Substance Painter

Let us know how to improve Substance Painter!
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Thanks

  1. Visualize Bake Settings with Rays pointing in and out of Surface

    It would be nice to visualize the settings in real time by producing rays that extrude from each vertex (or a portion of them when dealing with large vertex count, or even just a few you can personally select on the surface) along the surface of the object. It would also make the settings and normalization parameters easy to get an intuitive feel for if they were projected out of the surface using simple lines to display min max distance (etc...). Yes, some of these values are incredibly low and probably beyond what can be consistently rendered with floating point…

    3 votes
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  2. Paint across Texture Sets

    To be able to paint across UV's on different Texture Sets.

    2 votes
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  3. bent normal baking in painter

    For instance as an export map under output templates.

    4 votes
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  4. If a paint layer exists in the mask stack, painting on the main mask should be disabled.

    or better yet, the only way to paint in a mask should be on a layer. So many times I've unintentionally painted in the main mask layer only to have to go back a erase all my strokes manually since "clear mask" removes the entire stack. There should be at the very least an option to only clear the main mask layer and leave the stack intact.

    1 vote
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  5. Use Photoshop style color picker!

    One of the few serious peeves I have with Painter that has NOT changed over the years is the useless color picker. You are part of Adobe now, get the photoshop color picker in there already! It would be nice to be able to put in colors by their web id or to be able to copy and paste a color value from photoshop rather than trying to get exactly the color you want with the dropper. This feature needs improvement, please!!!!

    6 votes
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  6. Access to output settings for GLTF export

    Its an amazing feature to be able to export to GLTF and for the .GLB file to be generated.. but it is endlessy frustrating that the texture output settings can not be accessed.. It seems like it would be easy and within the philosophy of the software, to let us pick which maps and set the resolution and file type for what gets packed into the .GLB file..

    1 vote
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  7. Default starting layer

    Most users that I know delete the basic layer on their objects and then start with a fill layer.

    Can we make a fill layer as the default starting layer or a fill layer with a paint effect already applied?

    Maybe have a option in the preferences to start with either a Paint or a Fill layer as the default starting layer as a option

    4 votes
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  8. The Magic Wand

    Would really love to see The Magic Wand from Photoshop make its way to Substance Painter. Imagine being able to have a paint layer with multiple colour values and Magic Wand the areas of interest.

    Then create a mask and mask that on the layer. Super evident if you're making tileable texture sheets or even trim, better yet have it in a high to low bake pipeline. Now that would be heaven. 

    I've added an example image of what would be a handy tool in the 2D layout with painting directly to the UV map, along with a workflow that…

    1 vote
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  9. MaterialX Support

    Support for Lucasarts MaterialX.

    4 votes
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  10. Different random seeds for material tiling

    I don't know if this is doable, but I would like to have the ability to assign different random seeds when tiling a material. Currently, when tiled many materials began to show a clear pattern. When painting a large area, such as a grass field, it would be nice to be able to tell Substance Painter to assign a different random seed to each tile to break up the pattern.

    1 vote
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  11. Ability to add filters to instanced materials

    Can we get the ability to add filters or masks (or anything you could add to any other layer) to an instance of a material?

    For example, if you have a striped material that is used on multiple parts of a model, with only the direction changing between them, then it would make sense to instance the material then apply a Transform filter to it. Right now you can't do that, so you end up stuck copying the material in order to change the rotation value. This compounds as changes are made throughout the project as any change you make…

    1 vote
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  12. Clear and visual "save" confirmation please! Thank you. :)

    When you hit "save", you can see a pop window or progress bar to show that it successfully saved the file.

    1 vote
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  13. Export - Merge Texture sets map with same udim name

    Since new uvTiles workflow, TextureSet became more a way to sort and optimise speed in Painter. So it happens that 2 texture sets share different elements but on the same uv tile (UDIM).
    Having an option to merge exported uv tiles (UDIM) without worrying about Texture Set would be really great !
    A bit like zbrush do, you can tell zbrush to merge map from different subtool if their udim corresponds. Because Subtool are only use to sort thing inside zbrush, but at export we don't want that to split all our map.
    In this case replace Subtool by Texture…

    1 vote
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  14. 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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  15. Please add interior cube map shader with presets, for windows.

    Currently there’s no way to do this that I know of besides creating textures and shaders in Unreal. While I’m texturing building windows in substance I add glass but then later after export replace that glass with a custom shader so I can fake an interior. It would be perfect to do this all in substance painter. Upload a cube map and use it to fake an interior. This shader could be added to the current shader selection set.

    1 vote
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  16. Splash screen disable feature.

    It is a bit annoying to not be able to skip the splash screen on SP loading. It is a pretty picture, but it prevents usage of computer in the meantime, while SP loads. It is especially annoying when you are working in a hurry.

    6 votes
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  17. Cylindrical Projection

    Add a cylindrical projection that works like tri-planar to the Fill option.

    3 votes
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  18. 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…

    4 votes
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  19. Add grunge size modifier in the mask editor

    The dirt generator as well as the metal edge wear generator have a setting to change the size of the grunges. Mask editor doesn't have this setting.

    1 vote
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  20. Implementing a Search Bar

    would be nice if you can implement a search bar so its easier to find layers.

    1 vote
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