Substance Designer

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Thanks

  1. 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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  2. 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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  3. 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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  4. 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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  5. 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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  6. 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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  7. 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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  8. 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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  9. Change multiple Frame Color parameters simultaneously

    It's easier than having to click each frame and change their colors individually all to the same color.

    1 vote
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  10. A node that places copies (of a plugged in element) where I click on a 2d view.

    I'm really tired to place small repetitive elements in my sci-fi designs by using 2d transform + blend node many times. It would be so great to have a node in which I can just plug in my element and then just click several times in 2d view to get copies of the element in proper places.

    1 vote
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  11. Maintain node graph view when switching node graphs

    When switching between between node graphs in the Explorer panel, Designer will forget your last 'view' position in a graph. Returning back to a graph shows that the view has been reset to default, showing all of the nodes in the graph in a zoomed out view. Saving and showing the last view position would allow the user to quickly get back to work on the nodes they were looking at last. This is especially useful when frequently jumping between node graphs in Explorer.

    1 vote
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  12. Export Displaced Mesh

    It'd be great to have an option to export the displaced mesh exactly the way it looks in the 3D viewport (or with translation for iRay view as those always differ).

    Use Cases: A quicker path to a 3D print.
    Especially when you're designing real world materials it would be great to have a tangible example when getting a render signed off on. Or just to quickly create prop pieces or stamping tools for specialty costumers.

    Substance Designer Path:
    1. Mesh goes into Substance Designer
    2. Deformation is dialled in
    3. Export to OBJ

    Traditional Path:
    1. Export Height Map …

    10 votes
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  13. Better light and rendering tools

    The lights in Substance Designer are very poor. You can only activate two, and you can only move one light (never the other, which is stuck in place even if you activate it). The one light you can move is very awkward and difficult to move already.

    I would like to have rendering tools built into Substance Designer that are absolutely worthy of being in the best material authoring software. movable, rotatable spotlights and point lights, among other things, would be very convenient and professional. 
    

    8 votes
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  14. Simultaneous Grayscale and Color Support (automatic switch)

    We should have the ability to create a single node that can support both grayscale and color, rather than needing to add "gray" vs "color" suffix or prefix onto each node that can support both.

    This would be a simple internal detection process, and doesn't really require any advanced changes. We would still need to write both versions of our nodes, but with the difference that Designer would automatically employ whichever one is currently plugged in.

    One method that would allow us to use a single graph would be a checkbox on input and output nodes that specify they are…

    1 vote
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  15. Output nodes "usage" section should be more consistent with the 3D preview

    I export my textures packed with each channel representing one material properties. It is possible to describe these "usages" in the Output node but the 3d viewer doesn't respect them and only seem to accept a usage that is set to RGBA components.
    I'd like the viewer to be able to gather its inputs from my Output nodes usage, even for textures that affect several material properties.

    1 vote
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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. Link Node

    I think there would be a huge benefit in having a node that links to other software, specifically ZBrush and Painter.

    For ZBrush, the node would connect to a ZBrush session and allow for users to generate height information from the session. It can also send Designer's height data to allow for sculpting within ZBrush. This would be great for easily going back and forth between the program, while organizing the sessions for their various purposes like establishing the base forms, modifying shapes, or final touchups at the very end. I see many studios (Sony Santa Monica and Blizzard, as…

    3 votes
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  18. Quick select variable in node creation

    When creating a node, allow one of the variables to be edited before creating it, by pressing tab.
    For example, with the blend node:
    The blending mode is set for quick selecting. This means that if you search for the blend node, you can press tab to select with which blend node you want to add it, this variable is then set on creation.

    1 vote
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  19. Attribute randomizer for individual tiles (to avoid replication patterns on large areas)

    Hello,
    many tutorials show already how to create an individually designed surface, even with organic realistic themes like for example a meadow with mud and other details.
    But if you use it in substance painter (or any other applicaton) to fill a large area, you can always see the pattern.
    All the realism in detail is nothing worth if you see it from far distance (like a meadow in front of your feet that reaches to the top of a far mountain).
    Because if you try to fill a large area, you need to stagger and replicate. But all your…

    1 vote
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  20. 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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