Substance Designer

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Thanks

  1. Hotkey editor

    Hotkey editors are always super important in any application.

    I would love to change the hotkey for the spacebar menu to use Tab instead. This would keep it consistent with Nuke, Houdini. Users of those software could feel more "at home" so to speak. even if this was just a preference item, that would be cool.

    But a full out hotkey editor would allow us to map hotkeys to the nodes we like to use most often to speed up workflow. Even more so if we want to map hotkeys to items within the 3d view that we might like…

    76 votes
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    backlog (low priority)  ·  19 comments  ·  Flag idea as inappropriate…  ·  Admin →
  2. Auto connect nodes when you drag them over wires

    Maybe I use Houdini too much, but I find I waist tons of time connecting and reconnecting nodes in SD. Please add a bunch of behaviors for connecting nodes.


    1. Drag a node between across a connection wire - have it highlight telling you if you let go it will insert that node between the two and wire it up.

    2. Allow you to grab a connection wires toward the connection point, unhook it and plug it in elsewhere.

    3. Shake a node to disconnect its connections

    72 votes
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    under review  ·  2 comments  ·  Flag idea as inappropriate…  ·  Admin →
  3. Better Vector Tools


    • Line thickness.
      Currently it is always 1px wide.
      The "Clear Color" command (that makes the fill or the line color invisible) is somewhat buggy on multiple selections: sometimes it doesn't clear all the selected shapes.
      Eventually, the stroke thickness should be exposed.


    • Freeze Booleans operations.
      Currently there is no way to collapse several shapes into one.


    • Better transform/snap tools.
      Flip along horizontal or vertical position.
      Constrain the size of the polygon tools during creation.
      Snap to axis with SHIFT when using the pen.
      Introduce rulers for snapping.


    • Use Antialias
      There's currently no support for antialias in SVG.


    • Fix the UNDO …

    54 votes
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    backlog (low priority)  ·  7 comments  ·  Flag idea as inappropriate…  ·  Admin →
  4. Hotkey for maximise current window view

    Similar to when using Maya, something like hit spacebar to maximise that view then spacebar again to go back.

    I found myself doing a lot of window resizing when using the program and thought this would be a nice feature to not have to keep re-jigging the layout.

    53 votes
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    backlog  ·  3 comments  ·  Flag idea as inappropriate…  ·  Admin →
  5. Transmitter & Receiver Node

    A readable graph is an efficient graph.
    However due to the nature of things you almost always have 'send' data to other corners of the graph resulting in spaghettis unless you spend time and effort cleaning the graph flow.

    Katana has a nice system of 'Transmitter' and 'Receiver' Nodes.
    Basically you attach a Transmitter Node on one Node and create a 'Receiver' Node in another corner. On the Dropdown Options of the Receiver you can choose any 'Transmitter' in your graph and internally there is a hidden connection created.

    Voila. You can share stuff all over the graph without criss-crossing…

    45 votes
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    under review  ·  8 comments  ·  Flag idea as inappropriate…  ·  Admin →
  6. Pixel processor, For loop

    When using the pixel processor i would like a "For" loop node that loops a number of times based on an int input. Currently i find myself having to nest if statements a lot and a loop would be of great help.

    42 votes
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    under review  ·  4 comments  ·  Flag idea as inappropriate…  ·  Admin →
  7. Mesh info input node

    This node would allow to link mesh info to the graph, and would auto generate/bake mesh information textures accordingly to where you plug them.

    For example if you have a weather node that requires the AO and the curvature, you just plug the mesh input and the maps will be generated (if not already there).

    It would be very handy for reusing a graph wit ha new geometry.

    42 votes
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    5 comments  ·  Flag idea as inappropriate…  ·  Admin →
  8. Debug Node

    A Function Node which allows us to print a Debug message in the Console, consisting at least of a custom Message/Description, the Type of the Input and the Value(s).

    38 votes
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    under review  ·  6 comments  ·  Flag idea as inappropriate…  ·  Admin →
  9. Bigger font size for node names

    The font size for node names in graph view is very small. It's hard to read without zooming way into the graph.

    38 votes
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    under review  ·  5 comments  ·  Flag idea as inappropriate…  ·  Admin →
  10. Mesh node

    Mesh node with following options:
    X axis
    Y axis
    Z axis

    By default it gives you a Height map, but you can also apply whatever node you want to the mesh UVs (SVG nodes of PBR maps for example)

    33 votes
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    under review  ·  3 comments  ·  Flag idea as inappropriate…  ·  Admin →
  11. Ability to collapse graph frames

    Complex graph can contain dozens of nodes and can get quickly messy and overwhelming.

    Adding a frame around nodes is handy, but I would also like to be able to collapse /reduce the frame to get a clearer graph.

    33 votes
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    under review  ·  2 comments  ·  Flag idea as inappropriate…  ·  Admin →
  12. Export selected Graph(s) from Multi Graph Substance

    As the title says, I would appreciate a way to publish a single or slected graph(s) from a substance, that consists of multiple graphs.
    Something like: RMB-click the individual/selected graph(s) and select "publish selected graph(s)".

    The problem arises, because I have a substance containing 20 graphs. It´s nice to have them all toghether while working with SD, but for publishing it would be great to be able to select one ore more of the graphs and only publish those.

    24 votes
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    under review  ·  0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  13. Multiple nodes modification

    Ability to change similar properties on multiple nodes at the same time.
    For example, it would be super useful to change the method of inheritance (relative to parent or absolute) on several nodes at once.
    This would be true not only for nodes, but for resources too: I found myself having to change my textures bitmap compression one by one, and I had 40 of them...

    22 votes
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    under review  ·  7 comments  ·  Flag idea as inappropriate…  ·  Admin →
  14. prorender

    Use AMD Pro Render instead of iray for pathtracing. Pro Render supports both Nvidia and AMD cards as well as great support for Mac using Metal2 backend.

    21 votes
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    3 comments  ·  Flag idea as inappropriate…  ·  Admin →
  15. Add multiple UV support to SD default shaders.

    If I can bake maps on the second UV channel it would also be nice to see them in the 3d viewport. Picking the UV channel for each input map of a shader would be best.

    20 votes
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    under review  ·  2 comments  ·  Flag idea as inappropriate…  ·  Admin →
  16. I would really like to see nodes in Substance Designer to help in creating texture atlases.

    Currently when I create my substances I have to render the images and make my atlases buy hand. It would be really great if I could create my atlas right in Designer.

    What is needed is some way of designing an area on an image to tile as if its the edge of the image so that any noise etc you plug into it would still tile on any quad UV to that area.

    Hope that makes sense.

    Thanks
    Travis

    20 votes
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    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  17. Warp Tool

    Warp Tool. In photoshop it's Liquify.

    Add a Photoshop "Liquify/Warp tool" node to designer.

    See video:
    https://www.youtube.com/watch?v=eGuiSuZAjoM

    17 votes
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    under review  ·  2 comments  ·  Flag idea as inappropriate…  ·  Admin →
  18. Add colorspace setting on export

    As the simplest of methods, allow the user to choose between sRGB and linear color space when exporting textures. The current convention per channel could stay in as the default but the user should have control to cange it if desired.
    Also, open exr should always be in linear space by default, no matter if the texture is based on a color or greyscale channel. Right now, exporting the diffuse / base color will result in an open exr with sRGB profile. (!)
    Ultimately, something like OCIO implementation would be great.

    17 votes
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    backlog  ·  3 comments  ·  Flag idea as inappropriate…  ·  Admin →
  19. Implement paths like in photoshop

    Paths is PS are super usefull. If we had them in SD we could possibly use them to :
    A.. Turn a greyscale image into paths and...
    B. Clone shapes or otter inputs along the paths.

    think of it as a tool to procedurally generate stitches allong a curve, or bolts and rivets.

    17 votes
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    under review  ·  3 comments  ·  Flag idea as inappropriate…  ·  Admin →
  20. Wang tile algorithm

    Add Wang tile algorithm to SD, here example https://en.wikipedia.org/wiki/Wang_tile
    and here how its work with textures http://www.pathofexile.com/forum/view-thread/55091

    15 votes
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    under review  ·  2 comments  ·  Flag idea as inappropriate…  ·  Admin →
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