@Jerc Thank you! I've got another question regarding this... say for example I had a Sphere, cut in half and then unwrapped uniquely across a UV sheet, Would applying a procedural material over that model create any harsh seams? or better yet if two UV islands weren't the same size but are directly connected together do…
In your sphere example, you can use the tripalnar mapping option on any material you apply to remove any seam and any texel density issue as the texture will be projected in world space. The outputs of Painter are rasterized bitmaps though, not procedural data like what you would have in SD.