


sync the selection of an image texture slot inside of the shader editor with theĬorrect texture slot of the tool opion, so that the old workflow is not broken in 2. Shader editor, you should go back and forth from modes to see the new slot.
#BLENDER 2.79 TEXTURE PAINT LIVE UPDATING UPDATE#
In the “Texture slot” sub-panel inside of the tool options header : - make the texture slots automatically update when adding a new image-texture in the Fix the scalling issue that also occur inside of the overlay In betweens ( or put this inside of the tool option, see below ) In the overlay panel on the header, add some option : - ajust the alpha of the overlay so that people could choose to see it fully or not at all or Thats okay, but users usually select the correct texture slot inside of the node editor, and use the node wrangler to preview the maps, this efficient workflow is not possible anymore, and i think it a deal breaker ! also when adding a new image texture inside of the node editor, you are forced to go out of paint mode and go back inside for the material to update, the update system its broken.įix this scaling problem, its not normal that when you are in paint mode the scale of the texture change ! Three its defined by clicking on a material slot inside of the tool-setting, and forced this way ! Two it dont take account of the resizing of the texture inside of the node once again, so for example the overlay could be at the totally wrong scale, and the real texture below at the correct scale ! Theres a huge scaling issue, when you scale your texture trough the node, somehow blender dont detect that when youre painting, so youre painting on a texture that have the wrong scalingīlender 2.8 generate an overlay on top of the current texture, and this overlay is maybe super useful in weight mode and vertex mode but not at all in the texture painting mode !īecause one its semi transparent and you cumulate two texture on top of each other, which is really confusing ! Questions about SimConnect can be posted in the SimConnect forum.Īny other question that is not specific to an aspect of development or tool can be posted in the General chat forum.īy following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.Hello, i just switch to blender 2.8 to do some painting and i found it to be really frustrating and totally broken, blender 2.8 dont behave at all like 2.79 and i dont think its intentional at all.Questions about terrain design can be posted in the FS2020 terrain design forum.Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.

Questions about airport design can be posted in the FS2020 airport design forum.Questions about aircraft design can be posted in the Aircraft design forum.Either post them in the subforum of the modelling tool you use or in the general forum if they are general. Questions about making 3D assets can be posted in the 3D asset design forum.Tag FS2020 specific questions with the MSFS2020 tag.So therefore we would like to ask you all to use the following guidelines when posting your questions: I tried unwrapping the model and then baking with color. Here I recorded a GIF of myself trying to paint the colours back and forth between two shades, to try and blend them. Heres what the model looks like before baking. As far as I can tell, it seems like sample colour (hold S key) in Texture Painting mode, only works 10 of the time. But having all questions about FS2020 in one forum becomes a bit messy. Ok, so Im trying to bake a texture I made in Blender for a Unity game model ,since just importing the blend file ignores materials. Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this.
