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Inspiring
October 6, 2023
질문

how do i ensure that painted details stay correct when a mesh is moved?

  • October 6, 2023
  • 1 답변
  • 455 조회

Hi

 

quite often I'll end up wanting to move a mesh around in a substance scene or combine multiple props together in one file AFTER ive textured them, and invariably ill find that some of the layers get messed up because their masks have been painted by hand rather than using 'mask by colour' or other  generative meens.

 

Is there a way i can stop this from happening somehow?  Im not quite sure why it happens as the UVs dont change, im mearly moving a mesh somewhere else in the world.

 

thank for any help you can give

Nick

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1 답변

Cyril Dellenbach
Community Manager
Community Manager
October 6, 2023

Hi Nick,

 

Thanks for the question, this is an interesting topic.

 

First of all, Substance 3D Painter isn't currently optimized for an intensive iterative workflow.

 

Now, to understand why the reprojection doesn't work properly even if the UVs haven't changed, you have to understand how our 3D reprojection works.

The 3D reprojection recompute all the brush strokes made in the 3D view onto the mesh, taking into account the camera and the bounding box.

Basically, the UVs (almost) don't have an impact on the reprojection. This is very useful when you changed the UVs, but not the mesh, however very tedious to work with when you changed or add topology.

 

To work the way you want, You can try to turn the Preserve strokes positions on. When the feature is on, it will "preserve" the original bounding box, and reproject the strokes onto that box, before creating a new one for the new mesh.

I honestly don't advise you to play too much with the reprojection, but tell me if this help already.

 

Best regards,

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe
nickh74394646작성자
Inspiring
October 6, 2023

hi, thanks for the responce, yes after some google i now realise that the mask isnt actually tied to the UVs but more so the 3d world space.  Im wondering if in the future there might be some option to perhaps tie them to the UVs maybe? (as an option or something?)  Or even just baking them down into UV space.

 

Ive found a hacky workaround by just exporting the painted masks as pngs and reimporting.  Its obviously destructive, but it will work in this instance as the project is complete and i will no longer need to change anything.