Substance Designer

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  1. Add aSDProperty.visibleIf() to Designer API

    I would like to check the return value of the visible if expression on a given property.

    1 vote
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  2. Bookmark frame

    Would be cool that whenever you create a pin it automatically create a bookmark that you can snap to back to remind yourself. Like if you left a note to come back to this you can snap back a lot faster. Maybe using Ctrl + 1 would create bookmark 1 and you can enter this by pressing num pad 1. I know 1/2/3 is linked to link creation mode but would be handy to remind yourself and not get lost in your own work.
    This applied to mainly Substance Designer.

    1 vote
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  3. HUD/UI adition

    So because you can Ctrl+Alt+Right click a object in the 3D view to select a texture set, makes things alot more streamlined, and less cluttered

    Only issue now is that you wont know at a glance which texture set you are on until you open the Texture Set List which in turn adds more clutter

    So as a proposal, have maybe on the bottom right corner of the interface a indication of what texture set you are on. Could add customization options on how opaque you want the text to be and how large Or on the program title bar…

    1 vote
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  4. Add a Derive-Z node

    Like many game engine tools, it would be good if I could feed X and Y normal maps into designer and plug them into a node to create an XYZ normal map to use in Designer.

    1 vote
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  5. 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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  6. the parameter is not good ,I hope just like maya Parameter classification ,please dont take all the parameters in the same frame

    the parameter is not good ,I hope just like maya Parameter classification ,please dont take all the parameters in the same frame

    1 vote
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  7. Automatically choose color or grayscale node based on selected node

    A feature to quickly speedup workflow would be for Designer to choose whether to create a color or grayscale version of a node based on the currently selected node.

    i.e. I have a Perlin node selected (grayscale node) and I want to crop it. I hit tab and start to type 'crop'. Ideally hitting enter would produce a grayscale version of the crop node automatically since Designer should recognize I'm trying to manipulate a grayscale node. Crop (color version) wouldn't make sense in this case.

    I'm guessing there would be cases where this feature wouldn't make sense due to ambiguity…

    1 vote
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  8. 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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  9. Add more pattern inputs to Shape Splatter

    Shape Splatter is limited to 8 inputs. Could this be improved please? I would ideally like to see a 16 inputs or more.

    1 vote
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  10. Please make tile U and tile V separatly in Substance Designer MAterial settings, like in Artomatix

    it would help to see non-square tillable textures on a default cube

    1 vote
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  11. Material Height Blend Mask

    Material Height Blend would benefit from outputting a greyscale mask.to show where material A blends with material B. It's possible to work around this by duplicating the node and feeding it pure white and black, but it would be useful to have this built into the node itself.

    1 vote
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  12. Ability to hide the link between two selected nodes

    Like in Nuke, the ability to hide the links between selected distant nodes would be great to make graphs more clear.

    1 vote
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  13. 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…

    1 vote
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  14. 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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  15. 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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  16. Instant typing focus

    Something that would really speed up workflow is immediate typing focus when selecting (clicking) nodes that have a single type-in control (especially function nodes, like constant values).

    In addition to selecting, it should also happen immediately after creating these nodes. But I think newly created nodes are selected immediately anyway.

    The only issue I can see this causing is interference with hot-keys while such a node is selected. But as long as hotkeys are typical (eg, ctrl + key), it shouldn't be a problem. No different than trying to use a hotkey immediately after typing something into a typical control.…

    3 votes
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  17. Frame/Comment shortcuts?

    Recently I needed to update my old sbs files where there were a lot of nasty nodes. So I reorganized all structures with using of frames and comments inside. After 10 minutes of making stupide clicks I came to the conclusion that it would be much faster to do everything with shortcuts such as this done in unreal engine 4. For example, the comment is button is "C", frame is "F"? It is not clear why no one asked for such a simple function.

    3 votes
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  18. Expose Filtering Parameter in Normal Transform

    This is a special case, but, the built in Normal Transform node's Transformation 2D node doesn't have it's Filtering parameter exposed. Would be nice to have that as a default, rather than needing to work around it.

    1 vote
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  19. 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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  20. Expose pattern transform matrix in the FX Quadrant node.

    You have size, rotation and offset(position) available, but could you also just have the transform matrix itself exposed as a parameter so someone could add image skewing or some matrix math while iterating?

    1 vote
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