[Critical Bug] Photoshop CC 2017: Group with Linear Dodge blending mode cuts off all layers under while any type of export or merge

  • 1
  • Problem
  • Updated 3 years ago
  • (Edited)
Merged

This conversation has been merged. Please reference the main conversation: Photoshop CC 2017: Group blending modes acting differently for 16/32 bit images (broken transparency rendering)

This is completely unacceptable! Our content exporting/creation pipeline paralized! We had to release an update to our game yesterday and because of your QA we are loosing traffic and money. We automated the process based on tools you deliver: Generator-Assets + Node.js. You guaranteed us that the features you roll out will be stable.. and how come you messed up the very basic functionality like Blending Modes and Groups???

Here is you bug on a plate
https://dl.dropbox.com/s/hionocv87i1yyr9/PSMergeBug.psd?dl=0

Steps to reproduce:
1. Select Test Group
2. Merge that group

Here how it looks in PS


Here is the result of merging or exporting:


We need a patch! Right now!
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Alexander Vinogradov

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  • rage

Posted 3 years ago

  • 1
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Creative Catalyst

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Bravo! Plenty of us feel this way about so many things! They keep saying "an unintentional side effect" of other changes. It's ridiculous. Like they don't understand that these are REAL issues that affect people's livelihoods and put real world projects on the line. These bugs make us lose clients and put us behind deadlines. To them these are novelty releases. To us we need this shit to work. They should test this shit more thoroughly before releasing it instead of releasing it and using real users as beta testers. Shit like this has cost me days of work and a client so far. It's fucking ridiculous. WE COUNT ON THIS SOFTWARE TO WORK CORRECTLY!
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Mark Heaps, Champion

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Just to show how little you know about their process. Adobe has an extensive pre-release program where they utilize real world users to test versions of their software before it ever goes to market. They don't just test in a vacuum, and they utilize pre-release programs, their ACPs, their ACIs, and more, to help out. It's why they host conference events like Adobe MAX and have round table events where people can meet with engineers 1:1 to show their pain points. I've seen them do this first hand, and if you maintain a positive and professional attitude in your career you can get invited into some of those programs where you can use your time to help rather than just judge.
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Creative Catalyst

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I like your manner. This response makes me feel bad for responding out of frustration. Sometimes when stakes are high emotion soars. Emotion and rational thought are not good partners. Thank you for your help in this issue.
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Mark Heaps, Champion

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I totally get it man. I don't work for Adobe and lord knows I've cursed them out, written harsh emails, and even said a few vulgar words in person to them. I'm no saint, and far from innocent. All I was trying to express is that if you genuinely care and you introduce yourself and make the time, you could help them out. I was on prerelease for years and I still email that team directly and they are always courteous and helpful with their responses.
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Mark Heaps, Champion

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I'm not sure of your complete workflow, but when I turn the "Test Group" to a Normal blend mode I see the Shape Layer disappear like your example above. This is theoretically in line with the Linear Dodge (ADD) layer that you're using to make the lighter version of your icon/graphic. Presumably as a rollover or something for a sprite sheet?

If you use Merge (CMD E) you lose the Shape in the background.
If you use Merge Visible (CMD SHIFT E) you don't lose anything.
If you just Flatten the layers, you don't lose anything.

So without knowing the complete workflow, which stages are automated, the script being fed through generator, etc, I can't do too much to help. But, it seems that you're complaint is that the Blend Modes and merging groups isn't working right, but I can get a sprite sheet easily from using the alternate merges mentioned above.

But you could also get EXACTLY the same look by doing this with a blend mode in a layer style, not allow the blend mode to be contained by the layer property and lose nothing when its merged the initial way you described in your process.

The middle shield is done with a Linear Dodge (ADD) and I don't lose it when I do a traditional merge like you do using a nested layer group (causing your issue).


So while I appreciate the problem, before you attack the engineers and team at Adobe, I would question the singular approach to this workflow and instead look at how the tool can enable you to solve the problem in other ways. Because I don't think being vulgar, and calling this a basic functionality when stacking blend modes that are algorithms is anything but basic. And attempting to give logic processing to the order things merge is going to depend contextually on each user. So instead, we could just find another approach, which I did. Plus, being vulgar never inspires anyone to want to help you. I don't work for Adobe, but I like solving problems, and this took a few minutes.

If you were really being clever with your workflow, and this is how you're handling a lot of your highlighted sprite treatments, save this as a graphic style and in a single click you could make a highlighted version and not need to make layer folders, and nest them, and choose blend modes, etc. So it cuts out a lot of extra steps. In fact go further with a script or action, and set it to auto duplicate and move your graphic a fixed distance, apply the layer style, and then launch generator.

If you want to check it out, here is the file served on a plate:
https://drive.google.com/file/d/0B92yhml1kS78X1JyOWNxR2UtMVU/view?usp=sharing

Good luck.
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Alexander Vinogradov

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Generator-assets works this way and Export too. We do not manage the process of merging or flattening of layers - it's impossible to do by hand. Our social farming, social casino and battler games consists of thousands elements across hundreds of PSD files which are maintained by several people. You mean we have to make em check by hand all the content created in past 2 years to perform a workaround? Ah and before we'll have to spend time to educate em about this workaround? Sounds to me like 168 man hours..

You know - the development of social 2d farm game costs around 700 000$ here in Russia. It takes 1 year approx. Maybe it's time to invest in cloning PS and make it free2play?
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Alexander Vinogradov

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Generator-assets works this way and Export to PNG too. We do not manage the process of merging or flattening of layers - it's impossible to do by hand. Our social farming, social casino and social battler games consists of thousands of elements across hundreds of PSD files which are maintained by several people. You mean we have to make em check by hand all the content created in past 2 years to perform a workaround? Ah.. and before we'll have to spend time to educate em about this workaround? Sounds to me like 168+ man hours.. 

You know - the development of social 2d farm game costs around 700 000$ here in Russia. It takes 1 year approx. We've already invested in refactoring of  Adobe Flash compiler into our custom Flash Compiler so our mobile projects show 60fps.. Maybe it's time to invest in cloning PS, call it something like UIShop and make it free2play?
(Edited)

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