Painting Across UV Seams in ArmorPaint

Is there anyone on here uses ArmorPaint and knows how to paint across UV seams?
I'm wanting to texture DAZ Genesis 8 and 8.1 figures. I can load the figure in and paint on it, but since the figure uses multiple UVs it causes an issue. At first I thought it might be a limitation of ArmorPaint being relatively new, but ArmorPaint already handles UDIM so surely painting across a UV seam is doable, well, that's what I'm hoping anyway.
If anyone knows how to do this I'd be very grateful for any advice you can give.
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Well I tried, but it still isn't working for me. My layers are automatically set to shared anyway. In shared mode, I'm able to paint all over the figure, but it paints in multiple positions at the same time due to the multiple UVs, and won't allow me to paint over a seam in one stroke.
It must be something I'm doing wrong because as I said, ArmorPaint even supports UDIM now, so this really shouldn't be a problem. Man, I really wish I knew what is causing it, because until I know then the only things I can use it for is to texture products that are meant to have textural separation.
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Ragamuffin
Karma: 633
Thu, Nov 28, 2024So, disappointingly, this feature request appears to still be open?
https://github.com/armory3d/armortools/issues/1445
Assuming that's not just an issue of something stale in the tracker, then it implies that ArmorPaint's UDIM "support" is missing this. Turns out when I was "succeeding", as I have since discovered, I was just getting lucky and the decals I was placing happened to be in spots where the two UVs I spanned didn't really overlap. Trying to do freehand painting got me exactly the results you had, and exactly what this feature request is discussing. Boo. I suppose I could try building the code myself and see if there's any more movement that just hasn't made it into a released build, so maybe that's this week's project.
https://github.com/armory3d/armortools/issues/1445
Assuming that's not just an issue of something stale in the tracker, then it implies that ArmorPaint's UDIM "support" is missing this. Turns out when I was "succeeding", as I have since discovered, I was just getting lucky and the decals I was placing happened to be in spots where the two UVs I spanned didn't really overlap. Trying to do freehand painting got me exactly the results you had, and exactly what this feature request is discussing. Boo. I suppose I could try building the code myself and see if there's any more movement that just hasn't made it into a released build, so maybe that's this week's project.
Wow, totally agree, boo indeed!
That's a pretty epic shortcoming really but it's still in beta at the moment so I suppose they can be forgiven for it. There are hints on the website that version 1 is officially launching soon, so I've my fingers crossed on that one. I wouldn't have a clue how to build from source myself. I bought it so that I have all that done for me and I wanted to support the project anyway and cannot grumble at the price!
It's very kind of you to take a look. I suppose the code would be for Version 1 now, so you would get an early copy through building it yourself.
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Ragamuffin
Karma: 633
Fri, Dec 20, 2024Coming back to this after longer than I originally imagined, I did give building the software a go and...well, it wasn't a good time. It looks like their Mac builds are broken pretty regularly, and it's been long enough since I worked in C/C++ that I could not walk through and track down the issue in this break. I may still try to build on Windows or Linux, but both of those options require more time from me because only my Mac is currently set up as a development machine.
From my experience with other Open Source projects, what I take from this is that ArmorPaint is a passion project for a small team. There's upsides and downsides to that. The upside is that the project will have good contributions even if there aren't that many contributors and may therefore eventually evolve into the tool they want to make. The downside is that unless your use cases align with the team's, your specific scenarios aren't getting tested, which means they can break or not work correctly in the first place and there's limited ways the team could notice (as best I can tell, none of them are working primarily on a Mac, which is why the Mac build is broken so often...they make changes, test them, everything looks good and they commit them, and something breaks on this one OS and none of them notices until they do a more complete test pass to prepare for a release or the chatter in their bug lists or discussion locations gets loud enough).
From my experience with other Open Source projects, what I take from this is that ArmorPaint is a passion project for a small team. There's upsides and downsides to that. The upside is that the project will have good contributions even if there aren't that many contributors and may therefore eventually evolve into the tool they want to make. The downside is that unless your use cases align with the team's, your specific scenarios aren't getting tested, which means they can break or not work correctly in the first place and there's limited ways the team could notice (as best I can tell, none of them are working primarily on a Mac, which is why the Mac build is broken so often...they make changes, test them, everything looks good and they commit them, and something breaks on this one OS and none of them notices until they do a more complete test pass to prepare for a release or the chatter in their bug lists or discussion locations gets loud enough).
It was was incredibly good of you to go to those lengths and I really appreciate you digging into it like that!
I hear what you're saying and you can consider it heeded. I did read at one point in time that it was a one-man team coding it, although I'm not sure what the situation is these days. Something I noticed is that ever since they started producing Android and iOS versions, the development of the Desktop version has slowed somewhat, no doubt due to time being taken by the other platforms.
Personally I wish they'd not bothered with those versions, but what can you do!
So bad news on the ArmorPaint front then, at least for now. I do have some good news though, because while I was waiting for your reply, I decided to check out Marmoset Toolbag and discovered they updated it to Version 5 now. it now has the ability to not only paint across USIM, but also completely separate textures. it even fills-up your input channels wiht the maps automatically if oyu want it to.
I started a thread about it just yesterday in case you're curious:
https://www.renderhub.com/forum/9196/finally-a-sub-free-alternative-to-substance-painter
Expensive, but at least it's a perpetual license so I've decided to go for it and have to say, it looks pretty damn incredible, very nice!
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