Substance Designer

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  1. Gradient Map

    More variations of interpolations for gradients. Like those found inside cineam4d's gradient shader

    6 votes
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    under review  ·  0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  2. Move the Normal Map Baker to the top of the list

    In a few of the other Baker types (Ambient Occlusion, ect) there's an option for designating a Previous Baker for the normal map detail slot. This functions based on the order/stack of your Bakers, so if you were to pick your bakers alphabetically like the list is set presently, you'll never see your Normal Map baker listed. Once you know how the system works, this isn't a big issue. However from a first-time-user-perspective, its a feature that may go unused with the way its currently presented.

    3 votes
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    under review  ·  0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  3. Bake Range for UDIM

    It would be cool to have the ability to set an exact range of UDIMs to bake maps for. At the moment it is either bake All maps, or bake one specific UDIM. I was thinking about a custom range field where you could enter comma and dash separated ranges of UDIMs to bake. When I have assets with about 100 or more UDIMs and I want to rebake only a portion of it, the current limitations are annoying.

    3 votes
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    under review  ·  0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  4. Supports the new DX10 / BCn (DX10/11) formats, Import and Export

    I could open DX10 dds with Intel® Texture Works Plugin in Photoshop but had trouble with substance designer, and had to convert new DDS format to .png or .tiff

    it would be great to direct import new dx10 format to Substance Designer

    2 votes
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    under review  ·  2 comments  ·  Flag idea as inappropriate…  ·  Admin →
  5. 3dsmax 2019 OSL Support Substances like Unreal

    Now 3dsmax 2019 has OSL support. OSL can possibly be used to support more advanced features of substances than currently are with the 3dsmax intergration? For example curvature maps that are build in an OSL shader could detect edges or have build in dirt AO maps.

    3 votes
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    under review  ·  0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  6. 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  ·  9 comments  ·  Flag idea as inappropriate…  ·  Admin →
  7. 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 →
  8. 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 →
  9. 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

    19 votes
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    under review  ·  2 comments  ·  Flag idea as inappropriate…  ·  Admin →
  10. Savable layouts

    It would be awesome to have the ability to move panels the way you want them and save that as a custom layout. Then have a couple different layouts for different situations, like creating fx maps where you don't really need the 3d view, etc...

    7 votes
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    under review  ·  2 comments  ·  Flag idea as inappropriate…  ·  Admin →
  11. 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 →
  12. 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.

    43 votes
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    under review  ·  5 comments  ·  Flag idea as inappropriate…  ·  Admin →
  13. 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 →
  14. Right click to reset Individual Values to their default

    For Example: I want to set my levels values via the sliders. I test out the white value and move the slider in the histogram. I hate the value I chose, and want to reset that value to default. Instead of going into the values tab and setting them to 0, I would like to be able to just right click the slider and have it auto-snap to it's default.

    This UX functionalilty can be extended to any slider or number input for quick iteration.

    3dsmax allows this on all value entries by right click on the small up and…

    7 votes
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    under review  ·  1 comment  ·  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.

    21 votes
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    under review  ·  2 comments  ·  Flag idea as inappropriate…  ·  Admin →
  16. 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 →
  17. 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.

    37 votes
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    under review  ·  5 comments  ·  Flag idea as inappropriate…  ·  Admin →
  18. 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 →
  19. 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 →
  20. 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 →
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