Substance Painter

Let us know how to improve Substance Painter!
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  1. Better support for non square textures.

    Substance Painters UV viewport is 1X1 texturespace.

    So when working with non square textures you need to stretch the UV to cover 1X1 space.

    Due to this Painter works from a stretched UV and that will stretch the textures placed on it.

    A good example on problems you can get is when your trying to add a checker pattern to a UV'd sleeve on a shirt, in a bent arm position. Its a complicated shape, with folds and with a bend in the middle. So not always possible to keep it orientated horizontal or vertical.

    Because of this your not…

    24 votes
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    3 comments  ·  Flag idea as inappropriate…  ·  Admin →
  2. 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…

    35 votes
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    started  ·  0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  3. 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.

    15 votes
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    2 comments  ·  Flag idea as inappropriate…  ·  Admin →
  4. 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:

    41 votes
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    under review  ·  5 comments  ·  Flag idea as inappropriate…  ·  Admin →
  5. 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 →
  6. 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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  7. 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!

    3 votes
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    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  8. 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 →
  9. RTX support

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

    7 votes
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  10. 3 votes
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  11. Bake id map from material id to random color

    In my current workflow, I have to render a highpoly in VRay which I then use to bake the different maps on my lowpoly. they are mostly mechanical stuff and most of the time, the materials have the same colors but different roughness and/or metallic values. As such, the material colors are useless for baking the ID map and I have to spend countless time replacing each material with a different color.

    It would be nice to have the option bake the ID map using the material name and have it assigned a random color.

    1 vote
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  12. I want to sell a subscription for substance source only

    First of all apologize for posting in google translation.

    I'm currently buying a buy-out type substance product on steam.
    However, in order to use the substance source, you must subscribe even though you already have substance products.

    So I suggest that you start selling subscriptions with only substance sources, or want users who already have substance products to use them freely.

    If this idea is accepted, I think that it will become more creative.
    Please vote to support me so that my thoughts can be conveyed to the management.

    1 vote
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    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  13. 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 →
  14. 2 votes
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  15. 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 →
  16. 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.

    37 votes
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    5 comments  ·  Flag idea as inappropriate…  ·  Admin →
  17. 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.

    43 votes
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    2 comments  ·  Flag idea as inappropriate…  ·  Admin →
  18. Break instances

    It would be great to be able to break an instanced layer or group of layers to make it unique. I know that you can still copy and paste layers between texturesets but it would be a better workflow to just be able to break the link between the source layer and the ¨children¨ one. For example, sometime I paint on a mask inside of my ¨parent¨ instanced group and then I would like to paint on the same mask but inside of the textureset that has the ¨children¨ instanced group, but I can't. Since I'm not sure if I'm…

    1 vote
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  19. 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 →
  20. Support for Surface Pro 7

    I bought a new Surface pro 7 i7 with Intel Iris graphics.
    Painter doesnt even start up on it.
    After checking out all the recommended settings and tech overviews, it looks like theres no support for the GPU.

    1 vote
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