• Hi Guest!

    We have posted a new VaM2 dev log on Patreon, starting a monthly cadence of written progress updates between Beta releases. Highlights include the new Gizmos System, Selection Carousel, and Modes System with Context-Specific Editing. Beta1.2 is 15 of 21 items complete.

    Read the full post on Patreon, or follow progress on the public Trello roadmap.
SIMTexturePainter

Plugins + Scripts SIMTexturePainter

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  • Paint now stays within UV boundaries
    Previously, painting near the edge of a clothing part could bleed into the empty space on the texture, causing paint appearing in wrong areas. Paint is now restricted to the actual UV island of each part, so what you paint stays exactly where it should, even right up to the edge.
    This is an example of how a created SIM texture looked in v1.1, vs what it looks like now in v1.2:
    1777624097039.png
    1777624111067.png


  • "Pinned" now uses R=253 instead of R=255
    A fully pinned texture (Red) now writes R=253 rather than R=255. In VaM, R=255 permanently locks clothing in place and cannot be undressed at all. R=253 still behaves as fully pinned during simulation, but allows the clothing to be fully removed when undressing. This way every SIM texture you make will be fully undressable.

  • Finer brush size control
    Brush size increments are now 10× more precise (0.001 steps instead of 0.01), so you can dial in an exact size without jumping over the value you want. The value shown still rounds off to 0.01, but typing 0.001 will correctly scale the brush size.

  • Clothing Folder button
    As requested by a user, the final sim textures are now saved in the same local clothing folder as the clothing preset and other local files of that particular clothing item. A new "📂 Clothing Folder" button now opens to that folder in Custom/Clothing/…. The old PluginData folder button is still available for accessing working/old files.

  • "Combined" material support
    Clothing where all sub-meshes share a single SIM texture is now detected automatically and shown as one combined paintable part, rather than appearing as multiple broken parts that don't respond to painting. This occurred when a clothing had multiple separate mesh parts, but only one "Combined" material tab.

  • Fixed wrong texture slot on multi-material clothing
    On clothing with multiple material zones, painted textures could end up applied to the wrong slot. The plugin now correctly identifies which slot belongs to each painted part.

A small number of clothing items (particularly those with multiple separately-painted parts) can show issues such as parts being swapped, textures applying to the wrong zone, or certain parts not responding correctly. This is caused by how those items were set up in Clothing Creator, where the internal part order doesn't always match what the plugin expects. These cases are rare and I hope to revisit them in a future update.
v1.1 — Update Notes
  • Textures are now saved to Saves/PluginData/SIMTextures/ instead of Saves/SIMTextures/. This location does not require a confirmation dialog when files are overwritten or deleted, which made it possible automatically get rid of the temporary work files. And so, it's no longer needed to manually delete a _work folder.
  • If you have textures from v1.0 in the old Saves/SIMTextures/ folder, nothing breaks — existing presets still reference those files and will continue to work. New textures are saved to the new location automatically.

Major thanks to @perfectbloo for suggesting the use of Saves/PluginData/ as the save location!
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