what's good for texture painting these days?
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what's good for texture painting these days? extra points if it's open source or at least linux friendly. I'm looking for options beyond :blender:
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what's good for texture painting these days? extra points if it's open source or at least linux friendly. I'm looking for options beyond :blender:
@aeva the only notable one I've heard of is this but it's technically alpha https://armorpaint.org/
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@aeva the only notable one I've heard of is this but it's technically alpha https://armorpaint.org/
@pupxel looks dope ty
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@aeva and $20 if you don't know how to compile lol
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@aeva and $20 if you don't know how to compile lol
@pupxel I don't mind giving them 20 bucks
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what's good for texture painting these days? extra points if it's open source or at least linux friendly. I'm looking for options beyond :blender:
@aeva there's also this though the paint mode in it is kinda hidden away https://materialmaker.org/
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what's good for texture painting these days? extra points if it's open source or at least linux friendly. I'm looking for options beyond :blender:
@aeva Have you tried Ucupaint? It's a free open source addon for Blender, with lots of features for painting multiple layers with channels, masks, baking, etc.
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@aeva Have you tried Ucupaint? It's a free open source addon for Blender, with lots of features for painting multiple layers with channels, masks, baking, etc.
@starsider I haven't and that sounds interesting, but the problem with blender is i'm not confident i know how to get it to render with a neutral sRGB and standard gamma curve or better yet my monitor's actual color profile. Blender luuurves to color grade even when you tell it not to
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@starsider I haven't and that sounds interesting, but the problem with blender is i'm not confident i know how to get it to render with a neutral sRGB and standard gamma curve or better yet my monitor's actual color profile. Blender luuurves to color grade even when you tell it not to
@aeva I don't have that problem. Just be aware that Blender color grading settings are in several places at the same time. The main one is in the Render tab, while the Output tab has another one with a switch to use it or not use it. Then each image you load can have its own color space (which is sRGB by default for SDR images, I think). You should be able to test this by just rendering some texture on a plane, image connected to the output directly or through an "emission" shader node. Or a plain RGB value to see if it matches the expected gamma-corrected value.
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@aeva I don't have that problem. Just be aware that Blender color grading settings are in several places at the same time. The main one is in the Render tab, while the Output tab has another one with a switch to use it or not use it. Then each image you load can have its own color space (which is sRGB by default for SDR images, I think). You should be able to test this by just rendering some texture on a plane, image connected to the output directly or through an "emission" shader node. Or a plain RGB value to see if it matches the expected gamma-corrected value.
@starsider trust me that i do have this problem
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@starsider trust me that i do have this problem
@aeva I would like to have a .blend file that exposes this problem. I work with Blender very frequently and I'm familiarized with its source code (at some point I've sent patches that were accepted), so if I find a problem that I can fix or help be fixed I will do it.
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@aeva I would like to have a .blend file that exposes this problem. I work with Blender very frequently and I'm familiarized with its source code (at some point I've sent patches that were accepted), so if I find a problem that I can fix or help be fixed I will do it.
@starsider I appreciate the offer, but I don't think dissecting the file that shows the problem is a good use of your time or mine.
Here are two screenshots showing the settings you mentioned. The triangle is highly tessellated and interpolated in a different color space. The same math in another program shows different results, and as best I can tell, there should not be nearly this much green in the final image.
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@starsider I appreciate the offer, but I don't think dissecting the file that shows the problem is a good use of your time or mine.
Here are two screenshots showing the settings you mentioned. The triangle is highly tessellated and interpolated in a different color space. The same math in another program shows different results, and as best I can tell, there should not be nearly this much green in the final image.
@starsider It is entirely possible that I screwed up something in the math between the two implementations, and Blender was not at fault. Blender tends to play rather fast and loose with color and I don't particularly want to dig through the color management stacks of two separate art programs at the moment, when simply relying on only one as the source of truth is fine.
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@starsider It is entirely possible that I screwed up something in the math between the two implementations, and Blender was not at fault. Blender tends to play rather fast and loose with color and I don't particularly want to dig through the color management stacks of two separate art programs at the moment, when simply relying on only one as the source of truth is fine.
@starsider I'm open to trying simple diagnostic suggestions later if there's anything else that comes to mind to check. That said, I've had other problems with Blender's color management in the past (the one I remember filing a bug for was the colors being quantized), and working straight in linear RGB is not exactly something I'd expect a PBR renderer to have as a well tested use case, which is why I have my expectations tempered.