I don’t have the buttons and I’m not sure how to find the base material and edit it, if it’s in this shader network. I poked around but couldn’t figure it out.
I look forward to hearing more about udims as it seems like a tough thing to implement for most other dedicated painting apps.
Yes that works for me, thank you.
A suggestion is adding a “copy material” alongside “backup material”. My current workflow is I setup basic material properties as I model and would like an easy way to paint those instead of re-creating them when I start PBR Painter.
It’s a real nice painting addon. Thank you for making it.
This is a noob question. I created a bunch of layers in pbr layers ui.
It then created textures in the texture slot. I pressed save button to the right of erase button. Where does it save the texture files? Or do I have to manually save each one before the save button in pbr works?
Hi, sorry for taking some time to respond to this.
Basically the save button will save all of the image textures that are involved in the painting process. This is generally the masks that you paint for a multichannel layer, but can also be individually painted textures in the case of a single channel layer.
It will save the images to the blend file (i.e. pack them) unless you have saved the textures externally, in which case it will save to whatever file path you used for that texture.
In other words, you don’t have to save them individually, but this will just mean they are packed rather than saved somewhere externally.
Create a multiChannel mask named “Base color” with a color
Create a multiChannel mask named “top color” with an other color
On the top “color layer” add 3 masks (like procedurals or whatever)
Hide the 2 top layer masks and bake the third.
Now display again the second layer.
=> The result is strange because the first hided layer mask has an effect.
To fix it, delete this top hided layer mask.
Please find enclosed an exemple.
Just delete the “Procedural Mask to delete” to see the effect.
Hi, I have been trying for a couple of days to paint in multiple channels (painting in a material all at once) as I have seen done in the video. I noticed the absence of a particular type of multi-layer in the beta version which is the one I installed. I also noticed a “standard” layer which I thought might be the multi-layer under a different name. But alas, I have not been able to do it. Is my dilema related to this missing layer, and should I try learning on the last stable release instead?
(edit) I am starting to figure it out. I have two materials on the same object and can control where their influence by baking, then painting the mask. It occurs to me that maybe the need for multiple masks could be eliminated by using RGB values instead of grayscale?
Yes the new version 2.3 has changed some things around, however all of the original features are still there! What you’re after, based on your description, is a “Painted” layer. This can be selected instead of a “Filled” layer.
A Painted layer has a built-in painted mask that is setup out of the box, and let’s you do your multichannel painting. In addition, you can use the painted setup with either a Standard layer (which is identical to the previous “Multichannel” layer) or any other layer type (e.g. Custom Nodes layer, which lets you make your own node setup but still take advantage of the painted mask + PBR Painter’s other masks).
In terms of the RGB mask - there will be the option in future versions to select a channel from an image texture masks (e.g. R, G, B, or Alpha) to do the masking, so you could have a single image doing 4 different masks. Note that this kind of channel-packed setup is available in the current version for Image Textures within a channel, but is not yet implemented for masks.
PBR Painter 2.3 has now been released, encompassing all of the great features from earlier versions with a bunch of cool new features displayed in a brand new, dedicated PBR Painter workspace!
PBR Painter is a straightforward yet powerful addon designed to enable quick and easy PBR texturing within Blender. It uses a layer-based, multichannel approach which lets you modify all of the channels of a PBR material (albedo, roughness, displacement, normals, emission etc.) simultaneously using the addons simple UI. Materials can be created from scratch, by importing pre-made PBR texture maps, and/or by generating procedural textures separately for each channel. With painted layers, you can also hand paint your multichannel textures with a single brush stroke.
PBR Painter automatically generates and manages complex node setups that allow you to have complete control over every aspect of every channel, allowing you to combine normals of stacked layers, control the opacity of any channel of any layer, create complex layered mask systems and much more. This gives you complete freedom over all aspects of the material properties, without ever having to manually create a single node.
Some of the new features in v2.3 include:
Moved addon outside of texture paint mode to open up access to new features
Developed a dedicated workspace layout for PBR Painter
Added filled layer option, removing the need to fill every layer (painted layers as you know them will still remain!)
Restructured the UI to give easy access to the main channels (color, roughness, metallic etc)
Added option to use another layer’s mask in the current layer’s mask stack
Added option to use different UV maps for textures, masks etc
Added option to bake textures and masks to a different UV map
Added option to import a layer, or all layers, from another material
Added option to import a mask, or all masks, from another material
Integrated with 3.0 asset browser, to allow for saving and loading smart materials, layers, masks etc. (still to be added to/improved upon in future
Added option to use node group as a mask
Added ambient occlusion option during baking
Added options to use different edge detection methods for preset edge wear masks
Added vertex color as an option for ID map, with the Fill Selected Faces feature. This will fill the selected faces with the vertex color that is selected (very useful for quickly creating ID maps for materials).
Added a new ID map system with multiple colors
Modified material slots UI to automatically determine when to be in texture paint mode when selecting a material
Added the option to create an Exportable Material when baking. This will setup a new material (or use a material from a dropdown menu) with the baked textures, ready to export.
I have a large library of PBR textures in organized directory structure and there is a tutorial video about saving PBR Painter shaders for Asset Browser. Would there be a way to automate PBR Painter compliant shaders creation as Asset Browser library? I didn’t check in detail yet, but the method in tutorial seemed to require manual saving each one individually which would be too much work.
Standard Blender PBR shaders assets creation can be automated with other addons, but if I understand correctly those wouldn’t work with PBR Painter. I have the PBR Painter addon, but I haven’t used it for some time and just updated to latest version.