Substance Painter

Let us know how to improve Substance Painter!
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Thanks

  1. Global brush size (as an option).

    Would be nice to have brushes to adjust their size to the current one when switching between them like it is in Zbrush. I noticed that if I want to paint big details I want all brushes big, same with small and it is a hassle to keep resizing brushes with every brush switch. Of course something like this should be an option rather than forced.

    1 vote
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  2. Custom colors for UI frames and text.

    All that black and white look may be fancy but is hard to use. I like clear colors for menus, submenus, frame borders etc so it is easier to navigate visually. Especially different colors for different text.

    1 vote
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  3. Tone mapping in 2d view

    An option to have tone mapping work in 2d shaded view please.

    1 vote
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  4. color mixing

    hello

    as we can do in real world mix wet colors with brush and make a new color and fade a color range . if you can add a brush or a wet layer or paint effect to painter can mix colors together , we can paint more realistic and do better in hand painting :)

    Thanks

    1 vote
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  5. Ability to add filters to folders

    Would be great to be able to use filters on folders. For example, I have a complex decal already built and all its components live on a folder, for some reason I want to move to translate it around the model so I just want to do it quickly instead of going to all my layers of materials. Would be a great time saver.

    4 votes
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  6. Show in the viewport which texture you are working on.

    With a lot of texture set/udims, you can loose track on which texture set you are currently on. Show it on the viewport to keep track of it.

    3 votes
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  7. 3D Linear gradient improvements

    Would be useful to automatically sample position map when using 3D position start / end pickers instead of having to view the position map channel then go back to the material to see the changes

    3 votes
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  8. Warning on unexpected export result when attempting to export a texture map.

    For example Unity Preset Export, exporting into format PNG, have a warning for texture map metallicsmoothness ("This export format PNG does not support none transparency Alpha channel.")

    I worded unexpected because Albedotransparency will be completely fine but everything else won't be when it is relevant to the alpha channel when exporting to PNG.

    *If something like this is already in Painter, please make it more opaque to the user."

    1 vote
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  9. Allow materials on shelf to be renamed

    SBSAR materials cannot be renamed on the shelf - they are "locked" to whatever was placed into the Substance Archive at export time.

    However, many material creators (even ones available for sale commercially) leave default names in their archives - for example, underscores instead of spaces.

    I'd like to be able to rename them to clean up my shelf.

    3 votes
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  10. Multiple "Texture Sets" with (Focus Mode)

    Make the Selected "Texture Sets" on Focus Mode available.

    2 votes
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  11. Show the Texture Set selected on a long "Texture Set List"

    Because when the list is long and you "Ctrl+Alt+righ click" on a texture set on viewport the list dose not show which Texture Set is selected and you need to go down to see.

    And please make the selected Texture Set name always on the top too

    Show the Texture Set selected on a long "Texture Set List"

    1 vote
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  12. A new "Use materials (mat IDs) to generate" option which would give you two choices:

    A new "Use materials to generate" option which would give you two choices:
    1, "Texture sets" which would work exactly as it does now. Imported polygon material IDs would be used to separate single object into multiple texture sets. Which mostly does not make sense, but someone may still need it.
    2, "Masking IDs" which would use the imported polygon material IDs to bake ID mask texture, and then would import each object inside the file as a single texture set with already generated ID mask texture. The ID option in the Baking window would then be unchecked by default…

    4 votes
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  13. denoising in iray

    Denoising with Iray was presented in GDC 2017 : https://youtu.be/yPJaWvxnYrg?t=156

    Could we have this deeplearning denoiser feature integrated to painter ?

    2 votes
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  14. Wood Floor Materials Needed

    For us, architects/3D buildings creators, we miss a lot of wood materials for floors. The tiling options available are too poor compared to other materials offered such as for vehicles or sci-fi. I have been having to get seamless textures from Adobe Stock and work them out in Alchemist to be able to have some sort of variation, but without knowing Designer, for example, it's very hard to get something realistic. Nice planks, different wood patterns with less veins, control over roughness, we really really need more of that.

    1 vote
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  15. Remember most recent directory for texture export

    When creating a new project and adding an .fbx file, the Open dialog starts in the most recent directory where an .fbx file was loaded from. (Which is very convenient, and greatly appreciated!)

    Likewise, when saving the project as an .spp file, the Save dialog starts in the most recent directory where a project was saved. (Similarly convenient!)

    However, when exporting textures, it always defaults to the user's "Documents/Allegorithmic/Substance Painter/export" directory, regardless of where textures were last exported to... which is a lot less convenient.

    6 votes
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  16. Add blending modes to filters

    Perhaps they would benefit from the added options. Can't let generator, paint, and fill have all the fun.

    2 votes
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  17. Quick Dock for most used brushes and materials

    It would be nice if Painter could get a small "Quick Bar" where there could an anchor-able space where we can assign (via drag-n-drop) brushes, particles, materials, etc. So if there's a back and forth between different brushes or materials someone could quickly select instead of having to go through the categories in the shelf each time they switch between the categories. It would speed up workflows.

    It can be set up to be saved per project or by default.

    2 votes
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  18. Allow ID maps to be baked in Linear Space as opposed to SRGB

    In order to make material colors from 3d editor and baked maps consistent.

    2 votes
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  19. UI headers in different colour(s)

    hi , im fairly new to painter but been in 3d CG industry for over 15 years, I love the program !

    when navigating the UI , lets take the "Properties" window for example, the heading and sub headings aren't easy to differentiate from the actual settings / adjustments below, if there are a few drop down items open there's a long list of items all blending together and its not clear where one group of setting end and another begin.. it be so much easier if the headings and even sub-headings had a different colour..

    If this could be…

    1 vote
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  20. Invert gloss/rough map

    Invert a gloss ou rough texture map uploaded to Substance Painter. Maybe I doing it wrong, but nowadays when I have a roughness map and need a glossness map, I open it in Photoshop, do ctrl+I and upload it to Substance Painter.

    Is not difficult to me to do that, but would be perfect to do that on Painter only clicking in one button.

    1 vote
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