Substance Painter

Let us know how to improve Substance Painter!
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Thanks

  1. Python API > Access to layers

    Extending the Python API by getting access to layer operations like:


    • Creating, renaming, deleting layers

    • Reordering of layers

    • Assigning resources to layers

    • Editing layer properties (Blend modes, channels, opacity, etc.)

    18 votes

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  2. 48 votes

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  3. Option to disable brush strokes recording

    We all know that SPainter is made this way to provide a non-destructive workflow, so we can change the model, uv, materials and it will reproject/recalculate stuff for us.

    BUT...

    Its about years people asking fixes that enable us to make handpainted textures.
    The new brushes are amazing and feels good to use. But if we use for a long time, the app starts to slow down and the file becomes HUGE.

    My suggestion:
    Just a button to "not record brush strokes in the current session/project".

    The file will not be huge when we paint.
    The app will not slow…

    6 votes

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  4. 2 votes

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  5. Height painting without tedious anchor setups for each and every layer on top.

    If given multiple materials on top it's really tedious to link every one of them to the bottom painted height. A more user-friendly rework, making the painted height layer automatically affect everything on top would cut many steps in my workflow and offer such a more pleasant experience.

    2 votes

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  6. Ability to create mask with geometry name

    In guerilla render you can use a node and regex to select piece of geometry you want to assign things.
    Imagine like a fill layer but instead of color or anchor point, you can select "geometry name", and thus, if you named ahead your geo, you can type "steel", "nuts", and it will create a b&w map with your regex selected geo in white and else black.

    3 votes

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  7. Render in iray with wireframe as per Marmoset

    It would save a lot of time to be able to save out a render with wireframe for portfolio and technical presentation without having to import it as a mask. If it is on in the viewport it should appear in the render. If it is off in the viewport it should be off in the render.

    3 votes

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  8. RLM Based Floating License Server Licenses

    Make your software less difficult to manage in a VFX environement and add an option to buy/rent RLM based Floating Licences.

    The login system is tedious to manage in a studio environment and eats up sysadmin/pipeline time when it should just not be a thing to worry about at all.

    Your competition has them...

    1 vote

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  9. Automatically place selected layers into New Folder.

    There should be a function that automatically places any selected layer into the folder when you click the add folder button.

    https://i.imgur.com/Cqlb78a.png

    https://i.imgur.com/kZzNqaM.png

    It could be a toggle-able option too that activates when you click the folder button while holding ctrl ,shift ,alt or etc.

    1 vote

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  10. Make the installer download at a good speed.

    I tried to download substance painter 3 times and each time the download goes at about 5mbps (much slower than my connection) and it seems to just give up complaining about connection problems.
    Odd considering ive been using the connetion for weeks now with no problems.

    1 vote

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  11. 2D Texture bend

    when using auto UV Unwrap, i would have to go along with substance painter UV maps, sometimes textures don't fit, for example like a zipper texture.

    1 vote

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  12. Implement the ability to move the model in all three axis independent of the HDRI.

    Would love to see that implemented. As it is just now it really hampers the Iray [ which is a superb render engine ] Love Painter, just that Iray is "Hamstrung " by the lack of the aforementioned.

    1 vote

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  13. Paintable Mesh Maps

    After baking the occlusion or curvature map can have some funky problems, most of the time stemming from intersection. You could fix that by exporting the mesh maps, editing them in a different program like photoshop, importing them back in painter and replacing the originals. But why can't we just edit them in painter on the fly and rebake with the edits made.

    1 vote

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  14. HotKey for all effects been collapsed (Hidden)

    Please, make hotkey for all layer effects and mask content will collapled (Hidden) in one time! This constantly interferes with project navigation, and closing one by one is not at all convenient, and the effects do not collapse at all!
    https://i.imgur.com/nLM45RZ.png

    1 vote

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  15. udim tile visibility toggle

    Hello! It would be great if there were a visibility toggle on each udim uv tile, so that when working on one specific area of a detailed, multi tile texture/shader only the tiles being worked on would need to be loaded into ram.

    1 vote

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  16. Keep settings input boxes active after hitting enter

    After entering a number in a settings input box (for example: Roughness: 0.5) and hitting enter, keep that little text box active so that a new setting can be entered immediately by just typing, not having to click back into the input box to activate it again.

    Unreal Engine does this and it lets you make quick minor iterations without taking your eyes off the model (especially if using the 10-key pad of a full size keyboard).

    It's such a minor change to make but it would be so convenient!

    1 vote

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  17. Sub categories for materials

    I don't want to have all my materials in a single collection. I want to be able to keep my own materials and variations in a separate folder from the default ones, and be able to put downloaded materials in their own folders..

    9 votes

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  18. Merge layers button with photoshop plugin

    Right now when you want to export using the photoshop button, all the layers go with it but all I need are the maps (diffuse, metalness, etc) exported into seperate psd files. I know there's an export to psd's when exporting your textures normally but this one is all merged into one psd file. It would be even better to just have it done with one click. Thanks!

    1 vote

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  19. To be able to store baked maps on disk (not inside the substance file)

    I'm working on a asset that has almost 40 udims. When I bake the utility maps needed for all those udims (some needing 8k) my file size increases to 20GB+ because all the maps are stored in the substance file.

    I'd suggest an option in the preferences where one could choose a seperate location for those maps so every substance (and autosave) doesn't have to be so large.

    This would save time on saves and autosaves (right now it's taking 3+ minutes on a 20+ GB file) and would also make me save the file more often, which reduces time…

    33 votes

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  20. ID color picker location

    When you rebake your maps after reimporting a corrected mesh the colors of the ID map changes. This cause all the layers that used color selection to break.
    If the pick color remembered where you did your pick color it could update easily all the colors for the masks.

    7 votes

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