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How resource-intensive is geometry mask? (~25 props in 1 project) How to bake/finalize geo mask?

Explorer ,
Mar 08, 2022 Mar 08, 2022

I noticed geo masks don't actually bake/finalize my painting which is great for non-destructive workflow but I noticed stuff like ctrl+Z or toggling geo masks gets sluggish re-computing .

Is it feasible to have ~25 groups x 3 layers per group (75 layer total) that all use geo masks? Here's what the project looks like:

UuIXsq6

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Adobe Employee ,
Mar 09, 2022 Mar 09, 2022

Hi can you share a screenshot of the 2D viewport with your UVs ?
If you have too many small islands it will not be optimal to texture with Painter.

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Explorer ,
Mar 09, 2022 Mar 09, 2022

I think I might just generate a bitmap texture then re-import it as a base layer if geo masks get too sluggish. Personally for this project, I dont mind it being destructive.

As you can see from this 2d viewport, there's a lot of random strokes on the objects due to how the objects are positioned in the scene. I'll continue to experiment!

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Explorer ,
Mar 09, 2022 Mar 09, 2022

I guess a better question of mine is why aren't geo masks treated as if they have a quick mask additionally applied on top?

I struggle to think of a situation where removing a geo mask just to have it re-compute brushstrokes over previously hidden objects would be beneficial.

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Adobe Employee ,
Mar 09, 2022 Mar 09, 2022
LATEST

Hi

For optimization and help your workflow you should consider to split/spread all your parts in different Texture Sets or in one Texture Set with several UDIMs/UV Tiles. Painter will be faster and you will get a better texel ratio and therefore a better quality.

If your mesh has one Texture Set in one UV space [0,1] then it belongs to the same Layer Stack.
Several options :
1 Split your mesh in several Texture Sets using a modeling software by assigning one material per Texture Set and then import in Painter, that way each part will have a dedicated Layer Stack.
2 Masking:
a. If your mesh has subparts, then in Painter use the Geometry Mask to not apply your texturing to the parts you do not want 
https://substance3d.adobe.com/documentation/spdoc/geometry-mask-197427754.html
b. Make an ID map, by creating IDs in the modeling software, then bake the ID Map in Painter, and then use it with color selection to create your mask
Several tutorials exist: here one with Maya: https://www.youtube.com/watch?v=kP0pG2PJIqI
c. Organize your mesh in the modeling software with UDIMs and use the UVTile workflow in Painter:
https://substance3d.adobe.com/documentation/spdoc/uv-tiles-197427749.html

 

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