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This would have save me a couple of hours of work with Uv’s and combining fill layers *yesterday*. 😉
Help me. There was the exactly same thing with even more features 20 years ago in 3ds Max. It was made by plugin-developer “Mankua” and it was called TextureLayers. (am I right?).
You can still find Mankua webpage and exactly this plugin on GitHub (10 old, no one has touched it – apparently no 3dsMax user is interested in it – but now they all shout WOW! when they see it in some other app).
3dsMax and it satellite developers were 20 years ahead of the current stuff – they were on the moon in the time SubstanceDevelopers were still in the school. Missed chances, a lot of missed chances…
ahh … yes… now you reminded me that i had forked the whole plugin set a few years back to do some recompiles … that initiative was lost for some reason
just started Visual Studio, build and tested the Stress plugin ( apparently i started with that one ) for 3ds Max 2018 and its working fine … So i guess i’ll start over again and continue the work…
No promises though
Holy crap, yes! I’ve been looking for this plugin for so long. I misremembered it being on the Reyes Infografica plugins, but it was by Mankua! It would be amazing if you’d manage to recompile these for newer versions of Max (I’m on 2018).
Edit: It looks like some of the Mankua plugins have already been recompiled by MaxPlugins’ David Baker (https://maxplugins.de/max2018.php?search=mankua&sort=Author) but Texture Layers isn’t one of them.
Yep – noticed too that David has already done rebuilds from most of the plugins
Anyways – i’ve already set up the pipeline and built & smoke tested 3 of them successfully ( all Max versions ): UVWFrame, Stress and Texturelayers. PowerStamper and eventually PText Shaders will follow
Sadly 2 extra plugins from Texturelayers do not have their Source published:
UVViewport and some extra tools plugin. The first one being extra cool by providing UVView in an extended Max viewport ( not sure if those were editable though … )
Anyways – stay tuned… i’ll announce it here too when i release the recompiles
Edit: here’s a description for those extra plugins
http://www.mankua.com/viewtools.php
http://www.mankua.com/texturelayers.php
The UVViewport description is in the TL docs, as it seems,that code is missing from the github repo
My Texturelayers plugin recompile is ready ( up to 3ds Max 2022 ). The other Mankua plugins are available too. Read more about it here
http://www.frogsinspace.at/?p=3402
Woah! OK, this is one of the good features from Photoshop (warp grid splitting), and is a extremely useful addition to Painter.
I’m still waiting for the layered masks from Painter to makes its way to Photoshop though. 😀 I can dream.
I wonder why they never implemented that, it seems a logical extension of their non-destructive workflow. I’m guessing its at odds with the principle of what a mask is in Photoshop though.
I hardly use Photoshop now, apart from maybe printing out colouring pages for the kids, so having to stash my mask layers in their own colour coded layer folder at the top of the stack is a distant memory.
Well, if you want the Blender Geometry Nodes version, here you have it 🙂
https://twitter.com/erindale_xyz/status/1450850230992261121?s=20