Substance Designer

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Thanks

  1. Quick shift preview for previous computed/cached renders

    The aim of this option is to eliminate the need to re-render the whole material when you just want to compare two settings and going back and forth.

    It would work like a clipboard for the material previewer
    Everytime you "record/save" a computed material you could put all the textures that goes with it into a first entry.

    Then you would capture/save a second set of baked textures that have been changed after some tweakings.

    And then, quickly visualise the two materials in the texture & 3D view by just alternating the two sets of textures instead of waiting for…

    1 vote
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  2. Sample nodes with image input?

    If possible, we need a sampler function node that accepts an integer used to select the image to sample from.

    If this is not possible, we need some type of setup change that allows us to create generic sampling functions that sample pixels from images, without those image indices being hard-coded into the functions.

    Currently, the only way to do this is some type of switch selector that samples from several images and returns the one desired. And in the pixel processor, this is a problem, because all code ends up getting executed for each and every sample. This means…

    1 vote
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  3. Replacing a node in the graph by drag and drop

    It would be nice to be able to drag a node from the library on top of an existing node in the graph and replace the node including all of its current connections. Not sure if there's a way to do this now.

    1 vote
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  4. 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…

    1 vote
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  5. Option to Default Graph Format to 16-Bit

    Using 8 bit gray values in programs like Painter results in very low quality materials. I always use 16-bit ALL of my materials. But I often forget to set the graph format before I publish, which means some of my filters are most likely making some aspect of my materials look bad without my noticing.

    I was even told by a member of your staff to always use 16 bit for gray values.

    Anyway, it would benefit me greatly to have Designer default to 16-bit. And options to allow us to select these types of defaults makes a lot of…

    1 vote
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  6. 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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  7. Auto typing focus on const value type-in

    When a const value node is added to a function-style graph, the typing focus should be automatically set on that node's value type-in control.

    The only specific situation where this would not improve the situation would be when the user wants a zero. In which case, they would just hit enter an extra time.

    So to add a new const float value of 1.3..
    With this feature: tab, f, enter, 1.3, enter
    Without it: tab, f, enter, move mouse over to properties pane, click type-in control, 1.3, enter.

    1 vote
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  8. Allow changing "Get" node type without deleting and re-adding

    While writing functions, and especially when copying and modifying a function to work with a different type, we have to delete all of the "get" nodes and re-add them with the same parameter name but with a new type. It would be very convenient to have the ability to simply change the get node's parameter type without removing it.

    Or even better, have Designer automatically change all get nodes that are associated with a parameter when we change the type of that parameter. Maybe I should have made this the primary request.

    1 vote
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  9. Type Independent Functions

    Allow us to write function nodes that accept any type for their inputs. Since function nodes are inlined anyway, it makes a lot of sense to give us this freedom, if its possible.

    For example, we should only need to write one function to generate an average. Not one for ints, one for floats, one for vector 2, vector 3, etc.

    On the implementation side, it could be as simple as adding a new type to the function parameter drop down called "any". Then just assign whatever type that gets plugged in as the parameter's official type.

    Return values will…

    1 vote
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  10. Easier SVG Rotation

    Dragging the mouse anywhere outside of the SVG rectangle should activate rotation mode, instead of having to hover really close to points that are near the edge.

    1 vote
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  11. Dynamic Graph Variables

    Requesting the ability for nodes to be capable of permanently changing a graph variable so that the next node that reads the same variable sees those changes. These variables would likely reset to their "default" values when the graph starts.

    If this is something that would cost in performance, maybe a toggle that converts a standard graph variable into a dynamic one.

    A big plus would be communication between graphs. For example, if we expose a dynamic variable of a sub-graph, we can control its starting value and read its final value after it exits.

    1 vote
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  12. Automatic parameter preset marking

    Currently, we have to mark those little pins next to each exposed parameter to record it as part of a preset. But I've also noticed that Designer marks parameters whose value has changed from its default. Doesn't it make sense to use this as part of the recording process? When a user switches into preview mode with the intention of creating a preset, they have very little reason to change any values, other than to make those values part of that preset. So why not record all values that are not set to their defaults? This would make the entire…

    1 vote
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  13. A corner tag to make it easy to resize frames. Rather than mousing over the corner and missing.

    A corner tag to make it easy to resize frames. Rather than mousing over the corner and missing

    2 votes
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  14. Transfer Textures Form UDIM meshes

    If you have for example VFX mesh with 10 UDIMs it's quite tricky to transfer textures to real time mesh that has only one UDIM. It would be amazing it texture transfer baker would support texture loading per uv tile or material. By doing so it would be possible to make low poly, low cost mesh from high end one.
    And don't get me wrong I am thinking of plane simple baking here. Like you transfer height details to normal map you could transfer same just from the texture of "high poly" (UDIM mesh) to a non udim one.

    3 votes
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  15. Ruler

    Introduce a ruler with unit selections for metrics, inches, pixels etc. similar to photoshop.

    12 votes
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  16. Compilable FX map

    On FxMap-Quadrant node, there is a option named Pattern Varient. However, we don't use this most of the time, because it only works with very specific pattern in Quardrant-Pattern parameter.

    So, here is my suggestion.


    1. At very beginning of FX graph building, we should choose a node on its properties view.

    2. The node must not have any input nodes, and have only one output node.

    3. If complie is available, complie the Fx map node on Substance Designer.

    4. After the complie, we can use every parameter of the node that we chose at step 1 in Quadrant node instead of Pattern…
    1 vote
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  17. Emphasized Frame View

    It can be difficult to read frame notes when opening a new graph with all of the node connection lines going everywhere. In addition small frames are quite easy to miss through the node spaghetti. Possibly, with the press and hold of a hotkey, everything but the frames could be 'dimmed' so the frames might be easier to spot and read.

    1 vote
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  18. Instanced Noise Nodes

    Implement something similar to a docked node (possibly greyed out, or with another appropriate symbol) that is an 'instanced' copy of a noise from somewhere else in the graph. Would help to reduce node spaghetti from reusing noises for optimization which get all over the place. If you change a parameter in one of the instanced noise, like scale, disorder, whatever, then it would update all of the instanced noises that are tied together in this way. Hope that makes sense!

    1 vote
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  19. 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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  20. Clone a node

    Add the ability to clone a node, like you can do in e.g. Nuke. From Nuke's documentation:

    "You can clone nodes in preparation for pasting them elsewhere in a script. Cloned nodes inherit the values of their parent, but unlike copied nodes, they also maintain an active link with their parents’ values. If you alter the values of one, the other automatically inherits these changes.

    Clones are helpful for maintaining consistent setups across multiple elements. For example, you might use clones to apply an identical film grain setup to a series of elements shot on the same stock. Should you…

    3 votes
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