Substance Designer

Some guidelines before posting:
- This place is dedicated to feature requests and/new ideas suggestions. It is not made for bug reports (you can use the forum or the bug reporters for this).
- Before to create a new ticket, make sure your idea hadn’t been suggested before (if so it’s better to upvote it)
- 1 post = 1 idea

Thanks

  1. Import/link and export Image Sequence

    It would be great to have the option to load image (udim) sequence into Substance Designer and be able to export a bitmap sequence from one Output node.

    For those who sometimes like to use Substance Designer as an image editor rather than just a material maker.

    I would happily give up on nuke or other compositing programs If I could apply all the fantastic functions in Substance Designer onto my texture image sequence at once.

    3 votes
    Sign in Sign in with All Right Reserved
    Signed in as (Sign out)

    We’ll send you updates on this idea

    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  2. Substance Graph as input to Splatter

    In addition to choosing a Pattern in Shape Splatter, it would be amazing if you could choose a substance graph to Splatter.
    Exposed parameters on the substance graph could generate a Map pin on the splatter node, and 3 sliders: Amount, Random and Map multiplier.

    This would be an incredible way to get far more randomness out of splatter

    4 votes
    Sign in Sign in with All Right Reserved
    Signed in as (Sign out)

    We’ll send you updates on this idea

    2 comments  ·  Flag idea as inappropriate…  ·  Admin →
  3. tiling in two directions independently in materials/edit

    so we could test non square textures on default cube object without necessity to load custom geometry every time

    2 votes
    Sign in Sign in with All Right Reserved
    Signed in as (Sign out)

    We’ll send you updates on this idea

    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  4. Modulate Parameters on per Pixel Basis

    As is, only very few, specified things work on a per pixel basis. I think being able to modulate any given parameter on a per pixel basis would give a huge amount of freedom, which is needed to create more complex materials.

    For instance, the position random in the shape splatter can only be applied uniformly over the whole texture space. But if you want to have a gradient control the amount of position random, you can't do it.

    I see substance designer as a texture synthesizer, and as much you need time based modulation in an audio synthsizer, you…

    1 vote
    Sign in Sign in with All Right Reserved
    Signed in as (Sign out)

    We’ll send you updates on this idea

    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  5. [ui / ux] Colored backgrounds for parameters (or parameter groups)

    When a node has many parameters you always end up spending a lot of time searching for the ones you need. Groups help, but you still have to read their names again and again

    Photoshop has a similar issue when you have a lot of layers. Their use of custom layer background colors makes it so much easier to find stuff at a glance.

    1 vote
    Sign in Sign in with All Right Reserved
    Signed in as (Sign out)

    We’ll send you updates on this idea

    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  6. Option to make "tessellation" default for Shaders

    Every time Designer is opened, the shader definition (for the physically-shaders) is set back to "Parallax Occlusion." To display height map displacement in the 3D-View, the definition has to be changed to "Tessellation" manually every time and change the height scale from default 0, which is very annoying and time consuming because of all the nested menues. As for most substances you work on the height map for a very long time, there should be an option to not only choose which shader to start with, but also which shader definition (and ideally which heigh scale).

    1 vote
    Sign in Sign in with All Right Reserved
    Signed in as (Sign out)

    We’ll send you updates on this idea

    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  7. 3D View in SD: Backface Cull Toggle

    Backface Cull Switch in Substance Designer. Without having to go in and manually modify the glsfx/glsl files, can you please add a switch in designer to enable/disable backface culling? This is especially needed for alpha planes.

    8 votes
    Sign in Sign in with All Right Reserved
    Signed in as (Sign out)

    We’ll send you updates on this idea

    1 comment  ·  Flag idea as inappropriate…  ·  Admin →
  8. Colour coded node connection lines

    It would be useful for scene organisation and readability if node connection lines could be assigned different colours. In complex graphs the number of connection lines can be considerable, and as it's now impossible to click on an output and highlight its path to the end (if dot nodes have been used) this can make following a line to its conclusion quite time consuming.

    2 votes
    Sign in Sign in with All Right Reserved
    Signed in as (Sign out)

    We’ll send you updates on this idea

    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  9. 150% UI scaling support

    Running both Designer and Painter on a 4K 27" display isn't a great experience. The UI scaling choices are either 100%, which is super tiny, or 200%, which is too big. Could support for arbitrary scaling be added please? Ideally Designer/Painter/Alchemist would match whatever scaling Windows is set to. Photoshop does this, and it works really nicely.

    1 vote
    Sign in Sign in with All Right Reserved
    Signed in as (Sign out)

    We’ll send you updates on this idea

    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  10. Value Processor: Get size of input images

    A simple node where you select the input image from a dropdown (like in the sampler nodes) and get the size as a float2 vector. A toggle to get the size as log2 would be nice, too.

    Only $size of the current node is available in Get Float2.

    3 votes
    Sign in Sign in with All Right Reserved
    Signed in as (Sign out)

    We’ll send you updates on this idea

    1 comment  ·  Flag idea as inappropriate…  ·  Admin →
  11. exposable gradient map node

    and connectable node inputs so it could take colors from some node graph .

    Would be nice to use gradient map instead of gazillion of separate sliders with exposing it to other graphs

    1 vote
    Sign in Sign in with All Right Reserved
    Signed in as (Sign out)

    We’ll send you updates on this idea

    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  12. Highlight the node that contains the exposed parameter selected

    When working with a complex graph, with many parameters exposed, it would be helpful to be able to track the corresponding node of each parameter by highlighting it when the parameter is selected from the list (clicking on te drop down button of the parameter). It would make it easier to go back and alter the corresponding function if it doesn't work as desired

    1 vote
    Sign in Sign in with All Right Reserved
    Signed in as (Sign out)

    We’ll send you updates on this idea

    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  13. navigation

    Navigation is different in Substance Painter to Substance Designer. Can I suggest you make them the same, as I find it extremely frustrating when switching between the programmes?

    I use a tablet and a 3D SpaceMouse, so I have no middle mouse button. Ultimately I'd like you to support 3DConnexion's Spacemouse.

    1 vote
    Sign in Sign in with All Right Reserved
    Signed in as (Sign out)

    We’ll send you updates on this idea

    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  14. cryptomatte to masks

    Would be nice if SD courd read cryptomatte exrs and produce accurate masks from it.

    Current colorID way is so outdated .

    1 vote
    Sign in Sign in with All Right Reserved
    Signed in as (Sign out)

    We’ll send you updates on this idea

    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  15. Multi GPU Support

    Add Support for export using multiple GPU at once in substance designer.

    So far substance designer does not benefit from Multiple GPUs. this is extremely important for any work that require to batch bake and batch export a lot of textures, complex textures, UDIMs and so on.

    Since Designer is extremely GPU expensive in the export phase it might be helpfull to have this feature, both in designer and in the automation toolkit

    1 vote
    Sign in Sign in with All Right Reserved
    Signed in as (Sign out)

    We’ll send you updates on this idea

    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  16. Simple math in numerical parameter fields

    Designer could greatly benefit from allowing numerical parameter fields to be subject to simple math manipulation.

    i.e. If someone wanted to change Perlin Noise 'Scale' from default 32 to some multiple, they could just type 32 * 4 and hit Enter instead of having to mentally calculate the answer and type 128.

    Other applications have this feature such as Cinema 4D and Houdini. It allows the user to maintain their speed while working without being slowed down by simple math.

    9 votes
    Sign in Sign in with All Right Reserved
    Signed in as (Sign out)

    We’ll send you updates on this idea

    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  17. Math expression evaluation in Functions and Pixel Processors

    When writing functions, or pixel processors.

    It becomes rather cumbersome, hard to read, very prone to human error and pretty much breaks your flow when you have some mathematical expression and then need to break it apart into nodes.

    Being able to outright write simple expressions would be incredibly beneficial (in a similar form to Nuke or Houdini).

    I.e:

    sqrt(x*x + y*y) + min(x, y)/max(x, y)

    Bonus points for a ternary operator:
    (x < 1) ? (1 - x) : 0

    Even if it was just limited to taking in explicit floats, and outputting a single float, that would be…

    1 vote
    Sign in Sign in with All Right Reserved
    Signed in as (Sign out)

    We’ll send you updates on this idea

    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  18. Output node has output pin

    a useful organizational feature i would personally like to see is that the output node has an outgoing pin to keep graphs clean and a bit easier to work with. i use designer more for game effects textures than pbr materials. i usually use outputs mid graph but continue to edit that chain further for a different effect. it would be nice to not have an off shoot node for every time i need something in the chain. a dot note deoes not really help much in this case either just more clutter

    it feels like a really simple change…

    1 vote
    Sign in Sign in with All Right Reserved
    Signed in as (Sign out)

    We’ll send you updates on this idea

    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  19. Gradient Editor

    Add ability to set color(grayscale value) of selected pin(s) by picking it from the screen.

    1 vote
    Sign in Sign in with All Right Reserved
    Signed in as (Sign out)

    We’ll send you updates on this idea

    1 comment  ·  Flag idea as inappropriate…  ·  Admin →
  20. Make all basic nodes adding a new pair of input/ouptput with a slider

    Without exposing parameters ,creating subgraphs etc.
    Simply adding new in/out for making same operation to another input.

    1 vote
    Sign in Sign in with All Right Reserved
    Signed in as (Sign out)

    We’ll send you updates on this idea

    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
← Previous 1 3 4 5 8 9
  • Don't see your idea?

Substance Designer

Categories

Feedback and Knowledge Base