Substance Painter

Let us know how to improve Substance Painter!
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Thanks

  1. AdobeRGB support (not only sRGB)

    Hi there,
    all cameras can deliver a rich RGB format like AdobeRGB.
    In Substance we can currently only assign sRGB, which is a very small limited color space.
    It should be by default possible to assign OTHER COLOR PROFILES (like it is in Photoshop possible)
    – at least ADOBE RGB – instead having the extra work to convert to the small sRGB and loosing quality.

    3 votes
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  2. Sync Source with Shelf

    It would be a great feature to be able to sync one's shelf library with owned materials in the Source. Having just upgraded pcs and forgot to back my library up (opps) I find myself wishing I could just poke a button to get all my Source materials into my shelf without having to go identify each one and poke it to download. This would be a great way to get any updates to existing materials as well. It would probably be more efficient as well since it could be hitting your servers at whatever speed is optimal to not…

    1 vote
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  3. Ghost view of high poly object over scene

    There are many reasons the high poly mesh sometimes don't superimpose position or scale of the low poly and seeing them both over each other would help a lot. Even a numeric mismatch warning like: "high-poly object size mismatch 55%" would help.

    1 vote
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  4. Subscription payment issues in mainland China

    Hello, I want to pay for the Substance Painter subscription. Unfortunately, I did n’t find any mainland bank or credit card in the payment subscription version, only Hong Kong. Whether it will be followed by anti-payment. I mainly want to use Substance source.
    Does the steam version support the use of Substance source?

    2 votes
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  5. change back the texture export menus.

    the older menus were better before 2020.1(6.10)

    1 vote
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  6. I would like to select geometry from the viewer and have all its properties pop up on the right hand side.

    I would like to click/ select geometry from the viewer and have all its properties pop up on the right hand side. This would be much faster than going through the texture set list to try to find an object/ shader. The other way is to drop an irrelevant shader on an object to get its properties and then delete it in order to edit the existing properties/layers.

    1 vote
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  7. Smoothing inside of Substance Painter

    It can get annoying having to smooth your objects before importing into Substance so a smoothing option inside of Painter itself would be very helpful.

    4 votes
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  8. Script for automatic ID masks

    Once I have loaded a mesh into SP with a lot of ID maps and baked them out, I have to go through and manually make masks for all of them. I can't see a way of automating this process.

    It would be good to have a feature that automatically went through your mesh to make a folder for every ID map and add a mask on it, so you can get going straight away.

    It's possible to target the ID maps by CTRL dropping a material on, but this is not always what you want and still requires a…

    1 vote
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  9. Quixel Megascans

    Please, add more easy procedure for import materials from Quixel Megascans

    2 votes
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  10. Please put scrolling feature into the exporter

    Hey so i tried to export the textures for my model, however i cant see the options to save or export my textures as they are off screen, and when i go to shrink the window it just immediately jumps off screen and i cant get it back

    1 vote
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  11. Detect already open project and update mesh instead of opening a new instance of SP

    A user "MrPositivity" of my Blender addon recently requested " Right now if I try to re-export from blender to SP, It will open new Substance Painter, can it be made to detect if SP is open and if it is you just Export mesh and update already opened SP?" I too would like this feature and other addons/integrations could also take advantage of this. https://github.com/DigiKrafting/blenderaddonsubstance_painter/issues/11

    2 votes
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  12. Substance Painter Global export settings

    Let us set bit depth for each channel across texture sets.

    Base colour usually only needs 8bits per channel, same for metallic or roughness.
    Whereas 16 bits is needed for normals or height maps.

    So it would be more convenient to be able to set 8 or 16 or 32 bits across texture set channels instead of just across all texture sets.

    UPDATE Infact, it would be helpful to be able to set resolution across texture set channels as well. Again you might not need high resolutions for metallic maps or any custom mask channels you created.

    Kind Regards!

    1 vote
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  13. Addressing FBX-SDK Vulnerabilities

    About 2 weeks ago, Autodesk has announced a vulnerability in the FBX SDK. https://www.autodesk.com/trust/security-advisories/adsk-sa-2020-0002

    Are Substance products planning to patch these? Thanks.

    1 vote
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  14. Same features and UX for SBSAR materials between Painter and Designer

    If you have ever created a SBSAR material for Painter you may have noticed that the experience of using it in Designer and in Painter is pretty different. There is a bunch of specificities in Painter you have to know in order to make it work as you wish – when possible – and once that done you discover that the UI of your material is not exactly what you had at the beginning in Designer.

    Not only this is disturbing (after all it is the same material that is manipulated) but as a material designer it requires quite a…

    37 votes
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  15. positive feedback re: new export features

    just wanted to pop by and say that the new export features have helped solve some pipeline headaches, so this focus on I/O is great and should continue.

    1 vote
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  16. Cylindrical UV Mapping

    Ability to apply Cylindrical UV mapping. i.e. on a barrel, or a sleeve, etc

    It should work like Triplanar with manipulators and such, but cylindrical, like you can do in 3dsmax. . .

    2 votes
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  17. Projection Tool: Overlay Image is too dark (let us see the original colors or adjust brightness!)

    Hi,
    in Mari the projection overlay image is always looking natural.
    In Substance it is extremely dark shadowed and it is hard to determine details.
    Don't make a grey shadowed overlay or let disable this by checkbox.
    Especially in dark low contrast images I really can't see the source.
    With hotkey S the overlay image should be clearly natural visible.

    2 votes
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  18. Pointer's Gamut check

    Hello guys,
    I would love to see some sort of Pointer's Gamut check to make sure that albedo textures belong to real surface colors.
    It could be implemented in Legacy and when using ICC profiles as some kind of preview mode in the 2d view (like Esteban mentioned)?

    Here is a link to an article about Pointer's gamut : https://www.tftcentral.co.uk/articles/pointers_gamut.htm

    And a pdf to explain a bit the tool and its purpose.

    Thanks !

    1 vote
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  19. Projection Angle Follow Path

    This would rotate the projection angle automatically. The rotation would be centred around the current XY position of the brush

    1 vote
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  20. Commonly used tools on shelf

    Most commonly tools like little icons in shelf. Brushes, smart masks, materials, anything what users want.
    For example, icons can be placed on the shelf with shift+ctrl+LMB

    2 votes
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