

Import vertex normals when using "import a mesh as brush alpha", this would allow using waaaay lighter weight filesĥ. "mesh" alphas can get corrupted and instead of a beautiful depth, you have one with stairs gradient artifacts. Bring the possibility to mask in cascade : If a layer is clipped by another, I can clip that other layer by another mask and this should affect the first layer, not only the second oneģ. Fixing overlap unrenderable pixel lines for curvature/AO (and depth painting in 2021 Beta version), probably the issue I've reported the mostĢ. Hi ! I definitely agree with these, and would add mine to the pile :ġ. This means that if I overlapp planes with a different triangulation, I won't hit the triangle edge I'm not painting on, the issue seems to be really localized I've reproduced this using tileplane made from a single quad (so just 2 triangles) and I could see the same thin pixel line artifact appears over the triangle hidden edgeĪnother important point : this pixel line appears from the triangle you're painting to the other overlapped faces.

You can note that there are thin pixel lines where paint seems to behave strangely, yet they follow a simple pattern : geometry triangles. I noticed there's no issue If the brush is set to "Sharp Shape", which is cool since this mode allows to be extremely precise with alpha, but it's not the only mode and to be honest I use shapr/classical in a 50/50 balance (both are useful) (Sorry about the compression, especially on BaseColor pass) Here's the result (I've used default "tile plane" provided but same issue occurs everytime you've got overlapped UVs, which remains useful if not vital in modeling) I've tested both on a specific point I really, really wish can be solved one day : overlapp painting Hello guys ! First of all congrats for the release of 3DCoat 2021 + Textura
