Substance Painter

Let us know how to improve Substance Painter!
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- 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

  1. pencil tools just like in photoshop

    I have to back to use the old manual photoshop way to do the perfect pixel alignment and this is really slow us

    the pic below create in photoshop

    9 votes

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    3 comments  ·  Flag idea as inappropriate…  ·  Admin →
  2. Eliminate Morae Pattern

    High frequency tileable height map patterns for things like textiles create a morae pattern in the viewport when viewed at a distance. The antialiasing post effect makes the morae pattern slightly more blurry, but does very little in terms of eliminating it.

    4 votes

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  3. Hide Seams Layer

    In the layers panel, there are options for adding a paint, fill, smart material, etc.

    I would like to suggest adding a "Hide Seams" option that would create a paint layer that is set up to paint over seams.

    But, I'd like it to be smarter than manually creating a paint layer where I have to manually change all of the channels to "Passthrough."

    When I do it manually, there doesn't seem to be a way that I can create a brush that includes all of the effects that have been layered on the object.

    So when I begin to…

    3 votes

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  4. Add a preview image in the cursor for clone stamp

    SP2 doesn't have a "preview" for the clone stamp's source inside the cursor, like photoshop does, and once you've click to begin cloning then the source is always relevant to your cursor. What that means is that if I click to begin the cloning and find out a something is not perfectly aligned, I have to reselect my source and try again.

    Cutting down on the back and forth could go a long way toward speeding up clone stamp and really help Substance stand out as a Photogrammetry tool.

    2 votes

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  5. Plugins in a custom location

    Ability to put plugins in a custom location.

    It would be incredibly useful for people using source control (like P4), to have the ability to put plugins in a custom location, so they can share it across workspaces. Right now, the problem can be solved with symbolic links, but that's messy and creates a whole mess of potential issues that could be circumvented if the shared location could be referenced directly.

    2 votes

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    backlog  ·  2 comments  ·  Flag idea as inappropriate…  ·  Admin →
  6. VR HMD Previews or painting - HTC Vive iRay Viewport Painting

    It would be great if we could paint in a 3d viewport in an HMD like the Vive. See our object Using iRay and paint using one controller for rotation and the other for the brush.

    2 votes

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  7. Autonomous Render/Load Thumbnails In Shelf

    I'd like for the thumbnails in the shelf to load/generate without one having to select the category or having to scroll down to get them all generated.

    For example, launch Painter, go get coffee, all thumbnails are generated.

    As it is now, one can let it sit there and it will not generate thumbnails beyond the ones currently visible in the shelf.

    3 votes

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  8. improve the features of the bake lighting with environment node

    It would be great to be able to add additional lights in the bake lighting with environment node.
    Defining the shape and blurriness of the lights would be a very handy feature, too.

    2 votes

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  9. Brush spacing preview or arrange tool

    Hi there,

    Here's my idea:

    Like the patterns in the picture below, I want to paint a row of them(by holding ctrl+shift ),and leave about the same space on both sides.
    So before painting,I need to know exactly how they're gonna be arranged on the surface by the spacing value I set on brush.
    But for now I have to paint and undo, again and again until I get the result I want. :(

    So it would be nice to add a preview of it in main view, maybe a toggle on tool menu or something.
    Or perhaps a new…

    2 votes

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  10. Use a sbsar as a Painter pre-export process

    The ability to add an sbsar as an export processor step on export from substance painter

    Example: Drop a sbsar into a painter export template that adjusts levels of an output texture on export.

    3 votes

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  11. Substance Painter scene organizer aka ''Outliner"

    Would be great to add new or additional geo into painter scene. And abilitiy to reload selected part of geo. As in Marmoset.
    Also possibility to import a camera. And ability to freeze the camera position.

    2 votes

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  12. the idea for the convenient use of "shelf"

    Good afternoon! I work in your package, and I like it, but as the work I had some ideas at the expense of "shelf" and I would like them to sound. Why not make a separate button on the top of the "shelf", what would it be able to press and it opens it up to full screen. But then, when you choose the right mask, for example, and takes the mouse cursor to the area of ​​"shelf", it automatically disappears. And to make a hotkey for "shelf", what would it be able to press, hold, hover over what you…

    4 votes

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  13. Antialiasing settings by additionnal map

    It would be nice to have different settings of antialiasing by additionnal maps :

    for exemple :
    ID (no antialiasing)
    Normals, curvature,position (8x supersampling)
    AO and Thickness (2x supersampling)

    It would be really appreciated.

    2 votes

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  14. Name of Exported Textures

    Control over how the exported textures are named.

    In many case, we use the same mesh multiple time to bake decals or tillable textures. Which means the exported textures are always named the same based on the mesh name.

    In this case, the texture should be named from the painter solution, not the mesh or the material slot.

    Decal1Albedo
    Decal1
    Metal
    Decal1_Normal

    Tillable_Albedo
    etc.

    5 votes

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  15. 2 votes

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  16. Allowing the MG Mask Editor to access procedural's images features.

    Currently, the MG Mask Editor is one really powerful and versatile tool, but it's lacking one major important feature : Accessing the Procedural images full features when inserted into the Image Inputs slots.

    What's good at using procedural images in the MG Mask Editor if we can't even modify, for example, the amount of lines, direction or forms from the procedural image? It also need the ability to adjust the image content in a similar manner as the Fill layer with UV Scale, UV Offset, UV Rotation, etc.

    3 votes

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  17. Node Based Brush engine

    More of an idea, that I wish painting softwares would support: Why not have the brush settings in a node based system?
    That would be way way more flexible than having just some pre-defined sliders. Allegorithmic is probably the company that will understand this best - and has the experience to pull it off.
    It would sole tons of user requests here that ask for more brush options.

    3 votes

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  18. Smart Material Parameter Attribute Holder

    It would be nice for smart materials (and to a lesser extent smart masks) to be able to expose parameters from the sub-layers and place those in the top level folder for the smart material itself. This would allow the developer of the material to mark key parameters for adjustment and the users of the material to avoid diving through the layers to make simple adjustments.

    I envision it working similar to how it does in Substance Designer. Just have a little expose button that would expose a parameter to a selected parent folder.

    I love smart materials and they…

    3 votes

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  19. Option to always import to project '***'

    Add a option to always import to project '***', when drag&drop texture without popup import window. Just the same way that painter1 works.

    4 votes

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  20. Fill effect as mask + Material mode only support basecolor output

    The Fill effect (as Add effect) in mask slot doesn't support different outputs (but only a basecolor) if you use material in grayscale input. Say I want the default Conrete Clean material to be masked out by its height channel via placing it additionaly in mask\fill effect\grayscale slot. It is important to have it that way, because of UV scale\offset\rotation parameters which are avalable in fill effect. If you try to use material in Mask builder you will only have scale adjustment which is not enough.

    3 votes

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