Substance Painter
Let us know how to improve Substance Painter!
Some guidelines before posting:
- This place is dedicated to feature requests and/new ideas suggestions. It is not made for bug reports (you can use the forum or the bug reporters for this).
- Before to create a new ticket, make sure your idea hadn’t been suggested before (if so it’s better to upvote it)
- 1 post = 1 idea
Thanks
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Please open the Brush color API?? I need to connect my Color Palette!Thank you!
Please open the Brush color API?? I need to connect my Color Palette!Thank you!
46 votes -
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.)
12 votes -
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…3 votes -
Exchange 2010 Deleted Mailbox Recovery
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1 vote -
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.
2 votes -
Allow UV tiles (UDIM tiles) to be renamed
With the new Substance Painter UDIM workflow, UV Tiles appear in the Texture Set List with their standard sequential numeric values (1001, 1002, 1003, etc).
I'd like the ability to rename these tiles, or alternately add a textual name value to appear next to the tile number. This would provide a nice usability benefit to remember what the purpose/use of each tile is.
4 votes -
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..
8 votes -
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 -
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…
29 votes -
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…
55 votes -
Python API - UV Tiles workflow
Hi, there is currently nothing insinde Python API documentation to handle UV Tiles !
We can handle channel pretty well but not having anything for UV Tiles makes it quite useless.
For example resolution is now depending on 2 factors : Texture Sets and UV TilesAnd more general thing it would be great if the API could be updated with more stuff, it is very limited for now ! Thanks
4 votes -
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.1 vote -
Render in Iray looks like not not using NVIDIA DLSS
Is Iray using NVIDIA DLSS?
Looks very noisy and I wish that DLSS is activated.
Because with RTX 3090 is almost taking the same amount of time as my old GTX 1080Ti.1 vote -
ost file transfer to pst
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1 vote -
Recover deleted messages from ost files
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After recovery of the deleted messages from the ost file, you can go for the conversion of the ost file to PST to prevent further corruption and simultaneously prevent the ost files from facing any critical aspect.
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1 vote -
How to convert EDB file to PST file
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1 vote -
Restore exchange mailbox from ost file
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You can even save the recovered data in the various other file formats like PST, MBOX, MSG and…
1 vote -
Exchange 2010 EDB to PST Converter
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1 vote -
Baking ID map from UV islands
Something I would really like is to be able to do is use UVs to generate the ID map. Often that is what I use to generate random vertex colors, so this would allow me to cut out that intermediate step.
1 vote -
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.
138 votes
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