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Krita and 3d coat workflow
Krita and 3d coat workflow





krita and 3d coat workflow

I think Blender should distinguish these two types of workflow and facilitate individual solutions for both.īaking curvature map to drive procedural wear and tear effects is not the same as baking final PBR texture set for game engine for example. I don’t think that will ever work out in a way that doesn’t severely compromise on UX. I think your issue is that you do not distinguish these two different types of baking, and hence you are trying to come up with one universal chimera solution which would work for both input and output baking. While both of these use cases could share features, it’s important to distinguish these are unique processes for unique purposes and therefore require different workflows. Output baking is baking and collapsing the final visual result of the materials into a texture usable both outside and inside of Blender. Input baking is generating texture maps such as convex and concave area masks (curvature and occlusion), etc…, to be used to drive procedural effects materials. I do not have clear answer to this yet, but what I’d say is crucial is to distinguish two different classes of baking - Input and Output. Also being able to evaluate textures at a low resolution for interactivity should be supported. a Cache nodes that you can insert, that Blender can still automatically figure out when to recompute, rather than e.g. But maybe that fails in some cases and more manual control is needed. Both those buttons I imagine to be at the Material level.įor painting you could imagine some automatic mechanism that when you select an image texture or attribute to paint, it automatically caches whatever is needed to update interactively as you paint. An “Update Geometry Cache” type button to manually recompute AO and curvature maps) seems needed. So there is indeed more going on than just a “Bake” button for everything, and I’m not sure yet how that will work. Perhaps some manual control is needed as well. Ideally we would have some automatic heuristics for that (just caching everything would have terrible memory usage).

krita and 3d coat workflow

It is also important to cache at some intermediate points in the texture nodes, for example if you are painting a mask that blends two layers that are expensive to compute, it would be good to automatically cache those two texture layers for quick blending. There is indeed a certain set of input textures that need to be cached to evaluate the nodes quickly (AO, curvature, …). In this use case, the output of the curvature/pointiness does not go into any texture node that has a rasterization process (like blur) and therefore only one texture node requires rebaking in order to see the textured result. At certain steps, the user will want to rebake the curvature/pointiness, since the surface has changed. The artist is both working on sculpting and lookdev at the same time. The example below shows a sculpt that gets refined over time. Just baking a few texture nodes would be faster than always having to bake the entire node tree with all channels. My main concern is that the user should be able to bake specific texture nodes for faster iterations (i.e.







Krita and 3d coat workflow