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  • Published 4 May 2018

easy PBR Painting workflow for 2.8?

hello everyone

i was just thinking that with the new workflow a pbr painting mode is a good idea , i had some base concepts that i think could work ..

the concept is simple :

  1. you choose multiples pbr materials from your scene

and determine a layer for each ones, each layers ovelapping the other from below ( that could be done in the nodes easely)

  1. you asign a mask for each layers , and just paint the mask on the 3d model , with differents type of brushes (scratch brushes , ect ect...)

by doing that the new pbr mix appear while youre painting the mask ..

... thats a solution for painting all the channels at the same time , but i think the idea could be also done easely for each channels individually ? ( if in this new paint mode you could select all the differents channels and see it real time , like the node wrangler preview for examples, also , it could be cool to modify directly the displacmement map inside of the sculpting editor )

my idea is quite similar to this guy youtube.com/watch


EDIT:

" jan.lautenschlaeger1996 would be nice to have "pbr brushes", these could have multiple textures (color, spec, normal,...) which stay aligned while paint."

  • each of those specific textures inside the brush would only affect a specific designed textures into the node editor, aka our pbr channels..

Simple, easely implanted, "pbr multi brush" seams like a great idea.

95.2%

Development Status: Open

Upvote 20 Downvote 1
DB3D
4 May 2018

9 Comments

Namnak

would be nice to have "pbr brushes", these could have multiple textures (color, spec, normal,...) which stay aligned while paint.

6

@jan.lautenschlaeger1996: good idea

DB3D Author

GUYS HERE A SIMPLE CONCEPT THAT COULD SOLVE THE PROBLEM,

Having a brush that contain multiples brushes only affecting the selected textures for each brushes! all of them synchronise and painting at the same time on each different textures!!

For example :

Brush Pbr #1 containing :

  • Brush created #1: snow

texture in color, only affecting the selected texture, aka aldebeo channel

  • Brush created #2: snow gloss b/w, only Affecting selected texture, aka gloss Channel
  • Brush created #3 : snow bump texture B/w only affecting... You get the idea

Ect ect ect...

Idea seams simple no??? Pease at least someone need to script this!

1
Quargzon

@dodododorian: Look at the post by @Craig Jones above; this is already available, apparently. You just have to know where to look...

dpdpforlife

It is very common for people to misinterpret what substance painter does. It is not painting all of the layers at the same time, it is using a mask to blend two or more shaders. To do this in blender now, you add a shader mix node to mix two shaders that you like and for the Fac input of the mix node, you pipe in a new texture with a black background. Paint white on top of it, and you have the full functionality of substance painter. Blender has much more functionality than substance painter, but doesn't have as streamlined a workflow for working like this.

With 2.8 and Eevee you have the full interactivity and great realtime rendering that you get with substance painter.

1
dpdpforlife

See an animated gif of this here SubstanceBlendPainter

2
ywaby

i had post a pbr paint idea a half year ago, although it is not full feature.
blender.community/c/rightclickselect/Hzbbbc/pbr-paint-in-blender

yes we need this

Quargzon

Blender seems to have a tendency to encompass functionality well beyond what is expected of 3D graphics software, and it usually does a good job of it too.

Let's just say I'm not opposed to the idea of Blender absorbing the basic functionality of tools like Substance Designer... Would love to see that happen at some point.