Author Topic: Paint seamlessly over several UV and texture sets  (Read 37793 times)

At this rate, I wouldn't hold your breath.  It is frustrating - for sure.  It is my #1 requested feature.

I'm sure it has not been easy to get working properly and account for all the different hardware it needs to run on.

As for getting that perpetual - I understand.  It doesn't matter in the long run though, because at some point, to be compatible with ever-changing system software and drivers and all that you will have to upgrade and that will mean you will need to pay the subscription. 

I'm in a similar boat, and have held on to the monthly payment in hopes the cross texture painting would arrive and I could cash out to a perpetual.   I'm realizing now, just like every other software company that Adobe touches, subs are the way things are going to be.  I don't like it, but it is what it is.  This year is the first time since C4D version 7  that I did not renew my Maxon C4D because of their pressure to switch to subscription.  Their new president is from Adobe.

We just have to wait and see, and hope for the best.

I heard it's currently in closed beta with no estimated ETA. But considering I haven't even used Substance Designer ONCE since I activated my subscription, yes, having a monthly subscription makes no financial sense. I'd rather own software and then use it whenever I need it. Adobe figured out that a monthly income makes them more profit... and so other companies have followed suit. But such a software licensing model only benefits the company, NOT the users. SP and SD are advanced enough now that you could probably continue to use them for a long time. But Adobe is hoping that Alchemist will prove tempting enough for users to abandon perpetual licenses for SP and SD and swallow the subscription model for Alchemist instead.

I thought this feature was around the corner, Im holding out to get a maintenance for my licence until this feature is added.  its absolutely essential feature, its like having a car without wheels.  I do wonder how artists get around this, do they have to bring the texture into another program like Zbrush to paint across these seams?

Currently I handle it by not doing UDIMs, but instead doing texture sets for different parts of a model where the seams can be hidden.  Takes a little more planning and won't work in every situation.   For me, the biggest issue has been doing large scale landscapes where I need to do a zoom in from far away and end up close to the model, or doing even small objects that I want to zoom in super close to the details. 

I recently did an Aladdin's lamp where the surface had all these sculpted details.  I did those details with displacement and normals in Substance Painter. I quickly realized I needed more resolution and multiple textures with cross texture painting would have been ideal.

It turned out ok, but really could have used about 3 or 4 times the number of pixels in those textures, and I didn't want any seams running through the details.

Last Edit: November 10, 2019, 04:44:45 pm

To the devs:

Are we going to see this feature make it's way to SP this year?

I'm sure I remember reading a while back that it will definitely happen this year.

The 2020 release should roll out before the end of the month, so maybe this long-awaited feature will be in there.   I guess we wait and see.

Hmm, the end of the month isn't far away now.  It would be nice to see this functionality this year..

Looks like a release date of Dec 17 for the new Painter version from what I can tell.  Still don't know if that will have cross texture painting though.

One can only hope!
Last Edit: December 01, 2019, 05:24:25 pm

Just updating this thread in case any one stumbles in here looking for the same answers.  Cross texture painting will be in closed beta still in early 2020.  Not sure of a release date as of yet.  Looks like they have it mostly working, but perhaps there are still some stability issues to be worked out (as evidenced by the live stream where it crashed - ha).

So soon-ish I guess? 

Thanks Gary.  I have Until October 31 2020 to get my last maintenance for Indi, by Oct 2021 it should be stable and by then I hope that the texture size limit in the viewport exceeds 8k.


I am still longing for this feature.  I know it's not an easy one to implement (there are a lot of ramifications with loading/unloading textures from the card as you paint across seams, etc.)

But COME ON!! It's been requested for years.  Fingers crossed that this will happen soon.

As many of us sit at home, stir-crazy and looking for things to do...I WISH we had Cross-texture painting to play with.

Sorry guys, we're working as fast as we can to get that feature out :)

Scenario: You have a single character split into multiple texture sets (materials). You are painting manually. When you approach UV seams where it's two different materials, typical workflow currently requires copy and paste the layer over to other texture set and continue painting. This seems like something that could be automated. Duplicate current active layer to other texture set and switch over to it for seamless painting.

I read that this feature is currently in development. When is it supposed to be ready? Is there something like Substance Painter roadmap?

What is the chances to get this feature this year? We are already almost half way there and people was requesting it for years