The Big Texture Paint Thread

The 3d brush is still on the plan, but that means they have to reinstate a scene scale brush versus the projection relative scale, so theat is a two for one.

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I guess I wont hold my breath, there was a ticket on that 10 years ago.

Maybe look at meeting notes instead, it’s come up over and over.

That’s why I was asking, projects are meeting notes are hard to follow and it’s come up quite a few times over the last couple years. Wasn’t sure where it’s at.

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It is unfortunate that Blender, which is used for a variety of styles of work, seems to be falling behind in this area.
I believe the most underdeveloped area in Blender is painting.
I was greatly looking forward to the plans announced for 2024, but it feels like they’ve been postponed indefinitely once again. :face_exhaling:

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Its money guys, it’s a money problem (therefore lack of experienced devs and/or volunteers on that area) please if you can guys please support the dev fund monthly or once in a while and spread the word to increase the donations for the blender development!

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No, it is not. Normal Falloff Angle was just moved and hidden, behind a closed subpanel of Fall Off panel of Brush Settings ; although that is rather a mode option common to all brushes behavior.
I complained about that change, making the setting less accessible ; but it is not gone.

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Thanks for that, it has been an issue for me many times now

I add grease pencil tools as part of my process, which allows fast addition when painting through camera view. If you look at it overall, GPv3 is an extension of texture paint the same as Sculpt brush asset improvements where the overlap causes change to be possible

Development news as far as Blender goes should really be treated as nothing more than a wishlist item until actual code is put down (because the BF historically has an incredibly poor track record of actually getting to work on things recently announced).

Many of these items do get worked on eventually, but it might be anywhere from months to years after the fact (so when you need an official news item, do not get your hopes up for a patch or a build within one release cycle).

Take a low-trust approach with these news articles and lower your expectations, then be grateful that you get anything at all down the road, then you will avoid the emotional rollercoaster that comes with being hyped for these things.

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So that solves my existing problem of not getting all the mesh to paint on a single stroke when turning off Occlusion and Backface Culling - the angle has to be set to 90 degrees.

I am honestly considering a set of brushes just for these settings for painting through on the first main pass after the Fill tool.

edit: incidentally, there is a really cool effect when turning the angle as low as possible, you get a more controlled reversed cavity effect.

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Yes, I think so.
Even if blender 5 is released, there may not be any improvements to image paint.
I already have very low expectations.

That is so far off it is funny. We have improvements in Texture Paint every time they develop in the area of Sculpt because of the universal brush system. Assets are now a thing and it is possible to repackage brushes in a more consistent method.

Mayb you should list out what you think is a better list of targets here for development - being vague about it doesn’t serve the conversation much.

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Yeah, I’m not going to engage in unproductive conversations anymore either.

Ah, gotcha. I consider it funny to say that we will see Blender 5.0 without texture paint improvements while they are already in the works.

I was genuinely interested in what you meant aside from the 3d brush that you seem to feel prevents the users from texture painting properly, and was curious if you were talking about the brush engine that was originally planned for after 2.8 but postponed indefinitely. I feel that the brush controls from the Sculpt Paint brush tool are the direction to look, especially the ability to have a square brush tip and 3d projection along with wetness and mixing controls for the brush.

I don’t think that the push that comes along once in awhile for a PBR paint multichannels at once in the brush is a workable goal, but it comes up.

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I, too, hope you are right.
The refactoring of the sculpting brush is the most welcome development this year.
It seems the gap with the outdated image and weight paint tools will only widen further.
Let’s see if Blender 5 will finally bring 3D brushes to image painting.

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By the way, PBR paint can be obtained relatively easily if you make a private bake using the baking area of the brush trace. Then you don’t have to draw several PBR channels at the same time, but only a black and white mask. Although I don’t know if this is possible :thinking:

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Let’s all donate to the annual pledge drive! I’ve increased my donation after Tons call at Blender conference. Every bit helps!

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I think this is a fool’s errand to spend time on trying to replicate Substance Painter by a single brush stroke. Better to spend time optimizing paint performance and to look at better ways to process image painting itself than to try to shove a slow bake in the same process as a slow brush stroke. The question is how do you arrive at a result that makes the user happy with the channels? I really think the thing is to make it possible to better convert alpha textures at brush level into a normal result without involving baking - more like a compositor result sent to the image map.

I currently have a bump map stencil that uses some nodes to convert the painted bump map into three levels of stencil to affect the shader.

Similarly, I’d like to say it could be possible to work out what the user actually expects and then create that kind of setup so that a Smart Stencil of sorts would make the user experience easier but still offer flexibility.

We won’t be getting smart materials, but we could make use of Shader Nodes and Geometry Nodes to create some better outputs than the default setup.

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