FINALLY! I've been waiting for this feature for 6 years!
@oriolysmedia3 жыл бұрын
this is a Dream Come true!
@SachMeu3 жыл бұрын
Me too!
@_Romulodovale3 жыл бұрын
Me too
@Kosari42422 ай бұрын
Why just didn`t propose this feature in first year?)
@SomeBlueRobot3 жыл бұрын
Great update and something I've been wanting for a long time. No more exploded meshes 😁 Personally I find the non-destructive part more destructive though. Imagine I want dirt on the beams behind the wood planks, but I'd also like to paint some dirt on the wood planks as well. Now I have to have two dirt layers since once I turn on the wood planks, there's dirt there that I didn't intend to be there. Having an option to just simply isolate a mesh would be really helpful too.
@sglivich2 жыл бұрын
So true ..they couldn't implement even that wisely lol.. though of course at least it's better than having nothing at all
@torbeni.7731 Жыл бұрын
@@sglivich Yeah it feels a bit like they try to sell a bug as a feature here. I can't come up with a situation where that would ever be a good thing. Not having the strokes be recalculated would save so much polish time / prevent multiple layers. Am still glad they added the geo mask in general. as MrCatLady said: Finally no exploeded meshs anymore. I am so happy T~T
@StylizedStation3 жыл бұрын
This is going to be super useful for hard to reach spots on my meshes. Thanks guys :)
@Bloodsong13T2 жыл бұрын
so if i just want to temporarily hide part of the geometry to prevent overspray, and then need the whole object back after painting... the overspray wasn't prevented. um... well, good to know before i freaked out and started throwing things.
@googleslocik3 жыл бұрын
Its a really lackluster feature. Not only its limited by mesh parts it also requires you to in advance think of every possible situation you want to have before you even start the project. Its a patchwork solution for a fundamental problem that is one of the biggest problems of this software. Why cant we have poly select for visibility is beyond me when both the fill poly feature and visibility feature is already in, all it requires is combining both of them. Im getting more and more frustrated by the incompetence of people behind those changes, they clearly do not listen to any feedback they get.
@harrysanders8183 жыл бұрын
True that. Realized this today as well. I guess it is somewhat difficult to implement this because of how the roots of the program work. Still, it is a problem.
@ryanisanart2 жыл бұрын
Did polygon fill fix this?
@sglivich2 жыл бұрын
It's more hilarious to see it as a new feature in 2022 when Mari was able to do something like this and even better like 10 years ago ..lul.. whatever adobi is touching it become a piece of shit wrapped in God damn knows what.. abomination on crutches in Louis Vuitton suit
@googleslocik2 жыл бұрын
@@sglivich Not adobes fault here, it was like this before acquisition. Substance painter saw very little to none development in years, they keep adding masks, materials, baking options etc. Great. But its a texturing software ffs. No way to marge layers, bake layers from 3d projections to 2d, no way to pull out files assets embeded into a file with file sizes bloating to 5 gb or more on simple models, no way to export multiple texture groups to one texture, still no color picker shortcut selection per input. Substance has the same problem as Zbrush, where the developers are not interested in supporting 99% of the user base and instead designed the entire package around some obscure usless functions, in zbrush case its 3d printing and hard edge modeling where 99% of users use it for sculpting, here the focus is entirely on procedural solutions when everybody use substance to texture models, not to preview substace designer materials. Its the way of popular products, as the developers get more and more disconnected from the consumer as money flows in, they have no reason to implement to listen to anybody anymore. Max, Maya, Photoshop, corporate structure is the progress killer.
@AradijePresveti4 ай бұрын
3 years later, and the problem still persists.
@Gorongirl2 жыл бұрын
I'm using the polygon paint tool, and even though I had a mesh masked and Hide/Ignore Exclude Geometry turned on, it still painted on the other meshes. I am trying to paint individual buildings that are stacked on top of one another in the file. The non-destructive part of the geometry mask should probably be optional. There should be the option to ensure the other parts of the mesh are not painted.
@vitaliivanov30363 жыл бұрын
There is huge issue, if you paint on partially hidden object and then unhide it the rest of the object get part of the mask so you still need to duplicate layers for each part this sucks
@AdLazy3 жыл бұрын
exactly, really annoying the way the did this.... like... when would you ever need to project details from an inside part on the outside? but i doubt they'll ever fix this ... it's weird its like they don't understand the texturing process :)))))
@antti20343 жыл бұрын
Yes! It's annoying as hell! It seems Substance Painter developers just don't understand how masking should work. There's are thread dedicated to this issue in the Substance forums. I encourage anyone struggling with this issue go and make yourself heard: forum.substance3d.com/index.php?topic=36474.0 I don't have high hopes of the developers addressing this in this century, but you never know... If enough people make noise about this, some of them might wake from their sleep.
@Xathian3 жыл бұрын
This is really nice, but it is a bit strange of a workflow for just hiding parts. Why not have a panel that just lists the mesh subobjects (Like the Picker shows) and let us just toggle those on and off alone (Like you do in any regular modeling software)? Why require us to create texture layers and assign the mesh objects to those layers THEN hide them? Seems like 2 unneeded extra steps
@AdamMann3D3 жыл бұрын
Right? Marmoset has always had that.
@Substance3D3 жыл бұрын
Thank you for this feedback. It is very valuable. The feature is not just about hiding parts. It also acts as a masking method as you can instruct Painter to pass through strokes on hidden mesh parts.
@megatiny632 жыл бұрын
@@Substance3D But all most hand painters actually want to do is... hide some parts? Why isn't that possible?
@Monkok3D3 жыл бұрын
The destructive non-destuctiveness of geometry mask reprojecting strokes to later unhidden parts is reaaaaally weeeeird
@VasilMatsuk3 жыл бұрын
This feature helps a lot in my work. I hope the next substance update will add hotkeys for quick isolation of needed geometry in 3d viewport. Without the necessity to go to properties panel.
@harrysanders8183 жыл бұрын
Now that I try to use this feature on assets for lower end platforms, which means mostly only one single, merged mesh, I am a bit surprised. I thought I could now paint geometry masks and hide at least floaters (unwelded geo parts). But this is not possible. It somewhat defeats the purpose of this feature and reduces it down to having to force your model to have tons of separate mesh parts inside your model, just for hiding parts. Only benefit is that when using those masks now, it will let you paint on the parts that are behind, but this is not really a new feature, rather a fix. A fix that introduced one addtional layer of unnessecary complexity for working around the issue, it seems to me, while the true issue of not being able to hide parts of your mesh is still not solved with this. Of course, you can work like this and then remerge all the parts in the end inside your 3d app. But it adds time spend into the workflow.
@harrysanders8183 жыл бұрын
After better understanding the feature and doing some more research, I think that yeah: it is a workaround, but it works. You need to split objects for other apps as well to hide them on a per object basis. The reason why hiding only specific faces like in other apps (ZBrush, 3D Coat) is probably so hard to do in painter is its underlying totally non-destructive structure. So this is as good as it gets. It is quite workable. It doess not defeat the purpose of the feature/fix, I like to take that back. It is quite needed and a good addition to skip assigning unnecessary matIDs and instead just separate your objects, which is indeed less fiddly.
@harrysanders8183 жыл бұрын
It is not as advanced , convenient and flexibel as in 3D Coat though, where you can easily hide/unhide faces of your mesh. 3D Coats "hide" Menu is really powerful compared to how it is done here.
@Frontigenics3 жыл бұрын
Is there a way to select/mask individual pieces of geometry? Not just full pieces? If not... it's not really that useful. I'll still have to set up vertex colors for individual parts.
@Mark_Alloway3 жыл бұрын
I was excited by this feature all the way up until minute 10:35 of the video where you show that all the painting you did on the inside of the object was also painted on the masked exterior. It would be much more helpful if the painting did not get applied to the masked area. Applying the paint to the masked parts means that once we are done painting with the mask, we have to disable the mask and then erase all the paint that got applied to the outside of the model. That adds a lot of unnecessary work. MARI has a good geometry masking feature. Maybe yours could be more like MARI's.
@KelgarNW3 жыл бұрын
It's funny how it was presented as a great feature, while probably everybody thought it was just incredibly dumb. I really don't understand what's so hard about allowing us to hide geometry without having to go through masking
@sounddifferent37523 жыл бұрын
If i understand you correctly: workaround for this is just keepeng all geo. mask as they are. You mask some geometry, draw a mask, and doesnt change mask settings, i.e. dont touch checkerbox. Textures would be exported as you seem them in the viewport.
@SpeedTutor3 жыл бұрын
I've not followed the newest features as of late but what about if I have one single mesh with one texture set? This isn't possible, is it? As for the UV titling workflow, would that get around such an issue? Thanks!
@harrysanders8183 жыл бұрын
The exact same thing I ran into as well now that I try to use this feature on merged meshes. Bit surprised that you can not hide geo on a single mesh, somewhat defeats the purpose of this feature and reduces it down to having to force your model to have tons of temporary submeshes just for hiding unwelded parts.
@FlyffxECOx3 жыл бұрын
This is great thank you so much! When will there a LASSO TOOL, like photoshop or Zbrush has, but that can be use in 3D(and 2d) space to mask based on texture resolution(?)(or whatever the traditional way of masking in substance is)? I use painter a lot for handpainted textues and I really need a lasso tool. (I realize this might be very difficult and might not have been done yet anywhere since ps is only 2D and zb is dependent on high poly count. But it would be an amazing feature to have! I really miss it now) (Please make it with back face masking, feathering option(s) and a way to zigzag the lasso instead of only drawing if you know what I mean)
@uhkakyazol3 жыл бұрын
(I realize this might be very difficult and might not have been done yet anywhere) This was done a long time ago in Body Paint. But Body paint has long been outdated(.
@FlyffxECOx3 жыл бұрын
@@uhkakyazol interesting! I am not familiar with the software, but if it was good I hope Substance will take an example:)
@uhkakyazol3 жыл бұрын
@@FlyffxECOx Body Paint is part of Cinema 4D. It would be better if Body Paint took the example from Substance, but I do not hope so)
@hypeuprise70263 жыл бұрын
There is very powerful lasso tool in Mari that you can use as you mentioned. In fact if you do lots of hand-painting I would say Mari is a better choice of software.
@FlyffxECOx3 жыл бұрын
@@hypeuprise7026 thanks Hype, I will look into that. Disappointed with the recent substance updates. Mari might be better for me
@krylonpoet3 жыл бұрын
This is an amazing and long awaited improvement. Thank you Substance team.
@Art_of_Syn3 жыл бұрын
Nice! Great addition. Love all the hard work, GG Wes and the Substance Team.
@AdamMann3D3 жыл бұрын
This is a solution to a problem I've never had or seen. Traditional mask worked just fine.
@harrysanders8183 жыл бұрын
You never ran into having obscured objects you could not easily paint in the 3d viewport before?
@samtt44893 жыл бұрын
@@harrysanders818 I'm very confused about this feature, what is the difference between this and the Texture Set list? You can already hide and separate the objects/parts you're texturing and applying materials to after you've assigned different materials to those objects/parts in the modeling software no? Why is this needed?
@harrysanders8183 жыл бұрын
@@samtt4489 You are very much right about this. I only realized this now once I started using it on singular meshes. It just bypasses the limitations. It is less a feature but more of a fix for not being able to paint on objects beneath before. You are totally right that the same effect could be achieved by using material id's, but it would still block the meshes that are obscuring the meshes you try to paint. So wihtout this feature, before, you would not have been able to paint through objects. There where workarounds by temporarily adding transparencey, but those where really painful. It is a bit simpler now, cause instead of having to use temporary material ids, you need to use sub meshes now. But you still woud have to think about how to separate those parts beforehand and in the end before tossing it into production, need to manually merge those mesh parts again. It is a bit less hassle than having multiple material ids to re-join, but still, not optimal and convoluted. So the benefit is now, that you just need to have your objects split up into separate sub mesh parts, and are able to hide those, regardless if you work on the same material or not.
@mak_attakksАй бұрын
@@samtt4489 in case you want to hide parts of the same material
@MichaelWilde3d3 жыл бұрын
Such a small but necessary feature :D FINALLY! Node graph next please and thankyou
@AdamMann3D3 жыл бұрын
Node graph in Painter would defeat the purpose of it being Painter. You want that, use Designer.
@harrysanders8183 жыл бұрын
@@AdamMann3D Agree, I dont get this frequently popping up request either. The softwares work flawlessly together.
@MichaelWilde3d3 жыл бұрын
@@AdamMann3D a node graph would mean I can link masks easily and speed up iterations while saving on performance. A node graph doesn’t mean I want designers features - I don’t care about making tiles textures for example in painter - I just want to make texturing easier and more effective. If you’ve ever used Mari you will understand how powerful a node graph for texturing is
@MichaelWilde3d3 жыл бұрын
@@harrysanders818 ask any Mari user and they will tell you why the reason that texturing pack has a huge advantage over substance for large scale udim assets is it’s node graph.
@Substance3D3 жыл бұрын
Have you tried Anchor Points? It lets you link masks.
@_Romulodovale3 жыл бұрын
The Geometry Mask has any performance gain against traditional masking?
@Denns3003 жыл бұрын
Jeezz...SPainter is getting more and more powerful. And Wes always on point! Props to you like always, Team!
@darkage26393 ай бұрын
how you can hide part of the mesh on the just one object?
@wes.mcdermott3 ай бұрын
Hi, This feature works only with a mesh that contains parts or layers. Unfortunately, for the mesh parts that are merged into a single layer, we don't have a method to hide those parts.
@kloworks3 жыл бұрын
its really nice features but this require many steps. I wish it was more like 3d software workflow . like adding select tool and the ability to select objects,face or shells this will make it more easy. and can create mask or hide objects etc... not sure why you decide to do this.
@Substance3D3 жыл бұрын
We will continue to add features. We are working with the current feature set to work within the non-destructive frame work of Painter and how strokes are stored can calculated.
@Polytricity3 жыл бұрын
What about masking/hiding by poly / submesh where the whole model is one name and one uv set? Is it possible?
@halflife3d3 жыл бұрын
I'll definitely be buying a new perpetual license on Steam today. This is a great feature.
@Kosari42422 ай бұрын
Did you use FBX that include several meshes inside with one UV at all, am i Right?
@WildHawkShadow3 жыл бұрын
Is there a way to hide parts of a mesh in one texture set while keeping other texture sets visible?
3 жыл бұрын
If only I had had this a couple days ago, how useful would have been 😂😂
@Pussik3 жыл бұрын
Thanks to your prior experience, now you can appreciate this feature more. Did you use Color ID maps?
@CloudLucky283 жыл бұрын
Any possibilities for supporting 3D Connexion space mouse in future?
@bohdan_lvov3 жыл бұрын
Btw any plans to make Geometry Mask with shells of the single object and\or use it just to isolate the view?
@kloworks3 жыл бұрын
the way they do , feels like require many clicks now I preferer the old way ... if they add select tool , and can act like 3d software like select object face or shells , this was going to be more easy and fast.
@MrProjecthalo3 жыл бұрын
Wow. This and the stitch brushes are awesome new features!
@ТимурАширов-ц5м3 жыл бұрын
Thanks! Very nice feature! And thanks for Copy/Paste Effects. This feature I've been waiting for years.
@ArtemM3D3 жыл бұрын
Great feature and explanation video! Thanks to Wes and the team!
@SSCAT03 жыл бұрын
Why I still can't move and transform my uv-s inside sp? 😟
@Scarlov873 жыл бұрын
Dumb and quick question, how do you set up the geometry mask? is just separated elements, ID's or vertex groups?
@chopsuey46983 жыл бұрын
It's just the objects you created in your 3D software, so your exported model should not be a single object but a set of several objects for each part you want to have control over
@Scarlov873 жыл бұрын
@@chopsuey4698 thanks
@brainchildpl3 жыл бұрын
Finally, thank you guys :)
@nikolasmarkovic30653 жыл бұрын
is this also usable when baking AO? Like when you have parts, that are close together, but when it comes to it, they could be detached and you wouldnt want to have it all dark in those areas
@tris09133 жыл бұрын
no. you should create a exploded mesh model first. bake and then reimport fbx via project settings combined
@ZalvaTionZ3 жыл бұрын
@@tris0913 Or just bake in Marmoset...
@DogOnAKeyboard3 жыл бұрын
Yes please and thank you Substance Painter! :D So happy
@bolukbasiyusuf3 жыл бұрын
Amazing! Can't wait to use.
@N0Noodles3 жыл бұрын
Tears of absolute joy!!!
@KoteyAnnan Жыл бұрын
This was so necessary. Very cool
@Tsuyuelle2 жыл бұрын
Fantastic feature but is there a way to export the geometry mask as png/jpg outside painter?
@petermgruhn3 жыл бұрын
Some people have been waiting for this for years. I, on the otherhand, clearly don't understand the program because I'm like "when I was a boy we just assigned the right materials to the right objects and, you know, didn't assign them to the wrong ones." Wait wait... "Hey, everything is wood, except these these, but remember that they could be, they just aren't. AND everything is red underwear. Except almost everything, but remember that they could be even though they clearly shouldn't be. But they could be. Just not now." So it seems totally frickin' daft. But I'm so clueless I don't know if this is a bad explanation for the product or my ignorance of the software.
@synthorian50933 жыл бұрын
Most likely ignorance of the software. I understood exactly what he was on about. The key feature of this update for me is the ability to now be able to hide the meshes that I want, rather than all the meshes linked to the UV tile, like it was before this update. You couldn't do that before, and it caused annoying issues that limited to where you could paint, as the cursor followed the surface of the geometry. But now that I can hide a specific mesh that's in the way, it's no longer a problem. The other feature being able to simply use the geo mask to mask the texture is simply a quality of life improvement, as it work in a pretty similar fashion to how masking in Painter worked before, and by the looks of things, it seems to also improve performance in the viewport, which was an issue for me when applying masks via the original method.
@pimeto3 жыл бұрын
But how do you bake textures with multiple objects in a texture set ? By naming the HP and LP ? Does it work, if YES, what is the point of having texture sets ? (ps. i just thought about it, ill try and see....)
@DenisTriton2 жыл бұрын
We need some text instruments in here! PLEASE!
@sanjayk24443 жыл бұрын
This gonna make my job very easy..😊
@ThatMcFlyFan3 жыл бұрын
This is SO USEFUL for more complex models, will save so much time in the future!!
@richarddjajaprimadi64923 жыл бұрын
is this only useful if im working with UV tiled models/ UDIM? if i want to paint on the mesh tht i want i could just paint them on sepparate UV sets isnt it?
@Substance3D3 жыл бұрын
The Geometry mask also works with Non UDIM projects as well. It is reading any mesh parts you have in the mesh. Any mesh part in the model file can now be used as a mask.
@Kiyamlol2 жыл бұрын
when u turn off the mask after you are done, the parts that were masked get painted on...is there a way to stop this?
@Substance3D2 жыл бұрын
You're supposed to keep the mask on. If you want to paint elsewhere, make a new layer, with a new mask.
@MetalxLicaxPP3 жыл бұрын
That is so awesome, thank you so much!
@lveronese3 жыл бұрын
what is inside the color variation layer?
@gabe6872 жыл бұрын
This feature is nice but interferes with the show all ability of the Texture Set List, that should be separated. Maybe I need to hide a piece of one texture set, but I still want to see the others.
@knl6543 жыл бұрын
this is better, I still use legacy UV because of the preserve UV tile layout , was getting too complicated for me but his one looks good
@szhlopp3 жыл бұрын
Amazing! Side newbie question here: How did you name your UDIMS?
@grey_box3 жыл бұрын
by double clikking in sp?
@pav3d13 жыл бұрын
F I N A L L Y!!!! WOOOOOOOOOOOOOOO!
@Ronoldgert3 жыл бұрын
10/10 ive been waiting for this for so long
@ConradSly3 жыл бұрын
SP 2021 coming out today? My launcher hasn't updated yet. SD updated though.
@salihsendil Жыл бұрын
What is the difference between mesh fill and geometry mask?
@Substance3D Жыл бұрын
Mesh fill always converts to pixels, so you can go more granular (individual triangles), but it's resolution bound. Geometry mask works on whole geometry objects only, but allows hiding these parts while painting.
@Pussik3 жыл бұрын
Is it more handy than Color ID?
@JayStein7772 жыл бұрын
More importantly does it work with material ID.
@SarahC22 жыл бұрын
Yay!
@TheIcemanModdeler3 жыл бұрын
Think it would of been simpler just to have this feature for hiding geometry in the viewport, having a mode similar to masks just makes it redundant.
@Substance3D3 жыл бұрын
The feature is also a tool for creating masks on geometry parts as you can instruct painter to pass through strokes on the excluded meshes.
@TheIcemanModdeler3 жыл бұрын
@@Substance3D Yeah it's just gonna seem a bit confusing, do i go mask or geo mask, decisions decisions, would of been simpler just a visual thing in the viewport.
@sergeykoshelev45663 жыл бұрын
Long awaited!
@ricardoorellana45653 жыл бұрын
?And how do I get rid of it? I clicked by accident and I cant go back to show all my geo
@RealCubeMelonClock2 жыл бұрын
Neat, but why on earth does the paint get re-projected on the previously hidden mesh??? That's really annoying.
@Substance3D2 жыл бұрын
You can turn the re-projecting off.
@RealCubeMelonClock2 жыл бұрын
@@Substance3D I'm a fool then lol. How do I turn it off?
@Memeieli2 жыл бұрын
@@Substance3D How do you turn this off?
@Memeieli2 жыл бұрын
@@Substance3D I think what people find annoying is that when you mask out a section you want and then paint, and then turn off the mask. Other places strokes are preserved. You talk about this as if its a good feature, but it actually feels more like a bug then a feature. Is there a proper work around to this?
@Substance3D2 жыл бұрын
@@Memeieli It's shown at 8:20 in the video.
@bosseta3 жыл бұрын
Cool... long overdue feature
@etheriondesigns2 жыл бұрын
So you cant mask polygons? This is still not good enough. Its really hard doing projection texturing in areas like a creatures mouth
@EugeneZima3 жыл бұрын
И сколько лет понадобилось, чтобы додуматься до такого
@stoy01003 жыл бұрын
Степ бай степс
@deep_breathe3 жыл бұрын
Похоже что проект перестал развиваться, реально нужные инструменты они похоже уже никогда не добавят.
@MrAsag3 жыл бұрын
ну может это было технически не так просто реализовать раньше
@olegm97363 жыл бұрын
@@MrAsag Разделить по обьектам в самом SP, когда эти обьекты в FBX уже разделенные приходят слишком сложно технически сделать?))
@MrAsag3 жыл бұрын
@@olegm9736 да я ебу?)) я не програмист и разработчик, я просто предполжил. если ты да, то тебе явно виднее)
@benimo63 жыл бұрын
EXCUSE ME?! I'm on the perpetual license, looks like its time to upgrade just for this >:)
@AlekMadeDis3 жыл бұрын
It would be great if this masking was taken into account when baking maps
@Substance3D3 жыл бұрын
You should look into Match By Mesh name, it covers most cases where "masking" is needed. docs.substance3d.com/bake/matching-by-name-182256530.html
@stillfree473 жыл бұрын
Very nice
@MIchaelSybi2 жыл бұрын
It has strange bugs. It reprojects in places, where it's not painted, and disappears if you change mask settings as they weren't chosen while painting. The solution is creating a second version in the same mesh with detached separate pieces, and texture it at the same time. This way you'll have both versions of mesh available for texturing, and won't deal with reprojection.
@wormoSTEEZE3 жыл бұрын
raaaaaaaad I'm updating now :D thanks!
@jonva133 жыл бұрын
Wow, love it.
@yalnb. Жыл бұрын
geometry mask isn't opening when i click thumbnail, can anyone help me ?
@herkimerblue37723 жыл бұрын
Fantatstic feature, thank you! Love all your demos, they are really clear and easy to follow.
@Substance3D3 жыл бұрын
Glad you like them!
@nilexh3476 Жыл бұрын
It'll be more useful if there was an option for selecting mask by layer names
@Oretal3 жыл бұрын
YOOOOOOO FINALLY!!!
@ultraboy99x3 жыл бұрын
BLESSED
@orcanegraphics82033 жыл бұрын
YEEEESSSS !!!! FINALLY
@gherat3 жыл бұрын
Geeeeez finally!
@vimalrajravichandran44223 жыл бұрын
cool!!
@p_enta50122 жыл бұрын
why in the fuck did this take so long, this should have been in the program from day one.
@philmehrart3 жыл бұрын
Fkin awesome!
@geehwiz49953 жыл бұрын
No more color ID's in my UDIM workflow great!
@sqworkshop3 жыл бұрын
FINALLY!
@orkunsevengil3362 жыл бұрын
That doesnt work for attached meshes.3D Coat way is better.May be add paint to geometry mask so on lol :D
@sketchbooksquared3 жыл бұрын
Wish painter was node based as well :(
@AdamMann3D3 жыл бұрын
That's what designer is for. Painter is literally for artists that don't want to use a node interface.
@sketchbooksquared3 жыл бұрын
@@AdamMann3D those 2 softwares are for different things
@harrysanders8183 жыл бұрын
@@sketchbooksquared Not really, they can be used similarly and interchangably, if need be. They are not entirely different. Painter is jus layer based and Designer node based (-minus painting capabilities). But you can work the same procedural way if you wanna create materials from scratch in painter. The real power comes from knowing and using both. Its definetly not "only for artists who don't wanna use a node based interface", thats simply also not true. These softwares are deeply intertwined, understanding this, accepting it and using both can only benefit you.
@sketchbooksquared3 жыл бұрын
@@harrysanders818 yeah agree, i use both but there are painful times where i want to make a layer effect a spesific layer and it would be really easy if it was node based, i like node based softwares in general, both have so many stuff in common but no nodes in painter and no painting in designer
@harrysanders8183 жыл бұрын
@@sketchbooksquared You are somewhat right about that. The more I try to use them in conjunction, the more I also realize that having separate packages for those tasks only adds barrier to the workflow. I would still say that accepting and dealing with it is beneficial for us users to harness the softwares power as intentended. But yeah, a unified application would be much more streamlined. There are new softwares on the way and already out that offer this. For example, the new 3D coat 2021 has a node editor build in now alongside painting capabilities. It also feels very uncomfortable to me on the long run that I simply can not "touch" my textures via painting inside the same node based app and need to send the texture over to painter. Then again, the painting is pretty powerful once you do and add your final touch ups. But I guess this ecosystem wont change ever. They intended it to be like that. That is why I don't get the frequent request of adding nodes to painter. If we wanna use the ecosystem ,we need use both packages to their advantages. In the end, both produce just images. But I am definetly excited to see how the new 3d Coat 2021 texturing will feel now that they are basically painter and designer in one app. They have basically done this merge now.
@sixiangyang3 жыл бұрын
What I want to say that SP should already had this feature in earlier version.
@AyushBakshi3 жыл бұрын
Finally!
@gabi_quintana2 жыл бұрын
Someone know how to export "mesh parts" from 3D Max?
@KRGraphicsCG3 жыл бұрын
YESSSSSSSSSSSSSSSSSSSSS!!!!
@benjols62023 жыл бұрын
LETS GOO
@evening89903 жыл бұрын
Brilliant
@rattlesnake3d3 жыл бұрын
FBX from Houdini not importing Soft normals information , anyone having this issue?.
@AyushBakshi3 жыл бұрын
You are looking for 09:02
@batudodo3 жыл бұрын
Version 7.1.0 and hide/show just came now instead of 0.0.1. It's a cool update but shame.
@lnfskate60833 жыл бұрын
i masked something now i cant paint the layer i was painting..
@Ptah11303 жыл бұрын
Boomp!!
@IDALGAME2 жыл бұрын
ААААААААААААААААААААААААААААААААААААААААААААААААААААААААААААААААААААААААААААААдобе как всегда сделал новую функцию кривой. Дело в том что выключая модели рисую под ними, включая их обратно проджекетится все нарисованное ранее на ранее выключенный. А старый уже без нарисованных элементов (что дало бы костыльно затереть на перекрытом)