almost definitely yea
Action Dawg
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This is due to Painter displaying the texture at its native power of two resolution, where the Pixel8r resolution can't scale up uniformly to match it. You can safely ignore the stretching.
For resolutions like this, follow the user guide and export out at full resolution, then downscale in any image editing application. No pixels will appear different than the preview in Painter, and you won't have any stretching anymore.
No timeline, but in the next version I'll be releasing a shader which fixes this problem.
When exporting from Designer I usually will work at a high res, then Pixel8r step and lastly add a transform node to downscale to the desired resolution (if the pixe8r res is a power of two). This should be pixel perfect and 1:1 with Pixel8r, but you can be extra sure it is by disabling filtering and mipmapping on the transform node.
If not pixelating to a power of two, export the pixelated high res image, then downscale in any image editor (I use Photoshop) using nearest neighbor and it will be pixel perfect.
Quick example of the power of two case:
Hi! I tested this! So firstly make sure you're on the latest version of Pixel8r (2.72). The last one had a bug with palettes.
Secondly, the way I have it interpret palettes isn't very intelligent at the moment. It expects the palette to be laid out as a horizontally laid out, 256 wide image like so:
Testing this one on my end it works perfectly:
That's my fault as I didn't document that well.
A smarter, more unified palette/LUT feature is on the todo list for a future version, though it will be a bit slower to process and probably be part of a big paid update which adds a ton of useful new features (especially for Quake modders!)
That's odd, it may just be a simple layout problem, because unless there's a bug it shouldn't output any colors that aren't in the palette.
Can you share the palette image? You should be able to upload it here, or you can reach me thru my email (found on my ArtStation), or my Twitter account. Whatever you prefer! If you're comfortable sharing it here though it could be helpful for anyone in the future.
Hi! The best thing to do at the moment is to use the Voxel Region Mask input to control where voxelization happens. You can paint a mask and provide it via an anchor point. This will make the voxels computed for just that area, and can stack instances of the filter for different areas to get the detail you need.
I'm trying very much to improve voxel quality and resolution, so when I am able to take some time away from my main work I will hopefully be able to finish out an update which has 4x as many voxels. This whole thing is really butting up against the limitations of what Substance can do, so development has been super challenging. But stay tuned!