i'd like to see a feature that i think has been overlooked for years.
The user could set the amount of axes from 1 (straight Mirroring vertically or horizontally) to many (for radial kaliedescopic effects)
Also the user could set that symmetry to orginate from a particular point, so that it doesn't have to be in the centre of the screen, either by placing a point on a document and then defining the orientation, or using grid/guides as the origin.
the use could then begin to paint away on one side/axis and see the paint show up in the reflected side.
Anyone who use Deluxe paint years ago will know what i mean.
This might be a useful feature for some tasks, but I understand it being neglected so far as Photoshop is geared toward photograph-editing and not painting or graphic so much.
One question about it is though: Would You expect the mirror images to actually be committed to the active layer or only applied as a kind of »Smart Effect/Layer Style«, so as to allow subsequent editing of the mirror axis’?
The best I could come up with for kaleidoscopic effects is a Script that uses Smart Objects, but that is of course missing the immediacy You are looking for.
Well, that seems to be something I utterly missed, but then I hardly ever use the Photoshop 3D features.
I have not found anything in that direction with a quick search, so would You mind pointing me further in the right direction?
could you be more specific, please?
when you say it's been part of the 3D features for years, do you mean as part of photoshop extended?
I too couldn't find anything in the normal filters menu.
perhaps pointing us at a tutorial on how to use this would be useful.
so i downloaded the evaluation version of CS4 Extended,
built a simple rectangle in maya, (10x10 divisions),
mapped it, edited the UV's so the left half was mirrored over the right half (to give it built in symmetry).
exported the mesh as an obj, loaded it into photoshop and then started painting on it.
wowzers, It's far too unresponsive and slow to use properly.
and if this is just drawing onto a poly plane of 200 tris, goodness knows what it would be like trying to draw on a full mesh.
if you could do this symmetry in a normal 2D environment it would be much more useful.
you wouldn't have to set up an actual mesh, sort mapping out or anything else convoluted for such a seemingly simple solution.