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Feature Requests
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Hi, I really wish that there is a liquify tool to modify my strokes more effectively, though I want it to be more intuitive as they work in procreate or clip studio paint, without a new separate window that is not real time. Also the ability to liquify multiple layers/folders just as clip studio paint.
Similar to the new warp tool in the 3d view it would be super effective to have a way to do that in the 2d view, similar to what photoshop does. I find myself switching over to photoshop to do this currently for clothing seams when I want things to ride along the edge of a uv island. I feel like the tools are already there they could just be added to the 2d view. I'm assuming its not that simple but really think this would be a very solid tool. Ive tried doing this with the current warp filter but its just too hard to control and with a gradient and is very limited in functionality.
I use Substance Painter for hand painted texture, and I find that the brush settings lacks in color dynamic, like color mixing (for better painting result), and color streatching (for dragging some colors out like smutching but when painting)
I am sure that this has been requested previously, but it would be great if there was a way to color code anchor points and the masks that are referencing them. Something like the image attached, where each anchor point and the referenced fill effects were assigned to the same color would allow a reviewer to more quickly digest a complex scene authored by other artists. Similar to the layer coloring you already have.
I made a fur material in Substance Designer that orients itself using a flow map, painted on the normal channel following this guide on the official documentation.However, there is a massive issue with painting anything on the normal layer, as whenever you paint anything on a normal layer it stacks up with whatever is being painted over rather than replacing it resulting in an absolute mess that completely breaks the material taking information from the normal channel. The question is, is there any way to prevent this from happening and force the paint layer to replace whatever is at the bottom OR use any alternative methods for painting down the flow maps?
文件缩略图!!请
This is a very baffling thing I'm surprised is not complained about more. Painter supports GLTF and USD import AWESOME! But god help you if any texture has an alpha channel. Here's my use case, I have the character above who has tons of different equipment, outfits, etc, all kinds of things. And when I assign people to make textures for these assets they should be able to easily work on a preview of the model. At first I figured I would include smart materials preconfigured on a library, this works well enough. But then i realized GLTF2 properly exported the textures, and substance seemd to import them. Meaning my artists could easily just take an export, open it, maaaybe have to enable Opacity (which I really don't understand why there is no solution to have Opacity enabled on load automatically ESPECIALLY for Unity or game engines. Anyway...). And my artists can simply just begin texturing after receiving the files over the cloud server. And I don't need to make a
I'm not sure if this request ever came up, but having turned off channels by default when creating a fill layer would be really helpful, especially when working with just masks.Each time I create a layer Substance has to recompute color/normal/height, etc. Which takes time, and really annoying.
After using Painter for over a year I still get lost in the menus.I find the UI in Painter much harder to read than in other Software, and here is why, let's take "World Space Normals" as an example:The properties panel is a very long list of options without subdivisions, meaning the only visual indicator for another type of parameter is a bold text setting with a little arrow.So jumping around in the menu is not very intuitive, because what really stands out are not the categories, but the sliders and the "Invert False/True" buttons, which don't help finding what I'm looking for.The distinction between a category (in this case "World Space Normals") and a subcategory (i.e. "Right to Left") is merely a little offset, otherwise they look completely identical. Again, this is hard to miss, especially when you don't want to collapse the category you're in and need to go back and forth between categories a bit. These issues get much worse with more complex generators like the mask gene
It would be cool if you could freely transform the cages similar to Cinema 4D's FFD Transformer. So a cage with an adjustable grid structure, where the points would all be freely movable to transform everything freely. In addition, of course, a reset button so that everything has its default values again.
Hi there, during creating export template, I noticed that my height map is saved as 16 bit non-float. I apply to add 16f export mode along side of 16 and 32f.For now I will stick with ArtEngine or FriendlyShade normalizer solution.
Hi, I've been using Substance Painter on Steam and it's been a great help to my 3D Modeling process. However, there are a few shortfalls in that I can only have one symmetry axis active at one time, which while alright for some things, can be a bit of a hassle in other workflows.I know of some workarounds, namely slicing an object through its axes, mirroring it, and then merging it together to create mirrored UVs. However this doesn't work with some workflows. Likewise, using the transform or mirror filters also doesn't work in some respects. For example, these ships are mirrored in the x and z axes.I textured them by mirroring the model along both axes so that the various heightmap stamps and color decals are identical in placement along both axes.However, if I had used a normal workflow that would have meant having symmetry active on one the x-axis, and then painstakingly painting and repainting the same decals and stamps on the z-axis with the paints on top as reference.This co
Hello Adobe Support / Community,Currently when working on a mesh with multiple UV channels, as most people know, it is impossible to swap around the UVs and use UV1 or whatever. This isn't usually a big issue, my 0-1 map is in UV0 and that is fine. However, when working on large assets with Trim Sheets, I also require a 0-1 UDIM to texture the whole of the asset. So my UV0 could be multiple UDIMs with no overlapping between them and Substance painter will not be able to open the asset, because it still considers UV1 to be overlapping between UDIMs.This is frustrating because UV1 isn't even available in the app, so my temporary solution is to scale the UV1 down to as low as possible to contain it within 0-1 space, and then I need to scale it up. This is a very long task on large assetsm as selecting 200 assets individually to change their UV selection and scale it down is slow. My solution request from substance painter is to just allow the user to remove UV layers. only
We would like to use Substance Painter for our team, but have been unable convince leadership due to the size of the SPP project files. One SPP can easily be 800Mb to 1Gb, and if you're storing 100's or 1000's of these files, that quickly becomes completely impractical. However, we have noticed that much of this file size is due to substance storing cache data within the project file itself. This includes: - A copy of the selected Environment Map, even if it is a non-project resource. - Cached texture outputs and intermediaries for layers. - Re-bakable Mesh Maps Removing this data as shown in videos like this lowers file size by 6-8x without losing any information. This cache data can be stored locally on each user's computer, and re-generated on first open. Can this setting please be considered? Otherwise, there's not really a way for us to use the tool at our studio. The SPP files just take too much space.
Hey Cyril,You know what would be really cool?Having an option to allow us to create a substance file that lock set layers and the 3D model so we can offer it to people who want to create special paints for in game use. Sort of like a 3D paint kit.They can't mess with specific layers we want to keep hidden as our specialized materials or even make it so it won't export as smart material etc and also so they can export the 3d model.Will get more people using Substance Painter.Just an idea, cause everyone keeps asking instead of using a paint kit they want to know if they can use the Substance Painter file.Thanks Tim
Would it be possible to add an extra feature to IRay so that you can check off the element(s) you want to display when rendering? Because I have a project with different elements in the same place to make variants of it and I'd like to render each element separately but for the moment, everything is displayed one on top of the other.
Substance painter already has the functionality to mask by mesh name using a Geometry mask however there is no way to search for meshes or any kind of system to mask "all meshes that include X".A lot of VFX studios work with material names in their mesh naming convention e.g. metalCopper_pipe_GEO and having the ability to simply create a material in substance painter and mask it to every piece of geo that has "metalCopper" in the mesh name would be super useful and would unlock a much-needed workflow. Desired functionality:In the geometry mask window, add a search bar for mesh names.1. A user clicks on the search bar and enters a string2. The list of meshes now only shows any meshes that match/ include the string3. The user can then click a button to "Add all matching to selection" or "Select only matching"4. The geometry mask will either add those items to the existing selection or deselect everything and only select the matching meshes.(An alternative could be to just have
Is it possible to have for simple brush, a custom falloff instead using alpha texture (procedurally)?Could be some basic shapes to choose from for the brush shape, with custom curves to control the alpha falloff. e.g. biezer and linear controls.
The Adobe Substance products empowers 3D design and allow you to experience intuitive workflows, to design, connect, import, and view Substance materials on your favorite visualization applications. To continue improving your experience and to tailor our products to your needs, we have created this survey. Please note that the survey is anonymous and completely optional. We are grateful for your answers! This will guide us in creating a better experience for you.
'Baked lighting Stylized' filter should have the option of a HDR map instead of just a Sky Gradient .The 'Baked lighting enviroment' has the HDR map option but the Stylised version does not?It would also be awesome if the baked lighting stylised had movable 3D lights in the viewport that you could add vs the akward sliders where you are limited to Sun and two point lights.Thanks!!!
Buenas noches, como estan? Como veran hoy pague todo el año de texturizado 3D de Substance, y en la captura muestro como solo tengo un mes de uso siendo que me cobraron todo el año. Saludos ! [Removed by moderator]
With apologies if this already exists and I simply haven't found it, but..."File > Export Textures" has a default export location of "Documents/Adobe/Adobe Substance 3D Painter/export" on every project. Intuitively, I would never wish for every texture from every project to dump into this directory, and fairly logically, I would love to export to the project's working directory, into, perhaps, a sub-folder (maybe named "export"). I occasionally migrate a project from one computer to another and would not benefit from the project directory being locked down to the folder structure of the "other" computer, and so it would be useful for the default export directory to be a sort of "live variable" of the current project directory. Could we please have this? It seems simple enough to fetch the "working directory" rather than the "Documents directory environment variable" which is the current behavior. I'd usually ask "can we have this be an optional setting to default to?" but
Is there a way to select a texture used in a fill layer stored in the library? Actually I have to remember the name of this texture and find it by memory among every folders of the project collection.
What i am trying to say is can you link the self occlusion and match - by mesh name option to each other so that when we are baking the mesh we don't have to go to the option back and forth to match the settings.
Considering the naming of the exported textures either has to be based on project name, mesh name or shader name, it's quite restrictive having to change naming conventions of exported fbxs or substance file names in order to get properly named texture files. In studio environments it's often not possible to change the name of the substance file or exported geometry to fit the naming of the textures. Also having to change the output templates for every project is a drag. So I'd like to be able to change the $project variable inside the Edit > Project Configuration screen. I could be set automatically upon importing the file, but I feel like you should be able to tweak it without having to rename the geometry file.
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