We can finally use edit mode on multiple objects at once, why not texture paint mode too?
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Development Status:
Incomplete
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H
Hankyu
31 Oct 2019
6 Comments
j
jason
I know the idea seems simple and obvious to you, but please make an effort to explain how you think it should work, how a user would access it, and the possible complications that may need to be solved to have this feature.
For instance, if you're painting on multiple objects at the same time, are you painting to one giant texture image or does each object have its own? How to you see which texture image you want in the Image Editor? These are the kinds of issues that need to be considered and included in a complete proposal.
2
H
HankyuAuthor
*
@Jason van Gumster
* You're right, I didn't think of these details. I think it would be nice to be able to select multiple objects while in object mode before entering texture paint mode so that we can paint on the selected objects with a single spray (as Craig Jones mentionned). And just as he pointed out as well it would probably only be possible if the objects share the same image texture, an we'd only be editing this one image texture.
j
jason
*
@Hankyu
* Update your proposal with these concepts. Include mock-ups and diagrams that help show the workflow you envision.
y
yesno
Hopefully this obviously missing basic feature is added at some point. If multiple objects share uvmapping (shouldn't even ba requirement) and material (why) then it should just happen. Having to create complex uvmapping modifier setups and creating new unnecessary files that need to be manually updated everytime when one file is changed, then combining to create new objects just to allow user to texture on multiple objects is just bizarre missing basic feature. I can understand with complex materials there can be issues but in most cases it is something that should just work.
a
anyeos
I just tried to paint a lot of cubes at the same time but nothing happens. The only paintable one is the active. They share the same texture and UV map.
I think it would be practical to make Blender do the job as intuitive as possible.
For example: We can select a lot of objects and go to Texture Paint mode and paint all of them with the same brush regardless of the texture and uv map of each object (Blender must take care of that).
That will be as easy as in real life if I use a marker, or pencil or whatever to paint, I can paint all objects limited only by surface (if there are some object with more smooth surface it will be difficult to paint with water painting for example).
In Blender it will not paint the objects that does not have a paintable surface (no desirable UV map, no desirable material, etc). That is already done if you try to paint one object that does not meet the requisites.
So, from the developers perspective it will not be too difficult to implement that. The code need to loop on each selected object instead of doing it on only one.
I think that is the best desirable or expected behaviour. Later we can improve it if we want to do some more complex or have better control over it.
a
anyeos
*
@Craig Jones
* I just was thinking if I can implement it myself. But I need time. Actually I am too busy.
6 Comments
I know the idea seems simple and obvious to you, but please make an effort to explain how you think it should work, how a user would access it, and the possible complications that may need to be solved to have this feature.
For instance, if you're painting on multiple objects at the same time, are you painting to one giant texture image or does each object have its own? How to you see which texture image you want in the Image Editor? These are the kinds of issues that need to be considered and included in a complete proposal.
* @Jason van Gumster * You're right, I didn't think of these details. I think it would be nice to be able to select multiple objects while in object mode before entering texture paint mode so that we can paint on the selected objects with a single spray (as Craig Jones mentionned). And just as he pointed out as well it would probably only be possible if the objects share the same image texture, an we'd only be editing this one image texture.
* @Hankyu * Update your proposal with these concepts. Include mock-ups and diagrams that help show the workflow you envision.
Hopefully this obviously missing basic feature is added at some point. If multiple objects share uvmapping (shouldn't even ba requirement) and material (why) then it should just happen. Having to create complex uvmapping modifier setups and creating new unnecessary files that need to be manually updated everytime when one file is changed, then combining to create new objects just to allow user to texture on multiple objects is just bizarre missing basic feature. I can understand with complex materials there can be issues but in most cases it is something that should just work.
I just tried to paint a lot of cubes at the same time but nothing happens. The only paintable one is the active. They share the same texture and UV map. I think it would be practical to make Blender do the job as intuitive as possible. For example: We can select a lot of objects and go to Texture Paint mode and paint all of them with the same brush regardless of the texture and uv map of each object (Blender must take care of that). That will be as easy as in real life if I use a marker, or pencil or whatever to paint, I can paint all objects limited only by surface (if there are some object with more smooth surface it will be difficult to paint with water painting for example).
In Blender it will not paint the objects that does not have a paintable surface (no desirable UV map, no desirable material, etc). That is already done if you try to paint one object that does not meet the requisites.
So, from the developers perspective it will not be too difficult to implement that. The code need to loop on each selected object instead of doing it on only one.
I think that is the best desirable or expected behaviour. Later we can improve it if we want to do some more complex or have better control over it.
* @Craig Jones * I just was thinking if I can implement it myself. But I need time. Actually I am too busy.