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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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correct answers 1 Correct answer

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.png

Hide Geometry.png

 

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.png

Hide Geometry.png

 

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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