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6

[Feature Request] Looking to get support for 2nd UV channel

New Here ,
Mar 25, 2022 Mar 25, 2022

This is a feature that most if not all environemnt artsits in the video game indsutry including myself have been looking to get since pretty much Substance Painter came out. 
The 2nd UV channel is widely used in most games across the industry and has been for years now. Current work around that we all have been doing is to copy the UVs from the 2nd UV channel into the first and then deleting the 2nd UV channel which is cumbersome. 

 

Additionally with a lot of things that use trim sheets for texture information as well as a 2nd UV channel for additinal texture information Painter could benefit from getting the information mapped to the 1st UV channel and applying it to 2nd UV channel masks. 

I could go on but there'd be a ton of use for this 2nd UV channel feature. 

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New Here ,
Mar 25, 2022 Mar 25, 2022

This would be useful!

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New Here ,
Mar 25, 2022 Mar 25, 2022

I have been wanting this for a long time as well. In its most primitive form, a simple implementation could look like a "UV channel selection" of which channel you wish to work with upon mesh import. This alone would save a huge amount of time and prevent the multiple mesh management workaround in OPs scenario. 

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Community Beginner ,
Jan 18, 2025 Jan 18, 2025

Agreed. Each material and mask should have a UV selection dropdown option in it's properties panel that lists the different UV's that were imported with the mesh. This should be reflected and selectable in the 3D view as well so we can see the textures painted for each uv set. Upon export, the masks or materials that are exported should enable the export to use the UV selected for use when masking.  

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Community Beginner ,
Jan 18, 2025 Jan 18, 2025
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Sorry, 2D and 3D views*

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