A special layer for adding normal details that affect Smart Masks/Materials.
Would be awesome if one could paint normal info on a special layer that then would be added to the normal channel, and thus would affect all the smart masks and materials.
The Anchor points feature allows you to take painted normal and height details into account when using Generators.
If ever someone else falls on this, there's a simple hack.
1. Export your normal map
2. In substance delete your current maps
3. Import your newly created normal map
4. Inside the "TextureSet Settings" tab (next to viewer settings and display settings) drag and drop your normal map in the "select normal map" slot. (found just below the "Bake Textures" button.
4. Press the "Bake textures" button and bake "World space normal", "Ambient Occlusion", "Curvature", "Position", "Thickness"
The new bakes will take into account your newly created normal map. Which means, smart materials/maks that use the AO/curvature//worldspace normal map will now be affected by your new normal map info.
I really like this idea. As it stands I have to create and export definition that's just for the normal map, combine the old normals with the new ones in designer, then rebake (or graph) my WSnorm, AO, and others just to reimport it all back into painter to have the smart masks update. Figuring out a way to make this process easier would be amazing.