Hi guyz,
I would like to understand what is the goal of merging texture sets at export, and especially what is the workflow behind it:
- why do you need to create several texture sets, if you know that in the end you want to export a single one?
- why don't you make only one texture set from the beginning?
Please understand I am not criticizing anything, I just try to understand why it seems so crucial for some people 
Thanks for your help!
Hey man! I've just started using Substance, and it sure seems to be a great program, but this issue was one that surprised me I gotta say :p
Anyways, here's a description, basically, I want to be able to work on geometry specifically and being able to hide all the other geometry when working. It exactly what texture sets give me. Imagine working on something that is behind something else and not having to do that work in the UV-view (which is my current work around)
The texture set divide is great for sorting stuff into layers, and being able to solo the sets etc is great. But it all becomes kinda worthless when in the end Painter "forces" you to save all the sets out on separate textures, as I'm sure you guys are aware, in games we usually go with 1 texture per asset on say, environement stuff

So yeah, some kinda merge all texture sets into one texture but still being able to use the divided texture sets while working would be great for a future relase!
Small note: My current work-around is exporting the mesh as one texture set, and when I need to paint behidn something, I use the UV-view, which is OK and works fine, but hey, when you have that fine 3D-painting ability, I wanna use it as much as possible xD