Hi
First I want to say a big thank you to the team on this release, for me its the best one yet. In order to help with my findings, iv made this post.
One of the big features for me in v 2020 is the UV morph paint and sculpt, this is to be a huge time saver taking things into Photoshop all the time, although there is some big advantages still such as no limitations from Polypainting are in that workflow.
After trying out this new feature for a very short time I run into a few gotchas, and bugs.
Gotchas:
Symmetry is taken from world centre space and thus if your Uvs does not contain islands in centre of world position you can’t paint or sculpt with symmetry. An initial workaround would be to set a new pivot point, but this needs to be done on a low sub d model in order to select visible polygons around the centre polygons of the Uv island. Trying to do this with millions of polygons is not accurate and time-consuming which then runs into the second gotcha.
You cant change the Sub D level while remaining in UV morph mode. This means, in theory, to get symmetry painting while in UV morph you need to go to low sub d level, go into UV morph, select the polys to be visible, add new pivot, come out of UV morph put it into the higher level, then go back into UV morph. Unfortunately, this does not work as the pivot gets reset each time you come out of UV morph. This means no symmetry painting in UV morph. This does not matter so much for projection painting as you dont want a face, for instance, to have identical details in symmetry.
Bugs/issues.
Wireframe is missing some wire edges on my model with different ones missing in 3d view as to UV morph. (This seems to be a clipping plane issue)
So far Iv had one model explode, turn into a mess after using UV morph painting, sculpting. This was on a model that used 2 UDIM sets. When I came out of UV morph and when through sub d levels the mesh mashed up. Iv yet to see what made this happen, but either way I lost all my work did in that session.
EDIT: (Expload issue is caused by hiding part of the mesh while in UV Morph)
Any workarounds or similar things please do post them.