but that being said if you wanted to paint a very detailed object on a model, like a logo, you could make a second UV map that focuses on that particular location and gives you the canvas space while consolidating the rest, or just parent a plane that is the same shape as the section over the object and draw on that plane. The point of the materials is to simulate lighting effects and details based on the data of the texture, so thus certain details can just be painted as black and white and then you would use the value of those textures to determine how strong the effects are with the nodes. Still, if ANYONE can start up a branch and make a working proof of concept, you have my number, I’ll be more than happy to help.Īlso, seeing your comment about Blenders materials sucking… to be honest, if you’re relying on blender to paint detail into the object directly, you’re kind of using blender incorrectly. I personally would LOVE to have more fine control over the content like that (OH GOSH an in-app API that works in real time like Blender has would be SOOOO <3 <3) but that would probably require redesigning the code of the app to allow for such and I do wonder who to talk to to implement and build such a concept without regression. Kind of akin to adding a text editor like MS word or a scripting section that lets you run scripts in real time in the software (GIMP has something like that and so does Blender though). Sorry, I didn’t mean to say it as “Nah, I don’t think this should be added.” More so just setting expectations and imagining what the developers who are working on Krita would likely say based on the fact that it’s an entirely new scope being added on top of what is already there. I know there are other programs like CSP that do incorporate a 3D space in the background where you can load objects with rigging and pose them (though you cannot animate them or edit them except for scaling), which would be extremely useful in Krita for compositing. I guess I was saying “from a developer perspective, how would you implement this feature into Krita?” Factoring in where you would introduce the logic needed, how you would load the models, where in the UI you would present them, and so on. Any new tools are more than welcome for me. Oh yeah don’t get me wrong, I would LOVE a feature like this myself. It’s not ideal though and I know your pain as a 2D and 3D modeler myself, but I prefer to use the black and white mask technique for blender and let the nodes do all the coloring for me. Fortunately Blender updates in real time, so every time you export the image, blender should load the new texture and you can see how it looks. Your best bet is to use simple colors to paint points of interest on a UV map and then use those points of interest to monitor where your colors should go while in Krita. I don’t think it’s something a dedicated developer would do as it’d be like building an entirely new software. That being said, It certainly is possible if Krita were willing to build a 3D system inside of it, but that really sounds like something a volunteer would have to step up and try to do and prove it can work. It would probably make more sense to embed Krita’s paint program into Blender itself so Blender can handle the 3D display and Krita handles the 2D, at least incorporating it’s layer and brush engines, but I don’t know how feasible that would be and not to mention, it would feel like Krita installing itself into blender. In the same way that Krita can use layer masks to manipulate colors and generate special effects without changing the background details. The issue is Blender mostly relies on it’s very advanced shader system to determine colors and details on a model that are generally more efficient than manual coloring. Thus for this to be possible in Krita, they would have to develop a 3D editing engine that could at least cut seams out of a mesh and convert it to a 2D map they could place over the canvas and then you would color in the map and see that color happen in real time on the mesh.Īs for if this feature is really useful though (hate to put it this way), the answer may be “probably not worth it”. It’s a lot like virtual wrapping paper in a sense. Though you have to consider the UV mapping of 3D models since textures have to be mapped to a 3D plane face by face in order to be painted on (the texture takes the pixel coordinates and places the pixel on the 3D location that corresponds). I did think about this concept of incorporating Krita’s painting system and Blender’s 3D modeling system (since Blender’s 2D system is very basic and I don’t see it getting nearly as advanced as any dedicated 2D software).
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