Substance Painter

Let us know how to improve Substance Painter!
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  1. 30 votes
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  2. 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…

    34 votes
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  3. Custom Plug-In Directory Paths

    At my studio, we need to distribute a set of custom Substance Painter plug-ins to all of the artists. Substance Painter doesn't provide any mechanism to load plug-ins outside of the standard Windows path at %userprofile%\Documents\Allegorithmic\Substance Painter\plugins.

    We want to avoid modifying modifying %userprofile% or placing files in the users' Documents folder, which is outside the realm of the directories that our pipeline typically manages.

    Most DCC software allows you to specify custom plug-in paths. Can you expose a command line argument or environment variable for additional plug-in path loading?

    3 votes
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  4. 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…

    8 votes
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  5. Autosave fails when hard drive fills up

    If your hard drive fills up, autosave will get stuck causing all work to be lost. It should be aware when the hard drive where autosaves are located is too full and not attempt to autosave if there is not enough space, and warn the user that there is not enough space to save the autosave file.

    Or be able to cancel an autosave that is in progress.

    Also, a setting to limit the number of autosaves for a project.

    Also, something to not autosave when nothing has changed in the project.

    I can't believe this happens! The feature that…

    2 votes
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  6. Could you just make substance source work again.

    Please make Substance Source work again.

    Endless loop of nothing in both Substance Launcher and when loading it from within Painter.

    Everything else works and loads real fast - except Source.

    Source is becoming increasingly useless - just can't get to it no matter what you try.

    3 votes
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  7. MaterialX Support

    Support for Lucasarts MaterialX.

    1 vote
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  8. 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.

    28 votes
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    3 comments  ·  Flag idea as inappropriate…  ·  Admin →
  9. 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.

    20 votes
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    3 comments  ·  Flag idea as inappropriate…  ·  Admin →
  10. Sync Source with Shelf

    It would be a great feature to be able to sync one's shelf library with owned materials in the Source. Having just upgraded pcs and forgot to back my library up (opps) I find myself wishing I could just poke a button to get all my Source materials into my shelf without having to go identify each one and poke it to download. This would be a great way to get any updates to existing materials as well. It would probably be more efficient as well since it could be hitting your servers at whatever speed is optimal to not…

    1 vote
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  11. More Baking Speed!

    Please add ways to speed baking to best use high end computers with many cores Threadrippers/i9s and high ram. I upgraded from 4 cores to 24 and was a bit disappointed to find substance using only about 15% of my new horsepower. Yes the baking goes faster but it seems like it should be chugging harder/faster than it is. It would be good if there was a turbo mode that would blank the viewport and the feedback list (although i do love that feature) so that the baking can just go full out without doing any extraneous updating that could…

    1 vote
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  12. how about putting the menu items (e.g. file/new project) at the top of your Substance launcher so like I could actually use it?

    Substance does not work. Period. I was told to get it but all I see is tutorials and your magazine.

    2 votes
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  13. Transfer Maps for new UVs

    Until the time of writing we can't preserve the strokes position with imported maps so if we change the UVs of the mesh the imported maps won't follow but If somehow we could use Projection menu to project the baked map such as Albedo using the 2D view of painter to project them directly on UVs then we can change the mesh UVs and import the mesh again and this time (preserve strokes positions on mesh) works perfectly fine. That's it we transfers map without any artifact and hard work which nowadays workflows such as maya transfer maps have.

    1 vote
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  14. "Node editor" instead "Layers", or switcher between them

    I really often need use one mask for few layers and change mask component separately. Nodes system is decision.
    In Substance Desinger i cant drawing right in viewport and use brush with alpha, make this possible and i buy desinger and forget about Painter.
    Node network - is future

    P.s. Sorry for my bad english

    3 votes
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  15. Quixel Megascans

    Please, add more easy procedure for import materials from Quixel Megascans

    2 votes
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  16. Detect already open project and update mesh instead of opening a new instance of SP

    A user "MrPositivity" of my Blender addon recently requested " Right now if I try to re-export from blender to SP, It will open new Substance Painter, can it be made to detect if SP is open and if it is you just Export mesh and update already opened SP?" I too would like this feature and other addons/integrations could also take advantage of this. https://github.com/DigiKrafting/blenderaddonsubstance_painter/issues/11

    2 votes
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  17. Ability to import UDIM textures and automatically apply them on UDIM tiles inside Substance Painter

    Many times I am taking over an asset which is done in Mari and has the maps already exported. If the asset has a lot of UDIM tiles, its difficult to go in one by one and import the UDIM tiles and apply them on each UDIM texture set in Substance Painter.

    Can we please have an automated system where I can point SP to a folder, it matches the textures in the folder to the texture sets in my SP project and imports all of those textures and applies them to my mesh?

    Thankyou!

    3 votes
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  18. 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…

    36 votes
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    started  ·  0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  19. Projection Tool: Overlay Image is too dark (let us see the original colors or adjust brightness!)

    Hi,
    in Mari the projection overlay image is always looking natural.
    In Substance it is extremely dark shadowed and it is hard to determine details.
    Don't make a grey shadowed overlay or let disable this by checkbox.
    Especially in dark low contrast images I really can't see the source.
    With hotkey S the overlay image should be clearly natural visible.

    2 votes
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  20. AdobeRGB support (not only sRGB)

    Hi there,
    all cameras can deliver a rich RGB format like AdobeRGB.
    In Substance we can currently only assign sRGB, which is a very small limited color space.
    It should be by default possible to assign OTHER COLOR PROFILES (like it is in Photoshop possible)
    – at least ADOBE RGB – instead having the extra work to convert to the small sRGB and loosing quality.

    2 votes
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