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Feature Requests
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At the moment alt + mousewheel only zooms in - and in more, regardless of the direction you scroll the wheel. Please consider replicating the drag where one way goes in and the other goes out!! Mousewheel down feels like it should zoom out.(3d viewport btw)cheers - Aten
With the recent trackpad support in the MacOS version of Substance Designer, the mouse controls are now different than in Windows and downgraded in my opinion:-The scroll wheel scrolls up and down instead of zooming in and out in GRAPH, 2D VIEW and 3D VIEW. This is completely useless. Graphs are usually horizontal, not vertical, so moving up and down just makes us lose focus on the nodes we’re working on. Same for the 2D view, it’s more useful to zoom in and out and pan around rather than scrolling.I understand that the trackpad works better like this, but most professional users use mice. Please give us the option to switch the mouse controls to work like before instead of making us hold the Cmd key the whole day to zoom. Thank you!
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I don’t know if this is the right place to post this, but after playing with Houdini’s Copernicus for a while I’ve come to the realization that Substance Designer is starting to feel obsolete and is seriously falling behind. I’ve used this software since the Allegorithmic days, I never liked it to be honest, but given the fact that this program won a special place in the industry I’m somehow forced to use it quite often, also studios would rather pay a Designer license than Houdini’s so then again, I’m basically forced to use this software all day. Not gonna lie this is most likely a rant, but I want to know if there are people out there that share my frustrations with this program:Please for the love god! Implement a code based system: One of the things that I seriously dislike about designer is that everything is node based. Designer is now a technical tool and is something that most artists avoid, they would rather use Painter instead. Some of you may say “Well you have Python!” NO!
Hi Substance Team, Substance Designer used to be able to export the tessellated mesh straight with Export SceneAs seen in this post here from Adobe Substance 3D: https://www.linkedin.com/posts/substance3d_export-tesselated-mesh-with-substancedesigner-activity-6761308676545376257-NAN1That functionality has since been lost and it would be great if it was brought back. Thank you!
Feature Request: Light UI Theme AlternativeIs there any plan to add a white/light UI theme as an alternative option?My workstation is located right next to a bright window in the office. For the sake of eye care and general screen visibility, I rely on light themes everywhere. Currently, Substance Designer and Painter are the only exceptions in my pipeline—I already use light themes in Maya, Blender, ZBrush, Houdini, and Photoshop.I believe many users working in similar lighting conditions would greatly appreciate the ability to customize their UI.
Currently, the Polygon fill tool is very useful for editing base color and masks.I do not see an obvious technical reason why it can’t also affect Height, Roughness, Normal and other channels, as well as erase things.Please add this feature.
I mean not just like “export to PSD” but rather an ability to re-export to certain layers while not overwriting Painter file entirely and all the work done there . In a word a way to cash selected nodes rasterized in Designer and update them as layers and masks in Painter . Doing sbsars is such a pain. I could do all this manually probably by exporting a set of outputs , bring them to painter layers and update on demand there but would be nice to have it all automated one click solution . Maybe some python script in Painter or something . I think chat GPT could easily do such script for Photoshop but I never managed to make it to do anything working for Painter.
Hey! Please add the ability to change base hotkeys, such as Delete, Focus, etc.Each user uses their core 3d packages/engines. Please give users a better UX/UI experience by customizing base hotkeys to their needs!It's frustrating to be unable to do such a simple thing 😞
Subject: Request for Permission to Use Adobe SoftwareHello Adobe Team,I hope you are well. I want to be honest with you. I am currently using a cracked version of Adobe software, and I recently learned that this is not allowed in my religion (Islam). Because of this, I do not want to continue using it without permission.I am a student and I rely on this software for learning, so I wanted to respectfully ask if you would allow me permission to continue using the version I have, or advise me on what I should do to use your software in a way that is lawful and acceptable.I respect your company and your work, and I want to do the right thing.Thank you for your time.Kind regards,
I think we could have Terrain/Cliffs dedicaded nodes in substance designer, we already have insane nodes to create cliffs and terrain, but i think if we mix something like we have on Gaea with substance designer nodes that already exist would be amazing, you could even also add some way to create Cliffs the same way too, cliffs to create modular pieces.
https://helpx.adobe.com/substance-3d-designer/interface/preferences-window/version-control.html#setup-p4It seem that the current version control actions all rely on calling the P4.exe through subprocess, why not use the official p4python api?The path that one is expected to make edits to would likely at many studios require admin to come and help as users are not always admin of the machine. And the install location will for windows at least be Readonly.
When relocating the files after baking it is a bot irritating if you have to work on Windows as well as on macOS that the buttons to link the file as a “regular source” or as a “template” are on the oppsite positons on the respective OS. Windows has the “Link as regular resource” on the right side as opposed to macOS which has it on the left side of the pop up window. Is it possible to have that on the same position on both version of the OS.
Coming from Blender it's inconvenient to select nodes in Substance Designer . Please do lasso selection. Also I would love Blender style ctrl+right drag erase connection line and shift + right drag inserts a dot node even when crossing several lines at ones
So when we export a material as a psd we could have it with layercoms like : base color , nomrall, spec , mask 1, mask2 etc. That way we could just drop that exported psd as a linked smart object to Photoshop master document and switch layersomps having a single material layer the same way Substance Painter represents layers . I just want to try material mixing in Photoshop. Being per pixel accurate without sub-pixel blurring like Painter or Sampler , never asking for missing resources and having quite nice brush toolset it needs just a few extra help on SD side to be quite a nice texture compositor. With chatGPT finally writing working scripts for Photoshop I am doing a big comeback currently.
Are there any plans to integrate SBSARs with After Effects? Being able to control & animate Designer's parameters inside AE would open up a world of posibilities and flexibility. I can see it being used to create dynamic alpha mattes like a grid of random shapes that scale up based on a gradient input.Another example would be a system of createing a set of gradient presets with brand colors that reposition based on the comp's size.I saw that there are SDKs out, but I have no programming knowledge to make it happen.
A panel with “shelves” like in Houdini. This is a super useful tool. That is, presets with pre-prepared nodes. I VERY often have to create 3-6 nodes in a row with almost the same settings (not default). And I have long dreamed that in one click I could create chains of prepared nodes using my settings
Hi Substance team, I have been using the bitmap node more and more recently, and it has been mostly great to work with. I am hoping for some UX improvement for the bitmap node, such as adding a shortcut to change brush size, being able to easily toggle pen pressure (like in Painter). Some simple cut and move tools within the bitmap node itself would also be nice. As well as color palette. I know some of these features are harder to implement than the others but I would like to see the Bitmap node be improved upon. I would love to be able to work non-destructively in a node-based system like Designer as opposed to Photoshop, or having a more limited procedural toolset like in Painter.Thank you!
Dear Substance Designer Team,I’d like to request an enhancement to the Material Blend node. Currently, in version 15.0.1, the Material Blend node offers a shortened list of blending modes compared to the standard Blend node. Notably, the Overlay blending mode is missing, along with several others.Expanding the available blending modes in the Material Blend node would significantly improve usability and consistency when working with layered materials. Thank you for considering this request.Best regards.
First off, I want to say a massive thank you for creating the scatter on splines feature. It allows me to warp splines and keep all the crunchy details on my shape when I scatter it. One thing that would be super helpful to this workflow is having access to flood fill data after the scatter. I would love being able to randomize the height, or isolate specific shape post scatter, just like how the shape splatter can.
We understand it couldn't be very real time probably but still would be nice for some micro scale errosion where slope blur is not always a good alternative .
Would love to see a hardware accelerated implementation of a sbsar loader integrated into Houdini using Copernicus. The older integration which is implemented in the older COP network was extremely slow and would often crash. The combination of Copernicus and Substance could be so powerful! Thanks Marcus @11527137
Linux support is a strength of the Substance suite, adding support for Intel dedicated GPUs will add to that, especially considering the affordability of Intel GPUs and their strong support on Linux. Intel provides additional drivers for compute and media processing, similar to AMD, for their dedicated GPUs, providing features beyond the Mesa drivers.
Please Adobe, add a basic 3d paint ( on imported mesh) . I am so tired of Painter an so much prefer Designer node style. Couldn't figure out a thing in Painter layers just 3 days after in my own files . All I need is a projection painting mode to paint masks on 3d objects . It's so much a pain to export sbsars which are neer works properly in Painter. Just let us Designer folks do all the job in Designer .
When having several graphs eligible for publication as SBSAR into a same package, it is currently not convenient to select which one will be published. We have to make sure each graph is disabled for publication and only the right one is enabled. To make selection of the published graph more convenient, I'd suggest the following:In the dialog shown when publishing a graph (named "Substance 3D asset publish options"), add a checkbox in front of each exposed graph, only the graphs checked will go into the sbsar.By default, checkboxes will be checked for graphs having publication enabled in their properties. Unchecking the checkbox into the publishing dialog will not change this property, the effect would only be local for this publication.Add butons to check/uncheck all graphs in this dialog box.
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