Hello, have left Mari (no expert there, but fairly competent with the basics) in search of greener pastures. I've imported an fbx with cameras and pure diffuse color UDIMs linked to a Texture Set, but not seeing the color applied. Under Texture Set List I see all seven UV tiles, so how are these applied to the mesh? I've searched for a tutorial for working with photogrammetry, nada, also need help with how to work with Projection. The fbx has cameras written into it, see upon import to Substance Painter that the undistorted images exported from RealityCapture did come along for the ride, and maybe this belongs in a separate thread, but casting for a twofer to solve both issues here, if someone can throw me a bone on how to paint through these cameras with tight image alignment from source photography. (Yes, RealityCapture already provides the diffuse maps, but comparing the source photos, it appears I'm leaving far higher quality on the table, wish to paint from source and compare the quality. I'm also working with scan-based isolated specular color information, wish to work with that to paint a bump map, also to drive specular and specular roughness. Many thanks!
If there's a way to edit my post, I'm not seeing it, but addendum, I now see I needed to delete the paint layer, add a fill layer, then click Base color to select my imported map. The issue now is, when I search or scroll to find my diffuse map I see the thumb for the set of UDIMs with a 7 on top, and when I apply that, I'm only getting one UDIM applied, where are the six others? I did read about the naming convention needing to be just so, but given the fbx is looking for particular names, if I now change them, would that imply I need to set the Substance Painter-friendly naming convention into the textures during export? Thanks for a tip to speed my progress.
Looking around, I now see the camera selector dropdown opens me to all the imported cameras, easy peasy, way faster way in than in Mari. I'm thinking now these undistorded images linked to those cameras will somehow be dragged onto an image buffer atop the respective camera to then paint through, a tut on stencils most surely taking me down that road. Thanks for any ideas on that topic too.
Okay, found the solution, needed to link each UV tile under Texture Set List to its respective map. Onto stenciling.