Substance Designer

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Thanks

  1. Copy nodes between versions of Designer

    please make a way to open new substances in the old as preview or copy nodes especially if there are no new nodes. I currently am using both 5.6 and 6 and it is a nightmare

    6 votes

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    3 comments  ·  Flag idea as inappropriate…  ·  Admin →
  2. Save UI interface option

    It would be very useful to be able to save your interface layouts. I move around my screens quite often depending on what I am doing and to rearrange my UI constantly is a pain.

    5 votes

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    0 comments  ·  Substance Painter  ·  Flag idea as inappropriate…  ·  Admin →
  3. image following a curve path

    Substance Designer does not have the function of image following a curve path, these functions are often used, but Substance Designer does not have these functions

    5 votes

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  4. 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

    5 votes

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    2 comments  ·  Flag idea as inappropriate…  ·  Admin →
  5. 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

    5 votes

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  6. 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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    2 comments  ·  Flag idea as inappropriate…  ·  Admin →
  7. draped sphere scene for fabric dev

    Would it be possible to add another scene in Designer similar to the draped sphere that you have in Substance Source for fabric? It would be very helpful when developing materials for soft surfaces like fabric. Thank you!!!

    5 votes

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  8. Node based baker & Profiled baker

    Node-based baker:
    if I can make a graph that is going to control how my mesh is baked. I can use it for all my meshes with personalized control over all the baking parameters. So I plug in the lowpoly, I plug in the highpoly. I choose to bake these textures with these settings. And I can add another output or parameter on the fly to further improve the automation of the work. When I go to my next mesh, use same setting, but all maps are downsized to 512x512. Off we go.

    Profiled Baker
    if I have one setting…

    5 votes

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    1 comment  ·  Flag idea as inappropriate…  ·  Admin →
  9. 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.

    4 votes

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    1 comment  ·  Flag idea as inappropriate…  ·  Admin →
  10. Shadows in 3D viewport

    It would be great to have Open GL shadow rendering in viewport, same as substance painter/alchemist have. It gives us better representation of material than without it. It is cumbersome to switch between Open GL and Iray just to get better idea of shapes you are working on.

    4 votes

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    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  11. Allow 3D, 2D view, & graph editor to zoom horizontal

    Similar to other 3D packages like Maya and C4D, navigating the viewport with zoom can be done by holding Alt and right click dragging horizontally or vertically. Dragging up and right = zoom in. Down and left = zoom out. Designer only has up and down.

    Adding horizontal zooming makes moving between software less jarring, especially for new Designer users.

    4 votes

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    1 comment  ·  Flag idea as inappropriate…  ·  Admin →
  12. Ability to retrieve graph input parameters from package functions

    Graph input parameters currently cannot be retrieved from within package functions (leads to "variable not found" error) even though at runtime, the variable would be resolved if the function was called within the proper graph. Also, there is no way to make global functions part of a graph (which would probably solve the problem), functions can only be at the package root or associated to an input parameter. This makes things inconvenient as some init code using graph input parameters cannot be made into function, hence need to be repeated in every location needing them (i.e. when duplicating an fx-map…

    4 votes

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    1 comment  ·  Flag idea as inappropriate…  ·  Admin →
  13. Export at higher resolution

    I like working at 2048 for speed and efficiency on my fairly powerful computer. It would be nice to have an export at 4096 option, instead of having to manually upres the entire graph before exporting.

    4 votes

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  14. Transfer Textures Form UDIM meshes

    If you have for example VFX mesh with 10 UDIMs it's quite tricky to transfer textures to real time mesh that has only one UDIM. It would be amazing it texture transfer baker would support texture loading per uv tile or material. By doing so it would be possible to make low poly, low cost mesh from high end one.
    And don't get me wrong I am thinking of plane simple baking here. Like you transfer height details to normal map you could transfer same just from the texture of "high poly" (UDIM mesh) to a non udim one.

    4 votes

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    1 comment  ·  Flag idea as inappropriate…  ·  Admin →
  15. Clone a node

    Add the ability to clone a node, like you can do in e.g. Nuke. From Nuke's documentation:

    "You can clone nodes in preparation for pasting them elsewhere in a script. Cloned nodes inherit the values of their parent, but unlike copied nodes, they also maintain an active link with their parents’ values. If you alter the values of one, the other automatically inherits these changes.

    Clones are helpful for maintaining consistent setups across multiple elements. For example, you might use clones to apply an identical film grain setup to a series of elements shot on the same stock. Should you…

    4 votes

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  16. Easier to see nodes that use custom parameters

    Would it be possible to make the nodes using custom parameters more clearly visible when using the Using Custom Parameter search function of the Node Lookup Tool.

    At the moment they're rendered as normal with the others being dimmed. This works if there aren't that many nodes in a graph, but when the graph is fairly complex these can be difficult to see. Something like a yellow border around the highlighted node might help greatly in quickly locating them.

    4 votes

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    backlog  ·  0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  17. SVG node: fill gradients

    Substance Designer

    SVG could be used for more than just flat shape masks.

    Several Substance Designer tutorials appear to be a long series of steps in which people painstakingly create shapes in SD with gradients that could be achieved in seconds in a vector program and imported as an SVG, if the SVG node handled gradients.

    4 votes

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  18. grabdoc 3d view depth buffer (like zbrush) for create alpha shape

    grabdoc 3d view depth buffer (like zbrush) for create alpha shape

    4 votes

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    under review  ·  1 comment  ·  Flag idea as inappropriate…  ·  Admin →
  19. Dependency Manager improvements

    Substance Designer has a dependency manager for keeping track of referenced graphs and other files. However, it's fairly limited in terms of what you can actually do with it. There are many cases where a reference to a package or graph within the package was broken in some way and needed to be fixed but there are not many options to do so.

    For example, let's say I took a graph from one package file with many graphs within it and placed it it's own package instead. What I'd like to do is point to the graph in the new…

    4 votes

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  20. Bake alternate UV data to additional texture maps

    Being able to bake additional UV channels into a texture that can be used to generate flow maps, uv texture maps and other methods of distorting a texture to fit a UV map of a mesh. For a detailed description of a different use of this, read: http://www.valvesoftware.com/publications/2011/gdc2011grimesnonstandardtextures.pdf

    They go into the shader side implementation of these ideas, but some do apply to Substance rendering too. It has similarities to Tri-Planar shading, where other data is used to map textures to a mesh.

    Thanks!

    4 votes

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