Hi, that's unfortunately out of scope of the tool, but I'll add it to be planned for v2.0.0, thanks for the suggestion.
You can follow it here: https://github.com/orgs/PardallTools/projects/2
Hi, that's unfortunately out of scope of the tool, but I'll add it to be planned for v2.0.0, thanks for the suggestion.
You can follow it here: https://github.com/orgs/PardallTools/projects/2
Hello,
Thanks for the kind words! Drawing tablet support with pressure sensitivity is implemented (I tested with 3 different tablets), but the crashes might mean many different things, unfortunately.
So, I need more context, please:
Hello,
Thanks for the suggestions. Both are already being developed and planned for the next major version v1.2.0. You can follow here: https://github.com/orgs/PardallTools/projects/1/views/2
Hello,
- Eyedropper from other objects, added in the tracker: https://github.com/PardallTools/pixel-art-studio-docs/issues/27
- ALT+click for the eyedropper is already possible: Preferences > Add-ons > Pixel Art Studio > Shortcuts > customize "Eyedropper (hold and click)" like this:

It's solved on v1.1.2. See more: https://alfredbaudisch.itch.io/pixel-art-studio/devlog/1651120/v112-activate-pix...
Thanks for reporting.
Added the file watcher on v1.1.2. Thank you for reporting this. More here: https://alfredbaudisch.itch.io/pixel-art-studio/devlog/1651120/v112-activate-pix...
Added the file watcher on v1.1.2. Thank you for your great report. More here: https://alfredbaudisch.itch.io/pixel-art-studio/devlog/1651120/v112-activate-pix...
Thanks for the great report. This is a bug but at the same time is not a bug either, let me explain.
You edited the image externally with the layers baked in. You reloaded the image correctly in Blender, but Pixel Art Studio does not watch for that: this is where the bug is, and I'm going to fix that (it's going to detect when the texture was reloaded).
But then, by editing the texture externally and reloading in Blender, it's then up to you to manage layers in PIxel Art Studio manually, as Pixel Art Studio is not communicating with Aseprite about any layer information (as you are editing the baked PNG, a raw PNG image with no layer information, it's not like a Photoshop PSD file or an *.aseprite file that has layers information).
So I'm going to fix the bug of Pixel Art Studio not detecting that a texture was reloaded, but then it's up to you to manage duplicate data (for example, in your example, the black pixel stroke is going to appear baked in the PNG you just reloaded AND repeated in the layer you had with it; likewise the pixel art grid will still be in its separate layer BUT ALSO baked in the texture already, duplicated).
Hi, questions, as I need more context:
With the release of v1.1.1 there are no known bugs left: https://alfredbaudisch.itch.io/pixel-art-studio/devlog/1649651/v111-selections-2...
Superhive (Blender Market): https://superhivemarket.com/products/pixel-art-studio?ref=10057
Thanks a lot for getting interested in Pixel Art Studio :) Unfortunately that is not possible, and I don't intend for a free version in the near feature (the whole pixel art core would have to ship with a free version).
In any case, the add-on is out for just 3 or 4 days and there have been more than 7 updates, with dozens of improvements and also new features: https://alfredbaudisch.itch.io/pixel-art-studio/devlog
Plus it has basically just 2 known bugs left, and none of them is a breaking change/breaking workflow. And if more bugs are found, I am normally fixing them on the same day.
All tools advertised are implemented and working (hundreds and hundreds of people buy the add-on daily since launch, at least as of today it's the top 3 best seller tool on itch.io - it wouldn't be like that if it was broken).
You can track bugs and future features here: https://github.com/pardalltools/pixel-art-studio-docs/issues
But it already has 10s upon 10s of features.
Scroll down here, there's a section about Alpha Scissor in visual shaders: https://danielilett.com/2024-02-06-tut8-1-godot-shader-intro/
UPDATE: it reconciles only UV changes from Blender, if you change the mesh, nothing happens.
Anyway, a new feature is schedule to release which is export from Vertex Studio back to OBJ or GLTF (so what you paint in Vertex Studio can leave Godot itself). Then you can open the OBJ/GLTF in Blender, update the mesh and reimport back into Godot. More info: https://splitpainter.itch.io/vertex-studio/devlog/1630666/export-objgltf-terrain...
Thanks! There's an undocumented feature released a few days ago that is supposed to reconcile with the source mesh, more info here: https://splitpainter.itch.io/vertex-studio/devlog/1590929/new-version-10-beta3-b...
I haven't tested with changing the mesh vertices themselves though, only the UV, so please backup your scene first before trying. I'll also give it a try and report here next.
Hey,
I'll answer by numbers, so it's easier to follow:

Triplanar is something that is defined by the material, thus it doesn't affect vertex coloring. It works the same way as if you didn't have triplanar mapping.
Example in Godot:

