Recalculate stroke position based on topology
Currently the way strokes are stored in 3D space makes Substance 3D Painter a really cool tool for non-destructive workflows. I love how you could literally change the topology and UVs and keep your texturing work.
Unfortunately this becomes a bit of a problem (specially with character work) where I keep doing modelling updates (no topo or UV changes, just shape) and reimporting the mesh would make my texturing work break, as parts of the model move around a bit but the strokes stay in their original place in 3D space.
It would be really really amazing if one could choose to update stroke position based on topology instead of 3D space. Even if its not perfect, most texturing work is through masks anyways. Existing stroke points would have to bind to the model (similar to a Maya wrap or a Blender surface deform) and move to their new position. If using face normals this could even allow rotation. This would unlock full non-destructive workflows in Substance 3D Painter.
At the moment, my only workaround is to manually export masks as texture maps and re-import them back so they follow UVs. That unfortuntely removes the flexibility Painter offers by default. Or even worse, I avoid updating my geo at all in Painter and keep working on my old model and checking updates elsewhere. The current 'Preserve strokes position on mesh' has to do with geometry boundaries only.
I am aware this sounds like a big thing, but if strokes are points in vector space, it should be doable. I think it would be an amazing feature.
