Substance Designer

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  1. Display Blend Node Mode in Icon and Add Node Function Icon

    I have a couple of simple UI suggestions to increase readability of graphs which will help beginners and also more experienced users alike:

    1 Display Blending mode in title of Blend node icon

    2 Add a function icon marker to the top right of every node that uses a function. When clicked directly on this icon it should be able to open the function editor of that node (intercept with a pop up dialogue box to choose which function to open if there are more than one)

    See Mock up Pictures in forum thread https://forum.substance3d.com/index.php/topic,35478.0.html

    1 vote
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  2. Launcher fails to launch both Designer and Painter after update

    I cannot use designer nor painter as of update and downgrading still fails to run from the launcher

    1 vote
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    0 comments  ·  Substance Painter  ·  Flag idea as inappropriate…  ·  Admin →
  3. 1 vote
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  4. Have a way to link missing resources.

    There are imported bitmaps that cannot find the file, even when "file path" is updated. There is a yellow caution icon near the missing dependencies.

    1 vote
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  5. Particle System and Particle Creation

    Substance Painter has a particle system that would be great to have access to in Substance Designer. I'd also love to see the ability to create .pkfx files directly within Substance Designer.

    1 vote
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    hard decline  ·  0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  6. Functional samplers inside function for parameter

    I would like to drive parameters in any node from an image, by creating a function for them and sampling an image inside the function, exposing a new input port for the image on the component, like an FX map would.

    The sampler-component is accessible inside a function, but there is no way to input an image or get $pos to work with it.

    1 vote
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  7. Tile Generator: Add a Luminance Random Seed

    When using duplicate Tile Generators, it would be useful (for creating color variants with gradient maps) to have a seed for the Luminance Random.

    3 votes
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  8. Pixel Processor - Ability to sample and map pixels using two position inputs

    I'm running into a limitation with the Pixel Processor node when it comes to mapping pixels from the input image based on position variables.

    Effectively what I want to achieve is map pixels from one position value in the input image to another position value in the new image. Think of it as mapping pixels from two different UV coordinates.

    It would be handy to have an optional second input for the Sampler nodes for the Pixel Processor to control how pixels are sampled and mapped from one location to another because at the moment, I can only get position…

    1 vote
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  9. Vertex color node

    Use mesh's vertex colors to drive some effects (like blending).
    Usually vertex color is used in engine in order to do dynamic material blending. It is currently hard to preview how your materials will blend together in substance right now because of the lack of vertex color input. This can be worked around by baking vertex color in a texture, but then you cannot preview your material blending on several different meshes.

    4 votes
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    2 comments  ·  Flag idea as inappropriate…  ·  Admin →
  10. Double click pixel processor to dive inside.

    Double click pixel processor to dive inside.
    Because it's faster, more convenient, and why not?

    6 votes
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  11. Pixel Processor - Write to target pixel

    Currently the Pixel Processor can only write to the current pixel using the data from the target pixel.

    It would be useful to write to the target pixel instead, so a source pixel can be moved to the target for example.

    The reason this has not already been implemented seems to be due to technical limitations, according to a post on the forums.

    If a dev ever thinks of a solution for this, it would be wonderful to see it implemented.

    1 vote
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  12. Custom Hotkeys, PIE menus, custom shelfs. General speed, workflow enhancements.

    I have never found a 'edit hotkeys' menu. i use Histogram scan 300 times a day. sick of typing in node names always or searching in my fav bar. handy yes, but there are way faster ways to work.

    i think designer really could use Pie menus. I use modo and they're crazy quick for accessing commands.

    custom shelves would be nice too.
    Why not let us edit the spacebar popup for example. or let us create our own by dragging and dropping nodes we use all the time so we can have them pop up under out mouse. also,…

    2 votes
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  13. Adjust layer icon size

    Simple little inclusion but, the ability to change the layer icon size. Similar to Photoshop. Would be of help.

    1 vote
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  14. 1 vote
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  15. Paint across seams in 2D with tiling textures.

    The ability to paint a projection texture in 2D across uv seams like you can in 3D. Currently projecting a tiling texture in UV space will recreate seams rather if you paint it across UV shells.

    6 votes
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  16. Add Bevel in right clic

    Add Bevel in right clic
    Title is quite self explanative :
    Faster way to add bevel node in the graph.
    Thank

    1 vote
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  17. TS normal to OS normal and OS normal to TS normal

    It would be cool to have node that will convert tangent space normal to object space normal. and node that will convert object space normal to tangent space.

    6 votes
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    7 comments  ·  Flag idea as inappropriate…  ·  Admin →
  18. Option to configure Base Output Size when publishing SBSAR

    A lot of the time, I am developing substances with the output size set to Parent x 3 or 4, so I have a nice big resolution.

    However, when I publish SBSAR file, it's usually a good idea to set the Parent Size back to Parent x 1.

    It would be nice if you could specify the Base Output Size in the SBSAR publish dialog, so you could publish the SBSAR with Parent x 1, and you wouldn't have to constantly switch back and forth when you are working on a substance at Parent x 4.

    1 vote
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    1 comment  ·  Flag idea as inappropriate…  ·  Admin →
  19. Ability to choose images for Input Images, to preview the look of a reusable graph

    For instance when you are creating a material graph to be later reused, when creating you need to see it with proper inputs like AO and Curvature maps.

    6 votes
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    4 comments  ·  Flag idea as inappropriate…  ·  Admin →
  20. Improve PSD exporter


    • Masks
      Their behavior is not correct
      Currently only nodes with alpha are exported as layers with a mask.
      The problem is that a layer exported this way will have transparent pixels (i.e. opaque pixels from the source node will be deleted) that will match the mask.
      This makes masks useless, thus making the export function more destructive than it should be.
      Now, a layer in Photoshop may actually contain transparent pixels, and have a mask as well. For this reason the best way to export a mask should be the ability to assign an arbitrary grayscale node to a mask…

    7 votes
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    2 comments  ·  Substance Painter  ·  Flag idea as inappropriate…  ·  Admin →
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