Hey guys... i have a question for you... will this crazy issue be fixed in an update? What you are seeing is the exported texture from Painter and it looks unusable at present... and the export also doesn't include an alpha that can be used either. The current work around is to have a mask already made for you... and this is very painful to do if you have multiple textures sets.
Hi,
The diffusion bleed should be contained to the Uv shell it is linked. I think I'm missing the issue. Can you please explain how the diffusion is not working correctly?
If you want to have alpha, you would need to make sure that any layers in your stack are not "filling" the background of the texture that will be generated. Also, you would to export in a format that support alpha. For example, if you have a fill layer, it will fill the entire background of the map. If you have a standard layer and paint, then on export, that color map would be transparent in areas where there is no pixel data. We don't have a method for determining an alpha channel on export.
Cheers,
Wes