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Feature Requests
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Would love a feature when we could save an ortho projection , like put an ortho camera in 3d view , then copy the view into an image editor , paint and paste back into bitmap node. it's all almost there alredy , I see top, font etc cameras . it just need to be exact frame, saved in a special list rather than camera angle . Then we need an option to paste it back . Something like right click , select a saved frame/camera and "paste" which would bring a bitmap node assosiated with exact projection. My guess it should be much easier than bringing Painter ability to Designer . And I would still prefer it because to be honest Painter brush system is not a greatest one . Pretty sure Chat GPT 4 could make me such python script that woulld do it for Blender . Too bad I need it in Designer .
Having the ability to import your own custom fonts to designer and in turn substance painter would be a nice addition to cover custom languages and other fonts. (Think Aurebesh from Star Wars)Some form of intergration with OpenType font files, just a thought.
Hello! We'd like to set up a template that configures the bitmap export path to be relative to the sbs path, so that any graphs we create from this template default to exporting textures next to where each sbs sits on the hard drive. Looks like if I use "./" for the setting "export/fromGraph/destination" in the sbs as the path, it will be relative to some kind of working directory (possibly it's the root of the version control that's configured as working directory? I haven't figured out where that working directory comes from.) I found a post in the discord here asking about this from a few years back so I was hoping it's been implemented 🙂 https://discordapp.com/channels/179919948569640960/179930516265369600/803629401736609832Hi <@!323597398851190785>,The Relative To/Absolute options you can find in Substance Designer mostly relate to the way paths are saved in SBS packages and SBSPRJ project files.The **Destination** field in the **Export outputs** windo
When I do some fx-node or pixel processor I constantly have to go back few levels up ,then click background , and then scroll down to parameters, then open an input parameter , then find default slider just to get an access to input slider so I could check my math and see what's happening . it's so painfull . Please make an overlay on top of graph screen or side pannel with those inputs I could always have an access whtever deep into sub-graphs, fx node ot pixelprocessor I am currently is.
Is it possible to re-arrange the order of the graphs in the explorer? I'm trying to order the graphs alphabetically via a python script. Thank you for any assistance!
I really need an offline document of Adobe Substance 3D Designer, because my work is carried out without the Internet. When I use Designer, I often want to consult online documents, which makes me very painful, and I hope to officially launch an offline document. I wonder if anyone has the same needs as me. Thank you
As well as paste path/spline or shape from inskape or something. Would be true "quality of life" improvemnt.
I would like to have the same function as in painter, to Alt + Click the Subject, and automaticly deseletct all the other options > Material Layer like Height, Normal etc.This should apply when i export layers of my graph. So i can select with Alt the one i need and turn off all the other layers with one click
Our studio uses Designer to create materials based on scanned textiles. From our X-tex scanner, the resolution is most often roughly 6K x 6K. However, when working in Designer I've found it to work best if I set them to 4K in stead of the default of 8K. I would love there to be an option whether the default behavior is to go "up or down" in resolution when using a bitmap that isn't a "power of two" resolution. At the moment, I have to manually change the resolution for every bitmap, which could mean hundreds of extra steps every day.
Each time I have to use Substance Painter I am so disappointed . Textures gets blurry , the mess of layers is indecipherable just your next working day. It's so inconvenient in evry small detail. Please Adobe make 3d painting options for Designer. Now we have two softs each tremendously inconvenient because lacking important half . Exporting sbsars and make them work in Painter is so huge pain in evryone a... Why not do it Mari style ?If someone prefer layers ok , I hate layers and want nodes ,also fine . In a word just add 3d painting to Designer please , something simple . I would cope with fewer features and would happily forget Painter exists. ps. Whats the point of doing two if we pay for both anyway
Hey everyone,Been working with Substance Designer and there's something about the Sample Gray and Sample Color nodes that's been on my mind. We don't have controllable mipmaps on these, and it feels like we're missing a trick. The big thing for me is being able to quickly get local or global averages without having to mess around with an atomic graph node. It's about making things faster and more straightforward. Mipmaps could really simplify this process, and in a tool like Substance Designer, that kind of efficiency matters. But it's not just about averages. Mipmaps can open doors to more complex stuff that we might not even have thought of yet. Sure, some of these applications might seem out there for the average user, but isn't that part of the fun? Pushing the tool to see what it can do? Also, let's talk about having automatic and manual mipmaps. Automatic is great for when you're scaling down and just need it to work smoothly, but manual control? That's where you c
A dedicated, atomic dummy node would be very useful, and less tacky than using something like a levels node as a dummy node. It should have a dynamic input (like most atomic nodes), and a single parameter to manually change the output type to color or gray. It should still have mipmaps, like most other atomic nodes. In addition, you (Adobe) could use this node to automatically convert an input to gray or color type, instead of using gradient map and grayscale conversion nodes. Lastly, the node should be called "Dummy", its icon should be the silhouette of a crash test dummy's head, and its description should definitely be something to the effect of "this node does nothing... and that's the point!" THANK YOU!!!
Please make it possible to scroll the Properties with Wacom Alt + middle mouse so it's quicker to go through the long menu without clicking on the tiny scroll bar.
I would like to extend a humble request, and maybe to ask whether it falls within the realm of expectation, that primitive Matrix types are included to substance function graphs. It seems something rather trivial that I never really understud the absence of.Considering my personal anecdotal experience for the past many many years and also the ones from other collegues in the industry, I seems like the need for that is frequent, systematic and it is often met with an excessive amount work and underoptimized logic in order to get around this deficiency.I think people would do many more cool things if stuff like working in homogenous coordinates wasn't prohibitively laborous and yielded slower results. The only thing preventing that is the lack of a way to input (and especially to output!) matrix types from from a substance function graph. Imagine how much simpler it would be to make custom splatters, ray marches, custom 3D shapes, etc, if one could only store and manipulate transfo
Chat GPT wrote me a pyton script that should replace all bitmap resources to other folder . here it is:import xml.etree.ElementTree as ET import os def replace_bitmap_paths(sbs_file_path, old_path, new_path): # Parse the XML file tree = ET.parse(sbs_file_path) root = tree.getroot() # Find all elements with the 'bitmap' tag for bitmap_element in root.iter('bitmap'): # Get the current bitmap path current_path = bitmap_element.text # Check if the current path contains the old path if old_path in current_path: # Replace the old path with the new path new_bitmap_path = os.path.relpath(current_path, old_path) bitmap_element.text = os.path.join(new_path, new_bitmap_path) # Save the modified XML back to the file tree.write(sbs_file_path) # Example usage: sbs_file_path = 'path/to/your/file.sbs' old_path = 'textures/' new_path = 'new/path/to/bitmaps/' replace_bitmap_paths(sbs_fi
Please Adobe add a simple 3d painting to SD . I am so tired to switch in between Designer and Painter all the time and also find Painter quite inconvenient . It never works right when you export sbsar from Designer and it's a constant pain in your ..... A huge time waste for exposing parameters where in Designer you could always go straight to right node. Besides nodes are so much easier than layers . With those layers in SPainter I couldn't figure out a thing in my own files. Textures from Painter are never same pixel art precision like you can do in Designer using pixel processors. I have to work in double of target resolution In Painter because of that and it's slow as hell. And please update bitmap and vector nodes . Make it a same thing with both brushes and vector tool
1) Ability to save 3D viewer settings with the designer project.2) Ability to set a default preset of these settings so that new projects come with them.3) Ability to save custom presets of these settings.
Nodes are cool but sometimes I miss the convenient gizmos available in many traditional image soft. Like linear gradient where you can add points on the fly select and scale them . Like making few dots , select them and scale against the cursor or first selected . Would be nice for Photoshop too actually. Or transformm gizmo working in exact pixels scaling around pointed center of transform . See Photoshop . Same to crop things in exact say 32 pixels wide stripe. I did my own node to do this but it needs to have "size" node connected from previouce input. It's tiresome and complicates the flow.
Being accustomed to Blender node system it feels so inconvenient in Designer . For example to make a dot node in Blender we could just SHift + pen stroke accross sevral lines and you have a dot in each of them if they are unrelated or lines get merged if it's same data. In Designer I sometimes need multiple Alt+pick tries to do same. More complex it is harder it's to do. To erase a connection you can Just Ctrl+ pen stroke acrros a line or several of them at once . To insert a node you don't need to select a line first, just move a node closeby and it gets connected automatically. To make your own tool you do just group Ctrl+G and thats all. No tiresome exposing . Quick an simple. If you need to share same input in multiple nodes you do "driver" and copy/paste it into input sliders of other nodes making them violet ak
Would be nice to import exr with cryptomate masks and work like that through the whole node flow with a node to extract specific mask /channel or layer . Same for saving such exrs . I 'd love the export dialog would have a checkbox to save side exr file with all the necessary masks and channels. Or at least having file format and bit depth drop downs like Painter. It's so disappointing to find an old sbs where nothing works anymore . Usually happens a year after with missed resources etc. Well for me it's even half a year. Never managed to work with any sbs I did after that time . Or it just takes forever to open with so many "no" to unswer yes/no popups. A single automatic side exr file could be an easy option.
I think it would be super handy to be able to link two similar nodes together. For example: The splatter circular grayscale, and the splatter circular color. If I was using one to drive height, while the other one is color. It would be handy to not have to manually keep the two up to date whenever one changes.OR, to be able to use the alpha of the input to create a heightmap within the same color node. Then have an output for the color and an output for the height.
please add support to api so we can:-have a node appear in 2d view and activate the "view outputs in 3d view" option.-open/close a graph-mark a node as selected(yes i know we can obtain it, but that isnt enough for what i want to do) to essentially to have its properties appear in properties panel. thx,phil
would be nice to add any additional inputs to the output node, set them to height, normal, ao etc & enjoy all our pbr outputs graphically as one. regards,phil
can you add an option so we can hide all connections in general? theyre a nuisance. i believe that who ever created designer/node based tools, made a fundamental flaw of having connections on-view. imagine if there were connection in scripts, would be a nightmare right?but anyways, can you also add straight connections, cause the bezier are ok but sometimes annoying and the other circuitry type ones are pretty useless. a nice straight line from `A to B` just like the ones in blender should suffice.regards,phil
can you save our workspaces, i.e what graphs we have open per pkg?unlike others, i plan on structuring things properly so my material pkg's will have somewhere between 5-10/15 graphs in them. and having to reopen them all each time i open the pkg is a nuisance. regards,phil
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