Download
You can download the Add-On here: <
python file> (70 kB)
Not certain what to do with this file? Read the information on
installing Add-Ons.
In the Add-Ons panel it will show up as Material: Texture Paint Plus.
If you liked this script, please consider making a
donation.
Introduction
Texture paint plus is written to improve and speed up the workflow of texture painting in Blender.
The video below gives an overview of the possibilities of the old version of the add-on. However a lot of new functionality has been implemented,
so for a full list of possibilities look at the overview section below.
Overview
Texture paint mode
|
| Hotkey |
Tool |
Example |
| A |
Add alpha / erase alpha (not in 3d-view)
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B
|
Use mipmaps
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D
|
Add / multiply
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Ctrl + F
|
Display brush settings in 3d-view
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G
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Temporary grid texture
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|
Shift + left mouse
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Draw straight lines
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Ctrl + Numpad minus
|
Select less faces (enable selection mask to see the changes)
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Ctrl + Numpad plus
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Select more faces (enable selection mask to see the changes)
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|
Q
|
Mix |
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R
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Object wireframe
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Alt + R
|
Reload image (also works in 3d-view)
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Right mouse
|
Sample colour
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S
|
Selection mask
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Alt + S
|
Save image (also works in 3d-view)
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W
|
Easy access popup
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Shift + W
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Enable image painting
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3D-view (edit and object mode)
|
| Hotkey |
Tool |
Example |
| Q |
Create and apply a default image material to the selected object
|
|
Ctrl + Alt + X
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Create and apply a new default material, with diffuse, specular and normal textures, based on the object's name
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UV-editor
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| Hotkey |
Tool |
Example |
| F |
Display selection in 3D-view and doubles in UV-editor
|
|
Shift + F
|
Keep UV and editmode selections in sync
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Ctrl + Alt + R
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Reload all images in the .blend file
|
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Ctrl + Shift + Tab
|
Snap type menu in UV-editor
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Shift + W
|
Enable image painting
|
|
Global
|
| Hotkey |
Tool |
Example |
Alt + F1
|
Mass append objects from multiple files at once
|
|
Ctrl + Alt + R
|
Reload all images in the .blend file
|
|
Ctrl + Alt + S
|
Save all images in the .blend file
|
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Buttons in User Interface
|
| Location |
Tool |
Example |
3D view toolbar
|
Consolidate images into a single new image
|
|
Editmode mesh-menu
|
AutoMerge UV: enable merging of UVs by default when using alt+M
|
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Ctrl + Tab
|
Additional combined select modes
|
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Shift + S
|
Origin options in snap menu
|
|
Tools - additional explanation
Some tools need a little additional explanation on how they work. You can find the details below.
Consolidate images
This operator can be found in a seperate panel in the 3d-view toolbar.
It collects all UV images and consolidates them into a single new image.
An explanation of the options:
- The first field controls where the consolidated image is saved. The option right below it determines the image format.
- Input determines whether only UV images of the active object should be consolidated or the UV images of all selected objects.
- Width and height enable you to manually set the size of the consolidated image.
- Auto
keeps images at their original size, and calculates the necessary size
of the consolidated image based on that (overrides the width/height
fields).
- Alpha determines if the consolidated image has an alpha channel.
- Split by type determines if all images are consolidated into one, or
if the output is split based on influence type. Splitting is done based
on the Diffuse, Shading, Specular and Geometry groups.
- Finally there are two buttons that actually run the operator. The
first only creates a consolidated image leaving the original object as
it was, while the second button (Consolidate + remap) also changes the
original materials/textures/
UVcoordinates to use the newly created consolidated image.
Important notes:
- I've spent a lot of time on this feature, but but it's complex to code
it so I recommend to first make a backup of any file you wish to
use it in. It's probably not necessary, but better safe than sorry.
- If source images don't need to be resized in the consolidated image
(for instance when 'auto' is enabled), a special method is used to
ensure 100% accuracy between input and output. The drawback is that this
method is slower (over 10 seconds for 1024x1024), especially
if many source images are involved or the output is big. But since
consolidating isn't
done very often I hope this is acceptable.
Display of brush settings
Two things are displayed. First of all the brush name and secondly the brush blending mode.
This is displayed at the top-left of the 3d-view and additionally for 1 second above the brush when you change any of the settings involved.
Easy access popup
The popup is displayed by pressing W. The properties displayed are
exactly the same as the ones you can find in Blender's original
interface. This popup is just a way to access them easily, enabling you
to draw in fullscreen mode without the need for having the toolbar
expanded.
Grid texture
Pressing G replaces all UV texture images with a UV grid. This is useful
for quickly checking texture stretching. Pressing G again changes from
UV grid to Colour grid and pressing it a third time reinstates all the
original images.
Important note: changes are only visible if GLSL shading is enabled
(3d-view -> properties (N key) -> Display -> Shading). If GLSL
is disabled the changes are not visible, but they do occur. So please be
careful with this option.
Mass appending
This function lets you append all objects of all blend-files that are located in a single folder. Call the function and simply navigate to that folder. Then select 1 of the blend-files and press the Mass Link/Append button. The add-on will now append or link (you can set the options at the bottom left) all objects of all the blend-files in that folder, not just of the file you selected.
Straight lines
You can draw straight lines both in the 3d-view (in texture paint mode)
and in the image editor. Simply press Shift and drag with your left
mouse button.
More information
There is a
support thread for this script at BlenderArtists.