There are no differences in painting in Blender Internal or in Cycles, because the Paint Tool is exactly the same; the only difference is in the preparation of the materials.
In this recipe, we are not going to repeat the procedure already explained in the previous one; we'll just set up the file for the painting and test whether it's possible to paint in real time on all 5 image textures at the same time, as it is in Blender Internal (spoiler: it is).
Let's start with the Gidiosaurus_painting_BI.blend
file; in that file, we already have the UV/Image Editor windows set and the 5 materials assigned to the 5 different UDIM tiles and parts of the mesh.
In case you want to start with a brand new file, here you need to repeat the steps of the Preparing the model to use the UDIM UV tiles recipe in this chapter. Then, continue with the following:
At this point, if we haven't already painted the color textures in Blender Internal, we should load the blank_U0V0.png
image in the Image Texture node and then do the same for the other 4 materials.
Instead, because we already have the color textures, let's load them in the Cycles materials. To see whether everything works as it should, we'll paint on them through the 3D viewport.
Now, the steps are really simple:
This is the proof that it works exactly as in Blender Internal.
Gidiosaurus_painting_Cycles.blend
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