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Cyril Dellenbach
Community Manager
Community Manager
November 9, 2023
Open for Voting

Merge Texture sets at export

  • November 9, 2023
  • 12 replies
  • 4678 views

Currently, the Texture sets are clearly distinct UV maps. This suggestion would add the possibility to merge those together at export, instead of having multiple sets of maps.


EDIT : I've merged a similar user idea thread with this one. This way, the feature suggestion will have more upvotes, therefore more visibility on our side.

This thread has been created in regards to a future QOL (Quality OLife) release. We’re trying to prioritize users’ needs; therefore, your voice is very important!

Please write your feedback below and don’t forget to vote for your favorite suggestions!
All shared images are purely for visualization and not functional features.

 

12 replies

smessierobjects
Participant
June 12, 2025

Control over UDIM export would be awesome - being able to export by UDIM set and not texture sets.  I'm running into a use case where I have different texture/mat groups sharing a UDIM tile, and they're exporting as split textures.  This would also be useful so that an asset like a character that uses different mat groups (skin, clothes, etc) can just have one fbx being used for rendering and in painter, instead of needing separate fbxes for texturing and rendering. 

 

Participant
March 10, 2025

My Painter is updated to the newest version, but I haven't seen a solution to this issue "within" Painter  I'm very impressed with how Painter has advanced past the exploding models to avoid bake overlaps and has added individual control for choosing which HP models bake to the LP models, etc, even if it's within the texture sets.  This control is very powerful, yet not having the ability to combine these texture sets on export seems like an unfinished feature. 
Not sure if it would be helpful, maybe adding the ability to paint across texture sets could be the initial check for mixed UVs and if the textures are meant for a combined export.
Hopefully I haven't missed an already implemented solution, but please let me know if I have.

Participant
January 8, 2025

I wish I could upvote for every user of my plugin that clearly wants this feature (and then some for all the folks that can't afford it). I've sold hundreds of licenses over the last 6 years doing it through the JS and Python APIs. I can say it's a little complicated to solve for the issues outlined above (overlapping UVs, etc.) but well worth it to the users. I'd happily give up my revenue stream to have it built in. 

Participant
November 21, 2024

I don't agree that it's unnecessary. I have a model that has one UV map for all parts, but the model has several variants of itself, and I am not ok working with them, because they overlap each other, and if I split them into different texture sets, then when exporting I will have 4 textures instead of one.

Participating Frequently
October 19, 2024

This would be a welcome change and might even be simpler to implement than you think if approached the right way. If there are concerns about the user experience for new users, my counterpoint is to make it optional, so the experience remains unchanged for them. Additionally, providing documentation for this feature would ensure clarity for those who want to use it.

 

My rough initial vision of what I'd like to see is a system similar to selecting shaders for texture sets, but instead, it would involve selecting sets for UVs. Additionally, we could reference UV channel names for a quicker setup, making the process more efficient and streamlined.

Participant
May 16, 2024

This would be a huge feature for those like myself who create DAZ3D products, where you need to consolidate textures into one map.  

Participant
March 5, 2024

Would be a great feature to have! 

Participant
March 5, 2024

highly needed

Participant
March 5, 2024

Yep, it could be awesome !

Participant
March 5, 2024

We definitly need this!