Multipass Texture Painting
Make a texture setup with a source diffuse, normal, specular textures and be able to paint those in a single pass on the mesh.Generating the diffuse, normal, specular ( or more) with one brushstroke.The idea would end up with painting a material instead of painting the diffuse and having to generate the normals/bump maps using a second pass in gimp, or repainting by hand.
8 Comments
Extremely powerful proposal. This feature would be game changer, because if Blender will have this feature it can start compete with pbr texture painting applications like Substance painter, 3D-Coat and it is will open one more direction for using Blender.
This is a must if we want to create PBR assets in blender. Substance Painter is good example how it can be done. Not whole software of course. ;) Just setting up multiple values for brush (like Albedo, Roughness, metalness and height) and painting them on multiple textures at once.
Is this the kind of thing you are talking about?
youtu.be/zR8gwiF6opI
Yes yes yes please can we have this?
FYI armorpaint.org/ works well too. And it uses armory game engine which uses Blender as an editor.
I don't get what this is supposed to do. It sounds like you have your diffuse, normal, specular etc already ... and then you paint them on the model... What's the point? Is it some general, tiling texture that you paint?
Learn how PBR and programs like Substance Painter or Quixel Suite works. We need to paint multiple material properties at same time. Creating them on base of one texture cannot give enough good results, especially now when we need to supply many maps like Albedo, Roughness, Metalness, Normal and others.
So painting a mask between textures then?