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Feature Requests
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Its be cool if Adobe add special levels with the possibility of inclusion only for this mask.because if I use a grunge map not from the library then I don't have the option to increase the mask level. and also I have a lot of mask levels in this structure, I don't want the levels to be used on all other layers except this one.
Hi there, it would be super useful to have the option to only export textures using the geometry selection visibility option. Thanks.
Hello,For those who don't know the stamps feature in Substance Painters is amazing!All you need to do is drag and drop your 1:1 square image to the shelf as an Alpha (I used to do like that and it works).After that, I can drag and drop again to my mesh in any position and select a few options like use it as a mask, base color, etc.But the thing is, if you drag and drop to UV Viewport, you are limited to it.Same thing with 3D Viewport.But I often want to jump from one to another and can't. Because instead of warping in 3D viewport I can follow the UV So please, both viewports have different options and both would be much more powerful together.Peace!
I like the drag&drop feature that allows me to position alphas on the model surface easily and then fine tune them.What I'm missing is the option to treat them as a group.Let's say I put a bunch of stickers on an object and the placement is not entirely random, it would be desirable to just duplicate and mirror all of them to the other side and instantly have a good starting point there.As it is now I can only select and move one effect at a time. So If I have placed 7 details on one side of the object that I want mirrored I will have to individually select each, flip it and manually move it to the other side.Just being able to select all of them and performing the flipping and moving for them simultaneously would be very helpful.
Being able to reproject onto a mesh with changed UVs is a super helpful feature, I appreciate it a lot!As it stands reprojection is impossible for meshes that have changed, even just a bit in shape.Would it be possible to at least reproject onto meshes that have unchanged topology, by storing a morph target of the mesh before loading the new one, then (under the hood) morphing the new mesh to the old shape, doing the reprojection and morphing it back to the new shape?(It would still not solve the question of effects and things that have their own position in 3D space, but for painted textures it would be a great help)
Please put "Save As" back in the root file menu. Seriously, why would anyone think it a good idea to hide the CONSTANTLY used "Save As" in a secondary rollout. Do you understand how often a busy artist needs to use this? Following the paradigm of just about every single other piece of software in existence, this needs to be in the root of the file menu, NOT under some "options" submenu.
Before Substance was acquired by Adobe, there was a discount on upgrading applications to the newest version based on how many annual, major builds had superceded theirs. Whilst this was discontinued for Subscription-holders, Adobe still sells Perpetual licenses on Steam. The first proposal, therefore, would offer existing licensees upgrades to the next, major release at the following discount:1 Year After Current Version = 50% off (£62.99)2 Years After Current Version = 33% off (£84.49)However, after 3 Years or more, a new major release would require purchasing at full price. Additionally, since Subsctance 3D Assets are not currently available except through "Substance 3D Collection" plans, the second proposal would offer the following Substance 3D Assets Subscription options on Steam:1 Year = £99.99 (30 assets/month)2 Years = £149.99 (50 assets/month)
UI artist here, i make alot of icons and would really like to be able to keep camera postitions when rendering and then switch to main camera when i need to edit the asset and re-render. either the ability to add additional cameras or camera positions would be ideal.. thanks.
Hi Have been using substance painter for a little while now, and 2 things I think should be done to give your users more control and information. The first is that when an update is available i,m not getting a prompt to update like I would in other programs, this would be useful, as if I hadnt wanted to post the 2nd comment below, I would not have known about the update. Secondly, whenever I save a file, Substance Painter is not currently saving my Alpha brush settings or the amounts I wish each channel to applied when painting, height for example, this would be super useful if for instance your modelling a lot of one thing, but using the same model in each, and only the alpha's that your painting are different, then saving a template file for lack of a better word, and having the same alpha settings already set, so you dont have to keep changing them, unless i,m missing something, in which case please tell me. Anyway, that's all. Thanks
It would be nice to be able to select rings and loops of polygons for painting or masking.
Unless I'm missing something, there's a fundamental functionality missing in the way that texture placement works. If I bring in a nonsquare texture, obviously I want to retain its correct aspect ratio. Substance automatically makes everything square. That would be fine if there were an easy way to set non-uniform scaling (e.g. X=1, Y=1.5), then LOCK that relationship, then be able to continue scaling the texture. This is not possible -- unlocking then relocking X and Y values will simply make them uniform again (in this case, 1.5 would be reset to 1). This is ridiculous. This wouldn't be such an issue except for the fact that textures ALSO interpret alpha/transparency into channels where I don't want it, e.g. roughness and metallness. There is ALSO no easy way to disable this. So the textures that I necessarily make square to avoid problem number 1, then go on to create problem number 2. Either give us a way to keep the correct aspect ratio on nonsquare textures, or an
If you create a fill layer and add multiple paint layers, there is currently no way to combine these together.
Many times I bake an Ambient Occlusion texture, add it to a fill layer (multiply) and then edit it with a paint layer on top. Sometimes, I bake it again to create better lighting in a different area. At the moment to keep the first baked AO texture, I have to export it out as a texture and then import it back in, then replace it in the fill layer and finally bake the new texture. Please Adobe, could you add the ability so that I may right click on assets like this in the asset browser and select "Duplicate Asset" so that I can just keep the original asset. Perhaps even allow me to rename it while duplicating and replacing all references in the layer stack so that they point to this new asset. This way I am free to rebake the AO. All while staying inside Substance Painter. Alternatively, allow me to name the outputs of the bakes so that I can name them AO-Version1, 2 etc Thank you.
Subject says it all. It would be nice if hitting the F key to fit view would zoom in on content being placed (especially when UV Wrap is set to 'none') when gizmos are enabled. This would facilitate easier placement of stickers/decals and other things of that sort. I can't tell you how often (as a Maya/Unity user) I reflexively hit F to zoom in on what I'm working on. Substance painter has an opposite effect when I'm trying to place decals on a mesh. I hit F expecting to zoom in on the gizmo, but instead it zooms out and fits the whole model in the viewport.
We are working on a heavily automated workflow with lots of assets of the same kind.Therefore we need a lot of tools and scripts to make it work. To perform an automated Task on a Substance Project per command line, we currently do the following:* We have a custom plugin location with the necessary sub-directories.* We set the "SUBSTANCE_PAINTER_PLUGINS_PATH" environment variable to this location.* We save all necessary arguments, that we want to pass into substance, in other environment variables. (Like a path to a mesh or a resource.)* The script that we want to run is placed in the custom startup plugins folder.* Then we start Substance Painter and it will use the startup plugin directory and execute the script from there.Overall this feels very hacky.And it's a lot of work, because for each script I have to create a different directory with the three mandatory sub-directories. Only then I can create a separate new script in there. We would love to be able to pass the path
Substance 3D Painter, v8.3.0 build 2094MacOS 13.1Please add the ability to change the UI font size. Especially for the "Python Console" and "Log". Developing and debugging plugins is less-than-ideal, in such tiny text. Thanks.
I would like to suggest the ability to drag and drop bitmaps directly to the layer stack and automatically create/replace a fill layer. I've attached two example gifs for demonstration. Thanks for the consideration!
Hi all, I'm interested in finding ways to improve our pipeline.I know with Javascript you can parse the structure of a painter file, and SEE what layers are enabled. But I'm not sure if there's currently a way to SET what layers are enabled/visible? Also, I'm not sure how to read what layers are selected. But I remember Wes was working on a script way back to export selected layermasks, so I assume that's still possible?Any help would be appreciated!
The current gradientfilter is hard to manage and visually unintuitive while both photoshop and substance designer have proper implementations where you can add color on a gradient and visually move them around.Just the base functionality of the gradientbar with its colors would be great , all the additional features like the presets and fading between points would be even better,current one from the Gradient filtersuggested one from photoshops GradientMap Substance Designer implementation
I don`t seem to be able to disable this dotted line, it would be great to disable its visibility . Adittionaly it would be great to be able to toggle the gray overlay for the Lazy Mouse
May Substance Painter Shader Part can get the original Shadow map but not only the precomputed shadow? The precomputed hard shadow map is hard to developer custom effect,plz.
I'm trying the free month for substance painter. I really like the program, however... what is driving me insane is a pop up message that lets me know I'm on a trial version every time I open the program, or if I go away and come back, it will pop up again, or seemingly every hour or so, I get this pop up, or perhaps now, it will pop up now, or maybe after my computer goes to sleep. I'm on day 4 of my trial. Don't you think it's just a little overkill, considering I clicked this button when I installed the program? Do you really think I need or want to add redundancy to my workflow? Please, turn it down to once when installed. Ver: 8.2.0
It's now possible to copy (copy mask) and paste (paste into mask). It would be great if, in addition, masks also be linked or instanced so that changing one mask would change the other instances.Similarly, it would be great to be able to do this with any paint or fill layer. For example, making an instance of a paint layer affecting the color and plugging this into the bump with a desaturate filter above it. This would reflect the way programs like Maya work where a bitmap image can be connected into any channel (bump, color, etc.) Ultimately in order for a user to manage these connections it would be nice to have a nodal graph view similar to Nuke or Mari or Maya, rather than the layer stack system of Photoshop.
Yep just that, would be nice to be able to hotkey 'Delete'. I like to keep my hand on the left side of the keyboard and move any keys that are "too far" so that I have easy and quick access to all actions. Kind of like a videogame - just for efficiancy, ease and speed.
Normally, when texturing a model, such as a character, you would have to import multiple versions of the same model in order to texture hard-to-reach areas.So, for example, the main model would have eyes open and a version with the eyes closed so that you could texture the eyelids. So here's my suggestion: If Substance Painter could have a feature where you could import all the versions of the model at the same time but be able to switch between them as you work depending on what you need to work on without the tedious back and forth of importing and updating textures. This could also work for;Vehicles, where we need to work on exploded models to texture individual parts and bake an AO map before returning to the assembled version for full texturing.High Poly and Low Polys. The possibility to see your textures update in realtime across different versions of the same model would greatly speed up the production pipeline and make for a more efficient workflow with
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