Substance Painter
Let us know how to improve Substance Painter!
Some guidelines before posting:
- 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
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Create or buy Sculpting app
I think creating or buying something like Nomad Sculpt and slotting it into the Substance ecosystem would just be awesome. Bonus: vr support
1 voteWrong section, but Medium has join the Adobe 3D team, so it should cover your needs ;-)
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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 -
RTX support
Allow support for RTX to speed up the baking process (similar to designer)
12 votes -
Python API
Add a python api Painter similar to the one implemented in Designer.
Regards
Bonsak18 votes -
Radial Symmetry
Radial Symmetry..
19 votes -
Please update bad advice in documentation
In https://docs.substance3d.com/spdoc/gpu-drivers-crash-with-long-computations-128745489.html, one of the suggestions is "Disabling the TDR completely -> Set "TdrLevel" to 0 ( not recommended )". Even if it says "not recommended" this suggestion cannot be safely done in a PC running DX12 applications. For DX11 application TdeLevel=0 effectively is the same as an infinite timeout, however with DX12 you also get page faults which go through the TDR handling mechanism. When these are triggered, it will cause an unrecoverable PC hang. A number of substance painter users in our production had followed this advice and it took us a number of weeks to track…
1 vote -
instances and blending modes
When I instance a material or smart material and have the blending mode on the original set to anything other than it's default I have to change the blending mode of each channel in every textureset I have it instanced to, because the instances have their blending modes set to default again. For instance, If I instance a material whose basecolor I want to be multiplied over what is below, I set the blending mode to multiply. But when I instance this material to any other textureset, It comes in as normal and then I have to go through all…
2 votes -
Orthographic snap
When rotating in orthographic view holding shift to snap to 90 degree angles. Makes it quick and easy to place logos and such.
3 votes -
Copy content from paint layer to its mask
I ran into a case where I wanted to copy the content of my paint layer then create a fill layer and paste the paint layer content in the mask channel. Even if it was originally color it could still be pasted as gray scale into the mask channel.
17 votes -
Edit mesh name
We would like to be able to edit mesh name in project configuration within painter (Similar to being able to edit shader name within texture set list).
1 vote -
Change all textureset size at once
We should have a way to change ALL textureset size at once.
For example switching all textureset size from 4k to 128 in 1 selection/click.6 votes -
Brush Settings Presets
Add the ability to save/restore brush settings quickly. I'm constantly bumping flow/opacity/spacing up and down and presets with my preferred brush settings would be greatly speed up my workflow.
6 votesIt’s already in: just right click on the properties, then save brush preset)
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Add more language to the software
such Chinese
It is earnestly hoped that1 vote -
Tessellation shader for the viewport
It's kind of annoying having to export your maps to visualize how your height maps will look with parallax or tessellation, and it'd be amazing to have this kind of feature in the editor like Designer has
29 votes -
Brush opacity control = better painting with pressure sensitivy
Currently there is no opacity control via stylus pressure. There is only flow setting (which is not stroke opacity, as it controls the accumulative flow of the paint). Paint "dab" is added to previous "dab" regardless of stylus pressure, making it impossible to easily blend colors with pressure sensitivity.
Solution would be to add a new variable "opacity" which could be linked to stylus pressure and a way to turn off paint accumulation. This brush mode combines all of the paint dabs inside single continuous stroke so that hardest pressure pixels replace the lower pressure pixels instead of adding to…
46 votes -
Export the mesh from an SPP file
The idea of putting everything needed into one single SPP file is great for exchanging painter projects.
Sometimes it would be nice to be able to export the mesh from an SPP project to get it back into the 3D application without having to bundle the corresponding 3D mesh separately.
38 votesCompleted in the latest version ;)
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Convert fill layer to paint layer
It would be really helpful to be able to add an image into a fill layer and then convert that into a paint layer.
For cleaning up AO as an example, doing this and then using smudge to neaten up issues would be really nifty.
1 voteYou can add a “Add Paint” filter to achieve this.
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Save thumbnails (so we don't have to regenerating them every time) + Save shelf layout
Everytime I get in SP I have to see how the thumbnails for the materials and smart materials get re-processed. That sucks specially when you have a lot of them (like having the Database), not even considering all the ram it consumes. Would it be possible to save the actual thumbnails once and not changing them unless the material gets updated?
Also, the layout inside of the shelf doesn't get saved.
Thanks!!!!! :D
36 votes -
uv unwrapping within painter
Hi! It would be great to have a UV unwrapping sytem inside Painter.
This way you could work the whole time inside of SP and not jumping from your 3D app to SP.
Thanks for listening!87 votes -
422 votes
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