Text only. Again the output of Blenders FreeStyle SVG Exporter is pure Vector and of course loadable in VectorStyler. The Lines are still a bit messy, but that also depends on the resolution of the 3D Model. Here a Screenshot: [image: 1639821185665-vespa-freestyle1.png]