Substance Painter

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  1. 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…

    61 votes

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  2. Check Painter Version in Python API

    There ought to be a way of checking the Painter version in the Python API.

    Similar to what exists in the JavaScript API:
    alg.version.api - JavaScript api version
    alg.version.painter - Substance Painter version

    3 votes

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  3. 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 Tiles

    And 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

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  4. Rotate environment map upside down

    Sometimes i am texturing lights which are pointing from top to bottom and it is very hard to texture it due to bad lighting... i cant rotate environment map so i have to flip models which is very unpractical for long term...

    1 vote

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  5. 1 vote

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  6. 1 vote

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  7. Support 16-bit for EXR texture export

    In VFX, it's very common to use EXRs at 16-bit, and it is usually the default bit-depth when using them.

    Please add support for 16-bit EXR texture export.

    Also, I'd like to echo Stu Tozer's request to provide compression scheme options:

    https://forum.substance3d.com/index.php?topic=25551.0

    10 votes

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  8. 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

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  9. Bake Setting & Export Settings is useless in v 6.2.2 Build 661

    It is nice to have the window marked in the file attachment number 1, but it was much more useful to have the selected one in older versions bake and bake all. This window should be used, for example, if we want to bake 3 of them. Bake one of the favorite options and bake all. It seems unnecessary to see the save settings button in the file attachment number 2 and it closes when I press it, it is very meaningless. It would be great if it was a Save Preset button, but the big buttons at the bottom…

    1 vote

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  10. Channel Selection Buttons for Blending Modes

    I frequently forget to first check what channel I have selected in the drop-down menu before changing the blending mode/opacity on a layer, and I think it'd be nice to have the option to switch between a drop-down menu and buttons, like the channel buttons in the Properties tab. It's just a little visual cue to make it more obvious, so it doesn't take 5 seconds wondering why messing with the blend mode/opacity isn't doing anything, just to realize you were working in the wrong channel.

    1 vote

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  11. Bake AO based on materials

    There are lots of situations where some parts of the asset move, and it ends up exposing the AO that is underneath them (and it looks like an artifact). So, there should be a way to assign materials to the groups/geos that are static and then select to bake the AO separately based on each color group.

    In that case, there should be an option on the Ambient Occlusion texture set > Self Occlusion > and then on dropdown menu, select "By material".

    It's something hard to explain but I'm sure those who use SP on a daily basis production…

    2 votes

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  12. Dockable UI after tear off

    I would like to suggest a dockable UI that, after tear off can dock to a different monitor or placement that is remembered on reopen of painter, rather than free-floating windows that don't remember placement or size. The ability to save a particular workspace configuration would be ideal.

    1 vote

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  13. Paint across Texture Sets

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

    5 votes

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  14. Paint Layer with the same transform functions as a Fill Layer

    I think it would be a great idea to have the same transform features as per the fill layer for paint layers. This means being able to visually manipulate the scale, position, and rotation within the 2D (UV) View, and having the same sliders where you can scale in either X or Y, ect...

    This will save us time from having to use Anchors and referencing our Painter Layers in another Fill Layer. The transform filter has limitations and isn't as intuitive as a Fill Layer which is why a lot of people are resorting to using anchors as a…

    3 votes

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  15. Blender-style Customizeable Menu for Favorite Tools

    This is something that seems so obvious for every DCC package to have:

    Give me a one-key shortcut to open a customizeable menu that has Favorite tools I've assigned for common tasks for easier access. Right Clicking any option, or tool, brush, material, etc. brings up the "Add to Quick Favorites" option, and pressing the keyboard shortcut for that menu brings up all the settings I've added to it.

    4 votes

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  16. More export options, like flags and texture renaming

    Add more flags, like $size, and allow to change the naming, like albedo or diffuse instead of base color.

    4 votes

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  17. 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…

    2 votes

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  18. Skip autosave when there hasn't been any change

    I sometimes don't close Substance Painter when done for the day. (to start a 8K export on all UDIMs for example). After the export is finished after a couple hours, Substance continues to save every half hour, even though there isn't any change between autosaves.

    It seems fairly obvious, and therefore I'd like to suggest it as a new option in the preferences or just a new feature to only autosave when there has been a change.

    19 votes

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  19. Transform tools suggestion

    Really in desperate need of upgrades for transform tools.
    First: Global symmetry with triplanar or planar projection doesnt work in worldspace, would be great to have that working.
    Second: Would be great to still eb able to use transfrom tools when having multiple layers selected, big help!

    2 votes

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  20. Symmetry worldspace location

    Right now Substance only determines the position of the symmetry plane by using the center of the bounding box. You can offset this but it's mostly eyeballing when using different meshes. Give the option to allow the symmetry location to be alligned to the world space (placed on origin) and allow the offset to be done in standardized units that make sense like cm or inches, so you can correctly place your symmetry plane.

    1 vote

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