1. Not yet, it's coming ! We are working hard to support that resolution.
2. The current process is metalness inside Painter, but at the export you can convert your maps to the Reflectance workflow. Unless you mean something else by "traditional PBR" (nothing is really traditional about PBR) ?
You can also create you own texture channels in painter directly, but you won't be able to visualize them with the current shader. We are also working on improving that.
About the metalness thing. I was more implying something similar to what Quixel has, the calibration presets. I think it would be awesome if you guys had something similar.
Good to know that SP is using metalness, I'm using UE4 at the moment so it works perfectly for my needs.
Replies
2. The current process is metalness inside Painter, but at the export you can convert your maps to the Reflectance workflow. Unless you mean something else by "traditional PBR" (nothing is really traditional about PBR) ?
You can also create you own texture channels in painter directly, but you won't be able to visualize them with the current shader. We are also working on improving that.
About the metalness thing. I was more implying something similar to what Quixel has, the calibration presets. I think it would be awesome if you guys had something similar.
Good to know that SP is using metalness, I'm using UE4 at the moment so it works perfectly for my needs.