Substance Designer

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Thanks

  1. Support for next generation image formats

    It is time to integrate some new formats that are getting more and more popular across many ranges of platforms and are also easier for handling and transporting HDR content.

    I would like to see support for JPEG XL, AVIF and HEIF/HEIC

    There should at least be some import features for AVIF & HEIF
    I personally root for JPEG XL which I think will finally become the new standard because its packed with a lot of advantages over everything else and does not need a lot more power to compute.

    2 votes

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  2. Toggle through / cycle / solo channels in 3d viewer

    It would be great to have shortcuts in 3d viewer to toggle between different channels (like in Substance Painter), baseColor, metalness, roughness etc. to see what every channel is doing without any lighting / reflection etc., just flat color information.

    Thanks!

    2 votes

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  3. Random Position on Both Axis (Tile Sampler)

    Could we have a random position slider for both X and Y on each tile sampler?

    2 votes

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  4. 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.

    2 votes

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  5. 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

    2 votes

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  6. 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

    2 votes

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  7. 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

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  8. Multi Colored Node links based of frame colour

    If you create a frame around a few nodes and give it a color, whatever node come out of that frame, the grayscale links will inherit that color. So if you make your frame red, the links are also red. This would really help possibly make the spaghetti a lot easier to read. This would be a huge boost to readability with the new magnet feature you added recently.
    This applied to mainly Substance Designer.

    2 votes

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  9. Export with presets like Painter

    There is no consistency across export dialogues, Painter has presets for exporting to Unity and other software with the right material conversion (e.g. Metalness maps with smoothness in the alpha channel) - currently these export options are missing from Alchemist and Designer when you want to export to bitmaps or individual textures.

    It would be useful to have these export options for when you are exporting simply tiling textures (like for a terrain or large surface in a game engine).

    My current workaround is to have a template Unity 5 Substance #Painter# project that I import the archived Designer or…

    2 votes

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  10. Houdini's precision sliders

    Would be great to have in Substance Designer more precise sliders like Houdini's ones.

    For who doesn't know Houdini, there is possible to middle click in any slider and choose to slide the values 1 by 1, 0.1 by 0.1, 00.1 by 00.1 and so on.

    2 votes

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  11. 3D View: Rotation around / zoom on mouse cursor

    Similar to Cinema 4D, or with a slightly option change in Maya, rotating/tumbling around objects can be done around a point of interest, in this case the mouse cursor location.

    It is frustrating to try to rotate around / zoom from a point on an object in 3D space when the rotation origin is some arbitrary point in the scene. I'm guessing its 0,0,0 for Designer's 3D View all the time. Having that point of rotation / zoom be exactly where the mouse cursor is when the user 'alt+left/right clicks' clicks allows the user to more reliably navigate their object,…

    2 votes

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  12. Expose Parameter as Input Values

    Currently we have some exposing options. Use Export parameter window, or manually expose each items .

    Since we have value processor, I like to have 'Expose as input values' menu as well as previous expose option.

    2 votes

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  13. Allow smaller cloud node scales

    I've encountered a number of graphs that use a Transform node after a Clouds (1/2/3) node to "zoom in" the clouds to achieve specific effects. Unfortunately, this creates the side effect of breaking tiling and requires other nodes to try to fix that.

    Instead, it would be very helpful if the cloud nodes could have additional lower scales - the default Scale of 1 (and the minimum) is still fairly "medium density" in terms of detail. I'd like to see the same cloud effects, except 2x and 4x "zoomed in". In other words, the equivalent of a Scale 0.5 and…

    2 votes

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  14. Ability to run pixel processor on fx-map pattern

    fx-map patterns cannot be processed anymore once they are provided to the fx-map. It would be very useful to be able to process them from inside the fx-map through a pixel processor. Code inside the pixel processor would have access to variables defined in the fx-map. A whole range of applications could be developed if such a feature was possible.

    2 votes

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  15. 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…

    2 votes

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  16. Use fuzzy searching for node list

    The current search algorithm seems like a basic substring search. Where your query must contain a single continuous substring of the name you want to match. For example "Flood" will match all the various Flood Fill nodes, but to match a specific node such as "Flood Fill to Position" you have to type "Flood Fill to P".

    In many modern software applications a fuzzy searching algorithm is used. Where search results are sorted by the "distance" between two strings where the distance is determined by the number of characters that must be added/deleted/substituted to make a query string match a…

    2 votes

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  17. From To Links Helper

    When the links are very long and do not fit into the viewport, it is not clear from which node they go. Add the name of the ParentNode and Child Node when you hover over the link.

    2 votes

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  18. Quick export

    So when texturing with designer I often make small changes and want to see them ingame, I dont want to turn auto export on and I dont want to open the export window and press the button everytime because I have to close it as it wont let me edit my graph with it open. can we have a hotkey to just export the current open graph textures

    2 votes

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  19. Search / Find Text in Comments and Frame Contents

    It's great that Allegorithmic added the ability to search by text within nodes, but what also be helpful is to search text that's in comments and frames (and their descriptions).

    2 votes

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  20. Read/write open exr deep rasters

    Please add ability to read deep rasters from EXR files. By now SD can only read color plane, ignoring everything else.

    Also ability to export all outputs into deep rasters (and tool similar to psd export) would be helpful.

    2 votes

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