https://www.artstation.com/artwork/K36Jq4
I encountered issues when texturing this model. Basically, I painted normal map details (instead of sculpting), scratches and fingerprints.
When testing the software in the past I already know volume based painting is kind of heavy, so I decided to to have my painting layers as separate layering projects (normal, scratches, fingerprints), put them in a graph and then reference in main layering project.
While painting scratches after some time and dozens of strokes in I started getting random freezes and crashes (every 5 minutes basically). At the end of working with smears I encountered the same issues.
Then, I referenced these layering projects in my main layering project and loadings started to get very long, affecting the speed of work pretty hard. So, my solution that worked was I exported rgb masks from said layering projects and referenced the images instead of graphs. It worked prefectly fine, Instamat begin to run smoothly again.
So, to have my painted details clocked in I had to add few extra steps. It took much longer than painting in UV based workflow. And my project did not rely heavily on painting. My PC has a 4070 Ti Super with 16 GB vram, 13600 and 64 gb of RAM, so I can not imagine how painful the same process could be for low end machines. It seems like completing entirely painted projects can be next to impossible.
So that is why having an option to have UV based painting tools could be amazing addition. It would be much more versatile tool for not-node-based-minded artists, stylized art and overall painting.
Volume based approach is great for masking (I really love it), but not to good for moderate or advanced painting. It could be better if you find a way to greatly improve the performance. But, in this case, there is no need to reinvent the wheel and giving artists option to choose between two painting workflows inside one software would be purely awesome.