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3

Display/hide by mesh should be a feature, ten versions ago

Community Beginner ,
Nov 17, 2023 Nov 17, 2023

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If I import a FBX with multiple meshes in it, there should be easy way to turn them on and off on a model.

 

Not material id's, not selection sets, not geometry masks, no setting shader to opacity and painting over things you want to hide, none of this around-the-corner nonsense.

 

There should be a tree showing FBX file contents (meshes) and checkboxes to turn them visible or invisible (which should also make brushes ignore them!). Why isn't this a thing??? Or if it is, where is it hidden on this bloated UI?

 

It's evident that Painter already detects separated 3D elements, because you can fill by element. Just make a list of them!

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Adobe Employee , Nov 20, 2023 Nov 20, 2023

Hello @Indrek327787063wva,

 

Thanks for the suggestion.

 

I understand the frustration, but the idea of the Geometry mask was to answer this issue, by giving a list (in the properties) of all the detected meshes, and give the ability to quickly mask/hide them.

 

CyrilDellenbach_0-1700474747403.pngexpand image

Hide Geometry.pngexpand image

 

This maybe doesn't solve all the problems, but I currently have no news on a potential rework.

 

Best regards,

 

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Adobe Employee ,
Nov 20, 2023 Nov 20, 2023

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Hello @Indrek327787063wva,

 

Thanks for the suggestion.

 

I understand the frustration, but the idea of the Geometry mask was to answer this issue, by giving a list (in the properties) of all the detected meshes, and give the ability to quickly mask/hide them.

 

CyrilDellenbach_0-1700474747403.pngexpand image

Hide Geometry.pngexpand image

 

This maybe doesn't solve all the problems, but I currently have no news on a potential rework.

 

Best regards,

 

Cyril Dellenbach (Micro) | QA Support Artist | Adobe

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Community Beginner ,
Dec 05, 2023 Dec 05, 2023

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"Frustration" is a soft word for it. Try to texture innards of a refrigerator or a cupboard and problem would be clear in seconds. Plus, the way camera works in Painter is very painful, there's no key (that I'm aware of) to refocus camera view, and if you actually scroll inside your geometry, camera starts acting quite weird the closer you get to object pivot. The way free-fly camera works in Unreal Engine would be a really good method to adapt about this, I think.

 

Only low-tech way right now to access hidden geometry is to literally tear your model apart in 3D software before painting, right now. Which feels really needless when much more user-friendly solution is so obvious.

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Explorer ,
Dec 06, 2023 Dec 06, 2023

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I recently discovered the UV projection type for paint layers. The default projection setting is tangent, I believe. The UV protection setting was a game changer in allowing me to paint behind and around other objects, without those objects interfering with my brush. It doesn't solve all of your problems but might be helpful for some situations you describe. Note, that it's not useful when using brushes that depend on tangency, like the new pucker brush.

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New Here ,
Feb 07, 2025 Feb 07, 2025

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Man, I’ve been digging through the internet and praying to the AI gods just to figure out how to do something basic that the software should already have - but nope! All because I want more freedom to work with multiple objects in the same texture set and NO ONE that is reponsible for the development seems to work with it. hahah
So yeah, I totally get your feeling!

At the end of the day, you either roll with what you’ve got or jump to another software. I’d rather stick with what I have, ‘cause every time I hit a roadblock the software won’t fix, it’s way quicker to come up with a "around-the-corner nonsense" than to beg the aDoBe TeAm for an update or learn an entirely new software;
especially with deadlines breathing down my neck.

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Community Beginner ,
Feb 09, 2025 Feb 09, 2025

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Workflow that works, quite shortly, is just to rip everything apart in modelling program, paint it in substance, and then attach together again. with stuff like closets or trunks and such, you also have to move lids/doors/etc quite far away, otherwise ambient light will bake "darkness" into them.

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