Goddamn do I love the Paint Node

The Drag brush got a significant quality boost in Silhouette 2026 - matches Photoshop much more.
Silhouette’s paint system never slows down, no matter how many strokes you add.

I know it has its flaws. Every software does, but I too am a huge fan of the paint node mostly because it is integrated into the system. An old adage from my youth as a country boy: The best tool for the job is often the one in your hand.

It’s such a shame that it’s not equally true that the best leader is the asshole in charge…

“Silhouette’s paint system never slows down, no matter how many strokes you add.”

Because it basically pre-renders it. Its auto paint method of propagating single frame across many , after the fact, so it renders the strokes, otherwise its painting on single frames not whole frame range. It has its advantages and disadvantages. It can certianly feel sluggish at times like all software, and you can preview changes in real time across frames, but it does have its advantages as well. They finally added the healing brush, which I’ve been asking for long time and I was shocked to find that in video world healing brush, the most basic tool in Photoshop is nowhere to be found. Its still chocking to me. Finally they added it, which is great.

The render propagation and caching works really well.

But the duplicated strokes on other frames have no link back to their origin. Which is unfortunate. If you ever have to undo a paint seqeunce that’s past the undo buffer over a longer clip, it will take more than a coffee to do so.

I wish the strokes would retain their relationship and you could pick a propagated paint stroke on any frame it was applied to then do one of the following operations: delete all propagated strokes from current frame forward or backwards, or entirely. Similar to how we edit keyframes these days.

@SfxPaul any chance of improving that some day? Not urgent, but would be nice and eliminate one of the few negatives of Si Paint vs. the rest of them. Really nice in Flame how you can change the frame range after the fact.

Yes.

How is this any different than the glacial pace of a render from the paint node when doing a semi-large amount of strokes, or painting high-rez imagry without first doing an ROI resize (another thing Silhouette can do internally, that Flame’s paint node can’t)? At least you only have to worry about a potential long rebuild if you want to make a change upstream, or if the underlying footage changes for some reason. On Flame you get abysmal playback performance unless you do a prerender of the paint work, or cache the media.

Well, it may be matter of degrees.

But the specific scenario I’m talking about - let’s say you painted something. It’s the 3rd dated stroke set on that frame. Now you propagated it through 150 frames. Then you did something else, and you come to realize that paint stroke is no good. But there is no more undo of the propoagate.

Now you’re going frame by frame through 150 frames, identifying the paint stroke group in the paint history, carefully deleting that stroke, waiting for the rebuild, and moving to the next frame. It’s repetitive, unnecessary, and takes a long time.

Unless there’s a secret way I don’t know about. Always possible.