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Welcome

Version 0.9

ArmorPaint is a stand-alone software designed for physically-based texture painting. Drag & drop your 3D models and start painting. Receive instant visual feedback in the viewport as you paint.

The alpha version has many rough edges and the experience may be frustrating.


Download

Windows (10 or newer), Linux or macOS (apple silicion) is recommended. Experimental iOS and Android builds are also provided. On desktop, ArmorPaint is a portable application with no installation - just unpack and run.

Get ArmorPaint

Requirements

Painting process in ArmorPaint runs on the GPU and the performance mainly depends on a graphics card. Minimum for 4K painting is an Intel HD4000 graphics card. For 16K painting, GTX 1060/6GB or better is recommended.

See Preferences to tune performance.

Updating

Latest builds can be downloaded through your Gumroad Library or Itch Library. Alternatively, use the original email sent by Gumroad to access the download page.

In ArmorPaint, press Help - Check for Updates... to check if newer build is available.






Get Started

<iframe style="top:0;left:0;width:100%;height:100%;max-width:560px;" src="https://www.youtube.com/embed/y2slMWkVkOE" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

Windows

Unpack downloaded archive and run ArmorPaint.exe. In some cases, Windows may prompt you with the unrecognized app dialog - press More Info - Run Anyway.

Linux

Unpack downloaded archive and run ArmorPaint. In some cases, you may need to open terminal in the extracted folder and run ./ArmorPaint.

macOS

Unpack downloaded archive and run ArmorPaint.app.

iOS

Experimental: Available on the AppStore.

Android

Experimental: Available on Google Play.

Controls

  • Left mouse button / Pen to paint.
  • Alt + left mouse button to rotate the camera.
  • Alt + middle mouse button to pan the camera.
  • Alt + right mouse button / mouse wheel to zoom in and out.
  • Controls can be customized in Menu bar - Edit - Preferences... - Keymap.
  • Default or Blender keymap preset can be selected.
  • Keymap presets can be imported and exported.






Workflow

Import Meshes

Drag and drop unwrapped .obj file into the viewport. This will replace the currently painted mesh. .fbx, .blend, .stl, .gltf and .glb files are supported, but the importer is not 100% reliable yet. Up to ~4GB .obj files are supported.

In the Import Mesh dialog:

  • Set Split By combo to UDIM Tile to parse imported .obj mesh into UDIM tiles.
  • Enable Parse Transforms to load per-object transforms from .fbx file.
  • Enable Parse Vertex Colors to load vertex color data from .fbx or .blend file.

Modifying imported mesh data:

  • Normals can be re-calculated with Meshes tab - Calculate Normals.
  • Up axis can be set with Meshes tab - Rotate X / Rotate Y / Rotate Z.
  • Geometry can be re-centered with Meshes tab - Geometry to Origin.
  • Height output can be applied to geometry with Meshes tab - Apply Displacement.
  • UV map can be auto-generated by enabling the uv_unwrap plugin.

You can get sample assets for testing in the ArmorPaint cloud.

See Menu bar - Preferences... - Plugins to enable support for additional mesh formats.

Import Materials

Drag and drop a folder with PBR texture set onto the viewport. ArmorPaint will recognize the file extensions and create a new material from imported textures. Multiple folders can be dropped at once.

Click on the Materials tab - Import button to import materials from ArmorPaint .arm files or Blender .blend files. wip

You can get starter content in the ArmorPaint Cloud.

Import Textures

Drag and drop .jpg, .png, .tga, .bmp, .gif, .psd, .hdr, .svg or .tif images into the node editor. This will import the image and place a new Image node onto the canvas.

See Menu bar - Preferences... - Plugins to enable support for additional image formats.

Export Textures

Click on the Menu bar - File - Export Textures... button.

  • Resolution: Set resolution for exported textures.
  • Color: Set 8bit, 16bit or 32bit color depth.
  • Format: .png or .jpg (for 8bit color), .exr (for 16bit / 32bit color).
  • Layers: Export all visible layers or selected layers only into textures.
  • Preset: Select a pre-configured preset or build a custom one.
    • Generic preset exports individual PBR textures.
    • Unreal preset exports packed occlusion-roughness-metallic texture.
    • Unity preset exports packed metallic-occlusion-smoothness texture.
    • Minecraft preset exports packed metallic-emission-roughness texture.
  • Destination: Export textures to disk or pack into the project file at Textures tab.

Configure custom channel swizzling for exported textures in Presets tab:

  • Select an existing preset you wish to edit or press New.
  • Press Import to import preset from .json file.
  • Press Add to create new texture slot.
  • Configure RGBA channels for each texture slot.
  • Right-click on texture name and press Delete to delete texture slot.
  • .json file for each preset is located in the ArmorPaint/data/presets folder.

Create object groups in Atlases tab:

  • Assign atlas number to objects
  • Multiple objects can share a single material via altas
  • One texture set per atlas is written during texture export

Export Mesh

Click on the Menu bar - File - Export Mesh... button to save the currently loaded mesh into .obj file. This is handy if you only have access to the .arm project file or want to export the mesh which has been unwrapped / modified in ArmorPaint.

Save / Load Project

Click on the Menu bar - File - Save button (Ctrl + S) to save the currently opened project. Mesh, layers, materials and brushes will be saved into .arm project file.

To open the project file, drag and drop .arm file onto the viewport. .arm files can also be set to open directly with ArmorPaint executable from the OS file explorer.

.obj and other asset types can also be associated if you wish to use ArmorPaint as a model / texture viewer.

Browser

Click on the Status bar - Browser tab to activate the built-in asset browser.

  • Click on the Cloud button to access the ArmorPaint cloud.
  • Drag assets from browser into the viewport to import.
  • For .arm materials, preview icons are displayed.
  • Click on the + button to save the current path into bookmarks panel.






Tools

Brush

Select Brush(B) tool from toolbar. Configure brush parameters in the header. Use left mouse button / pen to paint strokes using the selected material.

  • Radius: Brush size. (Hold F key and move the cursor)
  • UV Scale: Scale the coords for currently painted material.
  • Angle: Rotate the coords for currently painted material.
  • Opacity: Overall opacity of the brush stroke. (Hold Shift+F key and move the cursor)
  • Hardness: Fade opacity towards the brush stroke edge.
  • Blending: Blending mode used for painting.
  • TexCoord: Coordinates used for texture sampling. Mesh UV Map, Project from view or Triplanar mapping.
  • X-Ray: Paint through mesh faces.
  • Symmetry: Mirror brush strokes on the X, Y and/or Z axis.

Hold brush ruler key (SHIFT) when painting to restrict strokes horizontally or vertically. Hold brush ruler key (SHIFT) and click onto the surface to paint lines.

Eraser

Select Eraser(E) tool from toolbar. Use left mouse button / pen to erase strokes on the currently selected layer.

  • Radius: Eraser size.
  • Opacity: Overall opacity of the eraser stroke.
  • Hardness: Fade opacity towards the eraser stroke edge.
  • X-Ray: Erase through mesh faces.
  • Symmetry: Mirror eraser strokes on the X, Y and/or Z axis.

Fill

Select Fill(G) tool from toolbar. Press left mouse button / pen to fill active layer with selected material. Fill tool respects active object mask, material mask and color id mask.

  • UV Scale: Scale the coords for currently painted material.
  • Angle: Rotate the coords for currently painted material.
  • Opacity: Overall opacity of the fill effect.
  • Blending: Blending mode used for fill effect.
  • TexCoord: Coordinates used for texture sampling. Mesh UV Map, Project from view or Triplanar mapping.
  • Fill Mode: Allows to fill individual mesh faces.

Decal

Select Decal(D) tool from toolbar. Press left mouse button / pen to apply active material as a decal onto the surface.

  • Radius: Decal size.
  • Scale X: Scale decal size horizontally.
  • UV Scale: Scale the coords for currently painted material.
  • Angle: Rotate the coords for currently painted material.
  • Opacity: Overall opacity of the decal.
  • Blending: Blending mode used for applying decal.
  • X-Ray: Apply decal through mesh faces.
  • Symmetry: Mirror decal on the X, Y and/or Z axis.

Text

Select Text(T) tool from toolbar. Press left mouse button / pen to apply active material as a text onto the surface. Drag and drop a .ttf file into the viewport to change the font.

  • Radius: Text size.
  • UV Scale: Scale the coords for currently painted material.
  • Angle: Rotate the coords for currently painted material.
  • Opacity: Overall opacity of the text.
  • Blending: Blending mode used for applying text.
  • Font: Select which font to apply.
  • Text: Type a text to apply.
  • X-Ray: Apply text through mesh faces.
  • Symmetry: Mirror text on the X, Y and/or Z axis.

See Fonts tab to manage imported fonts. Click 2D View to preview the font.

Clone

Select Clone(L) tool from toolbar. Hold ALT to set clone source location. Use left mouse button / pen to clone the material from source location to active location.

  • Radius: Brush size.
  • Opacity: Overall opacity of the brush stroke.
  • Blending: Blending mode used for painting.
  • X-Ray: Paint through mesh faces.
  • Symmetry: Mirror brush strokes on the X, Y and/or Z axis.

Blur

Select Blur(U) tool from toolbar. Use left mouse button / pen to blur the material applied to the surface.

  • Radius: Brush size.
  • Opacity: Overall opacity of the brush stroke.
  • Blending: Blending mode used for painting.
  • X-Ray: Paint through mesh faces.
  • Symmetry: Mirror brush strokes on the X, Y and/or Z axis.

Smudge

Select Smudge(M) tool from toolbar. Use left mouse button / pen to smudge / smear the material applied to the surface.

  • Radius: Brush size.
  • Opacity: Overall opacity of the brush stroke.
  • Blending: Blending mode used for painting.
  • X-Ray: Paint through mesh faces.
  • Symmetry: Mirror brush strokes on the X, Y and/or Z axis.

Particle wip

Select Particle(P) tool from toolbar. Use left mouse button / pen to apply particles onto the surface.

  • Radius: Particle emitter size.
  • Opacity: Overall opacity of the emitted particle.
  • Blending: Blending mode used for applying particles.
  • X-Ray: Apply particles through mesh faces.
  • Symmetry: Mirror particles on the X, Y and/or Z axis.

Bake

Select Bake(K) tool from toolbar. Pick bake mode, then click the Bake button or press and hold left mouse button / pen in viewport to apply bake into the base color channel of active layer or mask. For ray-traced bake modes, multiple samples (set via the Samples option) will get accumulated until the operation is complete.

See Baking to learn about bake modes.

Color ID

Select Color ID(C) tool from toolbar. Drag and drop color-id texture onto the viewport and assign it into the Color ID Map field. Afterwards, click on a model to pick a specific color. All drawing operations will now be restricted to this color. Picked color can be removed with a Clear button.

Picker

Select Picker(V) tool from toolbar. Press left mouse button / pen in viewport to read material values from the surface. Base color, normal, occlusion, roughness and metallic values will be displayed in the header.

  • Select Material: When enabled, the material you pick from the mesh surface will also get auto-selected in the Materials tab.
  • Mask: When set to Material, all drawing operations will be restricted to the surface where picked material is painted.

Material

Select Material tool from toolbar. A live material preview will be displayed in the viewport, allowing for easier material creation.






Materials

Materials in ArmorPaint are composed with nodes. When painting, brush applies a material onto the surface. To compose a material, open node editor by clicking Materials tab - Nodes (TAB).

  • Use toolbar at the top to add new nodes.
  • Press space to search for nodes.
  • Drag textures from Textures tab or file explorer into the node editor to create Image nodes.

Material preview is displayed instantly in the Materials tab as the nodes are assembled.

Right-click onto material preview to expose material operations:

  • Set which channels the material should affect.
  • Create Fill Layer from selected material.
  • Duplicate material.
  • Export material into .arm file.
  • Bake material into textures.
  • Delete material.

Drag and drop material into viewport or Layers tab to create a fill layer.

ArmorPaint material nodes mimick the Cycles nodes. See Cycles nodes documentation.

See Import Materials.

See currently implemented material nodes.

Use Swatches tab to save and load color sets.






Brushes

Brushes in ArmorPaint are composed with nodes. When painting, brush nodes are evaluated for each painted stroke. To compose a brush, open node editor by clicking Brushes tab - Nodes (TAB).

  • Use toolbar at the top to add new nodes.
  • Press space to search for nodes.
  • Drag textures from Textures tab or file explorer into the node editor to create Image nodes.

Brush preview is displayed instantly in the Brushes tab as the nodes are assembled.

Right-click onto brush preview to expose brush operations:

  • Duplicate brush.
  • Export brush into .arm file.
  • Delete brush.

Brushes can be imported from .arm files by clicking Brushes tab - Import.

See currently implemented brush nodes.

Brush Mask

To use image as a brush mask:

  • Drag and drop brush mask image into the node editor.
  • Connect newly placed Image Texture node to the Brush Output - Opacity socket.

Brush Jitter

  • Connect Random brush node with Brush Output sockets to jitter desired properties.

Lazy Mouse

  • Raise Lazy Radius value of the Input brush node to make the paint cursor follow the mouse in delay. This can be useful to paint smooth strokes.
  • Raise Lazy Step value of the Input brush node to paint strokes in steps.

Directional Brush

  • By enabling the Direction value of the Brush Output node, painted strokes will follow the brush path. Decal and brush mask will be oriented to match the direction of a brush.

Brush Stencil

To use image as a brush stencil:

  • Drag and drop stencil image into the node editor.
  • Connect newly placed Image Texture node to the Brush Output - Stencil socket.
  • Hold ctrl (stencil_transform) key to show transform controls.
  • Hold z (stencil_hide) key to make stencil invisible while still taking effect.






Layers

To create a new layer, press Layers tab - New and select a layer type:

  • Paint Layer.
  • Fill Layer from active material.
  • Decal Layer from active material.
  • Black Mask or White Mask.
  • Fill Mask from active material.
  • Group containing active layer.

Brush will paint onto the currently selected layer.

  • Layer can be parented to the specific object by setting the Object combo property. This allows to utilize multiple UV maps per project - each object having it's individual UV map.
  • Use drag and drop to reorder layers.
  • Double-click onto layer, mask or group name to rename it.

Right-click on the layer to expose layer operations:

  • Set Opacity, Resolution and Color depth.
  • For fill layers, set UV Scale, Angle and TexCoord type.
  • Convert layer to Fill Layer or Paint Layer.
  • Export selected layer.
  • Merge the layer down.
  • Duplicate the layer.
  • Clear the layer.
  • Delete the layer.
  • Set which channels the layer should affect.

Right-click on the mask to expose mask operations:

  • Set Opacity and Resolution.
  • For fill masks, set UV Scale, Angle and TexCoord type.
  • Convert mask to Fill Mask or Paint Mask.
  • Export mask texture.
  • Merge the mask down.
  • Duplicate the mask.
  • Clear the mask.
  • Apply mask to parent layer.
  • Delete the mask.
  • Invert the mask.

Drag textures from Textures tab into the viewport or Layers tab to create mask for active layer.

2D View

Click Layers tab - 2D View to show the channels of the selected layer. The 2D View is updated immediately as you paint.

  • Paint tools are usable directly inside the 2D view.
  • Press Textures tab - 2D View to show selected image inside 2D view.

In the 2D View top bar:

  • Show the selected layer or all visible layers.
  • Select which channel to show.
  • Display UV map as a wireframe.
  • Tile the texture.






Viewport

Set viewport parameters in Menu bar - Viewport.

  • Enable Distract Free (F11) mode.
  • Toggle Fullscreen (alt+enter) mode.
  • Set Environment and Light intensity.
  • Set Light Size.
  • Enable Split View for side-by-side viewports.
  • Enable Cull Backfaces to skip drawing backward facing polygons.
  • Enable Filter Textures to apply linear filter when sampling textures references by material.
  • Show Wireframe in the viewport.
  • Enable Texels to visualize texture pixels in the viewport with a checker pattern.
  • Show 3D Compass in the viewport.
  • Enable Envmap to draw environment map in the viewport.
  • Enable Blur Envmap to use blurred version of the environment map.

Drag and drop a .hdr file onto the viewport to change the environment map.

Hold Shift + middle mouse button to rotate light.

Hold Ctrl + middle mouse button to rotate environment map.

To simulate pixel-art like painting, disable Filter Textures option and set Super Sample in preferences to 0.25x.

Viewport Mode

Set viewport render mode in Menu bar - Mode.

  • Pick Lit to draw viewport with applied lighting using the rasterizer.
  • Pick specific channel to visualize it with no applied lighting.
  • Pick Path Traced to draw viewport with interactive path-tracer. (ArmorPaintDXR, ArmorPaintVKRT and Metal builds)

Path Traced Viewport wip

  • Available in ArmorPaintDXR and ArmorPaintVKRT builds (see dxr requirements and vkrt requirements).
  • Available on macOS with apple silicion.
  • Available on iOS with Apple M1 or newer.
  • The renderer favors performance.
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Camera

Set camera parameters in Menu bar - Camera:

  • Set specific camera viewpoint.
  • Orbit, Zoom In and Zoom Out camera.
  • Reset camera.
  • Set FoV (field of view).
  • Set Perspective or Orthographic camera type.
  • Set camera mode:
    • Orbit - Rotate camera around the mesh.
    • Rotate - Rotate mesh around the origin.
    • Fly - Hold right mouse button and move camera freely using the WASD and QE keys.






Baking

Select Bake tool from the toolbar.

  • AO (DXR, VKRT, Metal): Bake ambient occlusion. Strength, Radius and Offset can be configured.

  • Curvature: Bake mesh curvature. Strength, Radius and Offset can be configured.

  • Lightmap (DXR, VKRT, Metal): Bake irradiance from the environment.

  • Bent Normal (DXR, VKRT, Metal): Bake the normals indicating the least occluded direction for a point.

  • Thickness (DXR, VKRT, Metal): Bake mesh thickness. Works similar to AO baker, but uses flipped normals.

  • Normal: Bake normal map from high-poly mesh.

  • Object Normal: Bake object-space normals encoded into (0-1) range.

  • Height: Bake height map from high-poly mesh.

  • Derivative: Bake derivative normals from high-poly mesh. wip

  • Position: Bake object-space positions encoded into (0-1) range.

  • TexCoord: Bake mesh uv map.

  • Material ID: Bake colored material IDs.

  • Object ID: Bake colored object IDs.

  • Vertex Color: Bake vertex color data.

DXR - This feature is powered by hardware accelerated ray-tracing using DXR and Direct3D12, available in experimental ArmorPaintDXR builds.

VKRT - This feature is powered by hardware accelerated ray-tracing using VKRT and Vulkan, available in experimental ArmorPaintVKRT builds.

Metal - Ray-traced baking features are available on macOS with apple silicion and iOS with Apple M1 or newer.

Use AO baker with small Radius to bake Cavity.

Use Curvature baker to create dirt masks.






Preferences

Click Menu bar - Edit - Preferences... to show the preferences window.

Interface

  • Language: Set localization. See currently available translations.
  • UI Scale: Scale up the user interface when running on high-resolution display. By default, 2X scale is applied during the first startup for high-resolution displays.
  • Camera Speed: Intensity of camera movements.
  • Direction to Zoom: Mouse / pen direction to perform camera zoom.
  • Wrap Mouse: Wrap mouse around view boundaries during camera control.
  • Show Node Preview: Draw preview of selected node inside the node editor.
  • Show Asset Names: Draw labels below each material, brush and texture icon.
  • Click Restore - Confirm button to revert back to default settings.
  • Click Restore - Import... button to import settings from older ArmorPaint version.
  • Click Reset Layout button to revert all layout changes.

Theme

  • Select default (dark) or light theme.
  • Click New button to create custom theme.
  • Click Import button to import theme from file.
  • Click Export button to export theme into file.
  • Set Viewport Color to draw when environment map is hidden.
  • Set color and size of individual theme elements.
  • Set Straight or Curved link style for node connections.

Usage

  • Undo Steps: Set the number of undo steps to keep. Using less undo steps may improve performance when running on GPU with constrained memory.
  • Dilate Radius: Stretch brush strokes and bake result on the uv map to prevent seams.
  • Dilate: instantly or once brush stroke is finished.
  • Default Workspace: start-up workspace.
  • Default Layer Resolution: for new layers.
  • Cloud Server: address of the S3 server used by Browser tab - Cloud.
  • 3D Cursor: Enable topological warp for paint cursor with depth and angle rejection.
  • Live Material Preview: Update material preview immediately during node editing.
  • Live Brush Preview: Show brush paint preview in the viewport and 2d view.

Pen

  • Brush Radius: When painting with a pen, pressure affects the radius of brush.
  • Brush Hardness: Pressure affects the hardness of brush.
  • Brush Opacity: Pressure affects the opacity of brush.
  • Brush Angle: Pressure affects the angle of brush.
  • Sensitivity: Manual pen pressure sensitivity control.

ArmorPaint uses Windows Ink API on Windows. Windows Ink is available on Windows 8 or newer.

When using a Wacom tablet on Windows, ensure Use Windows Ink option is enabled in Wacom Tablet Properties.

When using a Wacom tablet on Windows, you can rotate the viewport by assigning Alt + Left click modifier onto pen button in Wacom Tablet Properties.

Pen pressure is expected to work on Windows, Linux, macOS, Android and iOS.

Viewport

On faster GPUs:

  • Raise Super Sample to 2X/4X for improved anti-aliasing.
  • Enable Voxel AO for cone-traced ambient occlusion and shadows (non DXR / VKRT builds).

On slower GPUs:

  • Disable SSAO (screen-space ambient occlusion) for improved performance.

Additional options:

  • Set Path Tracer mode: Core for performance, Full for features. (DXR / VKRT builds)
  • Set clipping values with Clip Start and Clip End.
  • Enable SSR for screen-space reflections.
  • Enable Bloom.
  • Set Vignette intensity.
  • Set Displacement Strength applied by height channel in the viewport.

Keymap

Select an existing preset or define custom keyboard shortcuts.

  • Use left, middle, right handles to reference mouse buttons / pen.
  • Use + character to reference multiple keys: ie. ctrl+1.
  • Click Import button to import keymap from file.
  • Click Export button to export keymap into file.






Plugins

Press Plugins tab - Manager to open the plugin manager.

  • Click Import to install a new plugin from .js, .wasm or .zip file.
  • Click New to create a new hello-world plugin.
  • Enable desired plugins from the list.
  • Right-click onto plugin name to expose plugin operations:
    • Export plugin file for distribution.
    • Edit plugin in a text editor.
    • Delete plugin.
  • Controls for enabled plugins are displayed in the Plugins tab.
  • Some plugins may not expose controls but add new import / export file formats.

Live-Link

Live-link plugins are currently in development:

Plugin Development

Plugins are written in JavaScript or WebAssembly (compiled from C, Rust, ..). For a minimal example, see the bundled hello_world.js file located in the ArmorPaint/data/plugins folder.

A plugin development guide will be provided soon.






FAQ

Faces are missing on the imported mesh

The missing faces are likely caused by inverted normals & backface culling. Reversing normals for the affected faces should resolve the issue.

There is also a way to disable backface culling in ArmorPaint at Menu bar - Viewport - Cull Backfaces, however it may cause issues with lighting due to normals pointing in the opposite direction.

If the issue persists, triangulating the mesh before importing it to ArmorPaint might help.

Mesh gets painted on multiple places at once

Make sure the UV map has no overlapping faces. It can be resolved by unwrapping the mesh so that each face occupies unique space on the UV map, or using multiple layers to paint objects with multiple UV sets.

Simple meshes can be unwrapped directly in ArmorPaint via the uv_unwrap plugin.

Black spots appear on the imported mesh

Make sure all mesh faces are present on the UV map.