btw you can generate vertex color procedurally in geonodes and read it in a ucupaint mask
this is also viable for gamedev if you keep mesh subdivisions reasonably low
this is also viable for gamedev if you keep mesh subdivisions reasonably low
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https://spaghetmenot.gumroad.com/l/geonodesao
Works great for contextual material blends 👀
Then you can just use it anywhere.
But yeah if you want a procedural texture for one software to another there is no all in one solution.
There are some formatting tools but not all features will transfer.