A little late, but I will add my 2 cents
I know this post is long and rambling, but I love KeyShot and the synergy that it has with Zbrush.
So, a little background.
Like I said, I mainly use KeyShot with Zbrush. And Substance Painter and Designer on the side.
In that line Substance Designer is my golden reference for a node system, I also use the nodes in KeyShot (a lot) and a little of Blender, Gaea and UE.In my opinion, the strongest point for texturing in KeyShot, is the independence from the geometry.
If you are modifying your model in Zbrush or in a cad program and you send it to KS, your textures and materials are preserved.
So, having that in mind, I think that it will be more useful for users to have a better and expanded node system first instead of a new painting system (if we can have both, of course, that will be even better
The reasoning behind this:
-Traditional texture painting in KeyShot will (probably) require a finished model (with UVs or with frozen vertex order in the case of vertex painting) and that is a lot less useful than the current node system that can adapt to changing geometry.
-If the mesh has a certain level of complexity (or not so clean geo) you will have to make the uv unwrapping in another app. If the requirements for using the painting system in KeyShot are the same that you have in Painter or Mixer, and you are already out of KeyShot doing retopo, UVs, etc, probably you will stay out doing texture painting too...
-There are free good alternatives for texture painting, like Quixel Mixer. And if you really need Substance Painter, it's $20 a month...
Some things I think are needed to improve the node system (some are already mentioned in this thread) and the texturing in general:
-Adding the possibility to modify existing maps with:
Blurs (Gausian, directional, etc).
Symmetric repetitions (radial repetition for example).
A node that allows non uniform transforms for the texture.
Transformation node (like the current Mapping 2D node) that allows different mapping types in the texture maps node.
-Adding the possibility to create more complex maps / textures:
Splatter (to orderly or randomly distribute textures).
Create individual shapes (squares, circles, polygons, etc) similar to the current Mesh node but just for one, non repeating, shape.
More Noises with more variables.
And some quality of life improvements:
-A 2D preview of the texture that is being created for easier visualization.
-A simplified 3D preview (specific for texturing) that is faster. Maybe inside the material graph? The Performance Mode is good, but texture nodes like occlusion or curvature are not represented, transparency it's hard to visualize, etc.
-Sliders with numbers that are more reasonable. Some sliders have 4 decimals (or more) in which the numbers make a difference...
-Being able to make a bump map from any input.
-Easier to visualize Levels and Curves. Color Adjust and Color to Number are hard to predict.
-Selections in the Material Graph are very hard to see. The selected nodes for moving are 0.2 shades of grey lighter for example
-Tools that help to order and view the graph. Things like align selected nodes horizontal / vertical, frames to put the nodes inside, different kinds of lines for the nodes connections, etc.
-More options for the seams in Tri-Planar.
-Instance nodes and materials.
-Move the “Paused” render banner from the middle of the preview window to the top or the bottom. We are often pausing to work in another program but we reference the real time preview of KeyShot a lot…. And it has a big, blue banner in the middle.
And lastly, a good option for texture painting in KeyShot, in my opinion, is Projection Painting.
I made this thread a while ago.https://forum.keyshot.com/index.php?topic=27281.msg114263#msg114263
If we can have 2D projection painting in the viewport, that will allow us to change the geo and keep the painting and free us from UVing.
Well, that's it !
Sorry for the long post and thank you for reading to the end