Substance Painter

Let us know how to improve Substance Painter!
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Thanks

  1. Same features and UX for SBSAR materials between Painter and Designer

    If you have ever created a SBSAR material for Painter you may have noticed that the experience of using it in Designer and in Painter is pretty different. There is a bunch of specificities in Painter you have to know in order to make it work as you wish – when possible – and once that done you discover that the UI of your material is not exactly what you had at the beginning in Designer.

    Not only this is disturbing (after all it is the same material that is manipulated) but as a material designer it requires quite a…

    34 votes
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    started  ·  0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  2. Copy paste / Drag and drop sub layers and mask layers.

    We can already reorder sub layers... However, being able to copy and paste any sub layers/mask layers (filters, fills, levels) is kind of missing. Also, being able to drag and drop them from one layer (or mask layer) to another would be nice.

    12 votes
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    2 comments  ·  Flag idea as inappropriate…  ·  Admin →
  3. create something like zBrush stroke roll

    zBrush has one cool option for stroke. It is Roll. It is realy powerfull thing! I can't find something like this in painter.
    I create simple test in zBrush and Substance Painter. I used the same alpha for test.
    Here you see zBrush and Painter results:

    39 votes
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    under review  ·  5 comments  ·  Flag idea as inappropriate…  ·  Admin →
  4. bake curvature from mesh

    Right now the curvature is generated from the Normal Map which leaves artefacts and gaps. Since a lot of smart materials are driven by curvature maps, curvature from mesh would be a crucial addition to painter's bakers.

    9 votes
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    1 comment  ·  Flag idea as inappropriate…  ·  Admin →
  5. Separate (multiple) 2D / 3D viewports

    The idea was coined by user Retry on the forum here:

    https://forum.substance3d.com/index.php/topic,30094.0

    The request is to faciltate the ability to check the work immediately on a different screen with a different camera. The most obvious example is being able to paint in the 2D view (UV view) and seeing the 3D view update; preferably on different monitors as well. As Retry's example outlines, painting on the Cintiq and seeing 3D viewport updates on the second monitor.

    An example from Mari, it allows you to view your work simultaneously from different angles practically immediately after "baking" the paint strokes. This makes…

    5 votes
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    1 comment  ·  Flag idea as inappropriate…  ·  Admin →
  6. Polygon fill erase

    Need possibility to erase by polygons, meshes and uv shells.

    6 votes
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    1 comment  ·  Flag idea as inappropriate…  ·  Admin →
  7. RTX support

    Allow support for RTX to speed up the baking process (similar to designer)

    7 votes
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    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  8. Live link with Photoshop

    It would be great to have a live link between SP and PS. The export to PS is a great tool, but I need to come back again to SP and continue to paint my textures (and today it is not possible).

    I only use other software to make my textures because I need this tool. Since Adobe is the new owner o SP, I would like to see an easier and better bridge between the two software.

    Continue to make this great job, Substance's Team!

    2 votes
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    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  9. Substance Plugin for FStorm

    Please add FStorm support for Substance Plugin.

    https://youtu.be/OIQ6c-THEX0

    Thank you.

    Best regards,
    Andrew.

    1 vote
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    1 comment  ·  Flag idea as inappropriate…  ·  Admin →
  10. Display shelf content as list.

    Display shelf content as list (with full names) and/or detailed list (with texture resolution, format, etc)
    To see the full name now, you need to place the cursor over the preview and wait, or set the shelf display to large.

    4 votes
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    1 comment  ·  Flag idea as inappropriate…  ·  Admin →
  11. Use scroll wheel to change slider and value in SD and SP

    Self-explanatory like in photoshop!

    2 votes
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    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  12. 2 votes
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  13. Support UNC paths (huge for working from servers)

    Substance Painter only works on mapped drives. We can't import or export to UNC network paths and it's very frustrating. I hope this is an easy fix and gets solved soon.

    2 votes
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    1 comment  ·  Flag idea as inappropriate…  ·  Admin →
  14. Allow 360 degree angle for lighting rather than rotating around Up axis

    Sometimes I have models that have details on the bottom of the mesh (a car underbody for example) that I cant accurately see what the lighting looks like because Painter only allows for rotating the scene lighting around the Up axis.

    41 votes
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    2 comments  ·  Flag idea as inappropriate…  ·  Admin →
  15. Duplicate and copy/paste effects

    It would be SUPER HANDY if we could duplicate (also copy and paste) the effects we add on the masks (generator / paint / fill / etc). I ran into a situation where I had to put the same text on both sides of a symmetrical mesh, so I did one side and, since the mirror on the software doesn't mirror the fill layers at all, I had to do everything from scratch to the other side. I could have only duplicated the effect and moved the text with the manipulator available for the fill effects.

    33 votes
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    5 comments  ·  Flag idea as inappropriate…  ·  Admin →
  16. Substance Painter - Ability to apply Adjustment Curve to remap textures

    Hi guys.
    Please release this patch ASAP!

    We do not have the ability to remap textures that plug into channel input slots. But this is critical to the texturing workflow!

    Any channel or port, such as color, roughness and so on, that can accept a texture should have the ability to offer remapping controls for that texture.

    We need spline based remapping as in the Adobe Photoshop Curves adjustment. The levels controller is terrible.

    Good examples to reference include the 3ds max has a node called "Output".

    This way we can source 1 texture, plug it into a texture slot…

    4 votes
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    2 comments  ·  Flag idea as inappropriate…  ·  Admin →
  17. Add ability to create/edit channel across all texture sets

    Currently if you need to add a new channel (i.e. user0) to an asset that has multiple textures sets (UDIMs), you need to click through each texture set and add the user0 channel manually. This is also true if you want to change the data type of a channel (i.e. change my user0 from 32 bit to 16 bit)

    Could we add the ability to create a new channel across all texture sets simultaneously? This could be the same as the Instantiate Across Texture Sets gui.

    Thanks,
    Chris

    18 votes
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    planned  ·  3 comments  ·  Flag idea as inappropriate…  ·  Admin →
  18. Javascript API: Add alg.fileIO.CreateDirectory and alg.mapexport.SetExportPath

    We have in our project structure mirror directories between our source assets (Substance painter, designer, photoshop, 3dsmax, etc) and our assets used bu our game engine (.png, .tiff, fbx, etc)

    We would love to improve our studio workflow by having a SP plugin automatically exporting textures in the correct mirror path.
    The Javascript is great, but is lacking those two very simple and basic functions:

    alg.fileIO.CreateDirectory(path) to simply create a directory.
    and alg.mapexport.SetExportPath(path) to change the current project export path.

    Those are quite basic and would without a doubt be quite easy and quick to implement. It would be great…

    1 vote
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    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  19. export different texture size per texture

    in some cases its not desired to have all textures at the full resolution, so it would be nice to be able to specify each texture size in the export template rather than having all exported at the full resolution and then needing to reduce the size in an external software.

    63 votes
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    planned  ·  7 comments  ·  Flag idea as inappropriate…  ·  Admin →
  20. Basic 3D Manipulation

    It would be nice to be able to arrange (rotate,pan, scale) each piece of geometriy in the viewport separately and also to able to add further pieces e.g. one model, then a base plane, then a duplicate of the first model but rotated etc.

    1 vote
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    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
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