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 going to get the same clean checkerpattern all over the arm. It will be distorted, due to shape but also heavily distorted just because of the UV ratio.
Would be sooo golden if Substance support 1X2/2X1 ratio textures all the way. Viewport, generators and masks etc.
Flagging this AGAIN in 2020. I'm sure devs are aware, but in our studio, we tend to use plenty of non-square texture format.
Every time texture is being stretched to work in a rectangular format, the entire software bogs down in performance.
This NEEDS to be optimized better. More people work this way, i presume, but PLEASE get this in their radar more.
Do Substance Developers even go through these feedbacks?
If you create a texture in a non square format (for example 2048x1024), the 2D/UV viewport should reflect the chosen aspect ratio.
PS! I'm sure it is already on the developer's radar. It has been suggested before but the moderator requested a separate post because the original post asked for two different features.
I found out that non-square texturing works eventually...just painting in 2D viewport doesn't work this way correctly
Non-square UV texturing (2048x1024)
- In our company we use often non-square UVs, very often I don't need to use 2048x2048 but 2048x1024 is good enough. So far it is not possible to texture in SP in non-square aspec ratio as far as I know.
Multiple UV sets
- Possibility to choose from multiple UV sets for different channels (albedo, normal, AO,...) would be nice. In ArmA 3 we use 2.nd UVset for stuff like Ambient Occllusion, Macro maps, Detail textures. 1st UVset we use for Diffuse, Normal, etc.
Without these features it is kind of problematic to use SP/SD