I just tried the match by mesh name option with a simple setup of high and low meshes in both painter and designer. It works flawlessly in designer but painter just gives me a black map. Since I'm using the exact same settings for both, I'm assuming it's a bug in painter.
I have a displacement map hooked up to a newly created height output and I'm using the physically_metallic_roughness iRay material with height scale set to 1.
Whenever I make changes to the map, say via a levels node, I don't see any changes on the model in the 3d view. It only shows when I manually right click and select view outputs in 3d again and set the height scale back to 1.
1. How can I set the output pattern to automatically begin with the name of the main input file? At the moment each file is always named Bitmap2Material3, I therefore have to rename it by hand for every file, which is extremely tedious!
2. How can I change the output usage name of the different channels? Like turn "baseColor" into "D", so that it conforms to my workflow.
When I link to a mesh, all the materials get the relief shader assigned automatically, yet I always work with physically_based. So it would be nice if Designer could remember my selection and assign the appropriate shader for all the materials in the future accordingly.
Currently it's hard to select id material colors with the picker from the texture preview in the shelf (even if it's set to large it's quite small), so it would be nice if when you hover over the preview with the picker, it would do the same (get bigger) as if you hover over it with the mouse cursor.
The stencil tiling makes it hard to just paint through one mask without unintentionally painting across multiple ones, so an option to turn it off would be nice.