Substance Designer

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  1. Pen Tool for making curves

    A simple pen tool for making curved lines that can have thickness adjustment. this would be instead of using a ton of warp nodes

    4 votes
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  2. A node that places copies (of a plugged in element) where I click on a 2d view.

    I'm really tired to place small repetitive elements in my sci-fi designs by using 2d transform + blend node many times. It would be so great to have a node in which I can just plug in my element and then just click several times in 2d view to get copies of the element in proper places.

    1 vote
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  3. Quick select variable in node creation

    When creating a node, allow one of the variables to be edited before creating it, by pressing tab.
    For example, with the blend node:
    The blending mode is set for quick selecting. This means that if you search for the blend node, you can press tab to select with which blend node you want to add it, this variable is then set on creation.

    1 vote
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  4. Attribute randomizer for individual tiles (to avoid replication patterns on large areas)

    Hello,
    many tutorials show already how to create an individually designed surface, even with organic realistic themes like for example a meadow with mud and other details.
    But if you use it in substance painter (or any other applicaton) to fill a large area, you can always see the pattern.
    All the realism in detail is nothing worth if you see it from far distance (like a meadow in front of your feet that reaches to the top of a far mountain).
    Because if you try to fill a large area, you need to stagger and replicate. But all your…

    1 vote
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    0 comments  ·  Substance Painter  ·  Flag idea as inappropriate…  ·  Admin →
  5. Quick shift preview for previous computed/cached renders

    The aim of this option is to eliminate the need to re-render the whole material when you just want to compare two settings and going back and forth.

    It would work like a clipboard for the material previewer
    Everytime you "record/save" a computed material you could put all the textures that goes with it into a first entry.

    Then you would capture/save a second set of baked textures that have been changed after some tweakings.

    And then, quickly visualise the two materials in the texture & 3D view by just alternating the two sets of textures instead of waiting for…

    1 vote
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  6. Sample nodes with image input?

    If possible, we need a sampler function node that accepts an integer used to select the image to sample from.

    If this is not possible, we need some type of setup change that allows us to create generic sampling functions that sample pixels from images, without those image indices being hard-coded into the functions.

    Currently, the only way to do this is some type of switch selector that samples from several images and returns the one desired. And in the pixel processor, this is a problem, because all code ends up getting executed for each and every sample. This means…

    1 vote
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  7. Instant typing focus

    Something that would really speed up workflow is immediate typing focus when selecting (clicking) nodes that have a single type-in control (especially function nodes, like constant values).

    In addition to selecting, it should also happen immediately after creating these nodes. But I think newly created nodes are selected immediately anyway.

    The only issue I can see this causing is interference with hot-keys while such a node is selected. But as long as hotkeys are typical (eg, ctrl + key), it shouldn't be a problem. No different than trying to use a hotkey immediately after typing something into a typical control.…

    3 votes
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  8. Replacing a node in the graph by drag and drop

    It would be nice to be able to drag a node from the library on top of an existing node in the graph and replace the node including all of its current connections. Not sure if there's a way to do this now.

    1 vote
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  9. Better Ghost Nodes

    Ghost nodes are my worst enemy. They do a decent job of showing us where the original node was and how it was connected, but not much else. I'm not sure if this is possible, because it depends on what data is stored inside of each module/file. But here goes anyway..

    It would be extremely useful if it were possible to see what variables were exposed for a Ghost node - to see how it was wired in. The easiest way to pull this off (again, if it is possible) would be to leave it alone - just leave the…

    5 votes
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  10. Frame/Comment shortcuts?

    Recently I needed to update my old sbs files where there were a lot of nasty nodes. So I reorganized all structures with using of frames and comments inside. After 10 minutes of making stupide clicks I came to the conclusion that it would be much faster to do everything with shortcuts such as this done in unreal engine 4. For example, the comment is button is "C", frame is "F"? It is not clear why no one asked for such a simple function.

    3 votes
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  11. Autosave location override option

    The purpose of autosaving is to prevent data loss from crashes, or possibly human error. This means that after we finish a material, the autosave data is pretty much useless (to some of us at least).

    These files are cluttering up the substance directories. And its especially messy to those of us who categorize our materials into detailed sub-directories. In order to remove this clutter, we have to browse through every sub-directory that we've ever saved a material to and delete the ".autosave" folders.

    We need an option to override the autosave location. The ability to auto-save to a single…

    1 vote
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  12. Option to Default Graph Format to 16-Bit

    Using 8 bit gray values in programs like Painter results in very low quality materials. I always use 16-bit ALL of my materials. But I often forget to set the graph format before I publish, which means some of my filters are most likely making some aspect of my materials look bad without my noticing.

    I was even told by a member of your staff to always use 16 bit for gray values.

    Anyway, it would benefit me greatly to have Designer default to 16-bit. And options to allow us to select these types of defaults makes a lot of…

    1 vote
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  13. Simultaneous Grayscale and Color Support (automatic switch)

    We should have the ability to create a single node that can support both grayscale and color, rather than needing to add "gray" vs "color" suffix or prefix onto each node that can support both.

    This would be a simple internal detection process, and doesn't really require any advanced changes. We would still need to write both versions of our nodes, but with the difference that Designer would automatically employ whichever one is currently plugged in.

    One method that would allow us to use a single graph would be a checkbox on input and output nodes that specify they are…

    1 vote
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  14. Auto typing focus on const value type-in

    When a const value node is added to a function-style graph, the typing focus should be automatically set on that node's value type-in control.

    The only specific situation where this would not improve the situation would be when the user wants a zero. In which case, they would just hit enter an extra time.

    So to add a new const float value of 1.3..
    With this feature: tab, f, enter, 1.3, enter
    Without it: tab, f, enter, move mouse over to properties pane, click type-in control, 1.3, enter.

    1 vote
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  15. Allow changing "Get" node type without deleting and re-adding

    While writing functions, and especially when copying and modifying a function to work with a different type, we have to delete all of the "get" nodes and re-add them with the same parameter name but with a new type. It would be very convenient to have the ability to simply change the get node's parameter type without removing it.

    Or even better, have Designer automatically change all get nodes that are associated with a parameter when we change the type of that parameter. Maybe I should have made this the primary request.

    1 vote
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  16. Type Independent Functions

    Allow us to write function nodes that accept any type for their inputs. Since function nodes are inlined anyway, it makes a lot of sense to give us this freedom, if its possible.

    For example, we should only need to write one function to generate an average. Not one for ints, one for floats, one for vector 2, vector 3, etc.

    On the implementation side, it could be as simple as adding a new type to the function parameter drop down called "any". Then just assign whatever type that gets plugged in as the parameter's official type.

    Return values will…

    1 vote
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  17. Easier SVG Rotation

    Dragging the mouse anywhere outside of the SVG rectangle should activate rotation mode, instead of having to hover really close to points that are near the edge.

    1 vote
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  18. Dynamic Graph Variables

    Requesting the ability for nodes to be capable of permanently changing a graph variable so that the next node that reads the same variable sees those changes. These variables would likely reset to their "default" values when the graph starts.

    If this is something that would cost in performance, maybe a toggle that converts a standard graph variable into a dynamic one.

    A big plus would be communication between graphs. For example, if we expose a dynamic variable of a sub-graph, we can control its starting value and read its final value after it exits.

    1 vote
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  19. Automatic parameter preset marking

    Currently, we have to mark those little pins next to each exposed parameter to record it as part of a preset. But I've also noticed that Designer marks parameters whose value has changed from its default. Doesn't it make sense to use this as part of the recording process? When a user switches into preview mode with the intention of creating a preset, they have very little reason to change any values, other than to make those values part of that preset. So why not record all values that are not set to their defaults? This would make the entire…

    1 vote
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  20. Output nodes "usage" section should be more consistent with the 3D preview

    I export my textures packed with each channel representing one material properties. It is possible to describe these "usages" in the Output node but the 3d viewer doesn't respect them and only seem to accept a usage that is set to RGBA components.
    I'd like the viewer to be able to gather its inputs from my Output nodes usage, even for textures that affect several material properties.

    1 vote
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