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Feature Requests
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My biggest gripe with Substance Painter is not being able to isolate and view what an individual layer is doing. Once you have a lot of groups and layer stacks it becomes extremely combersome to toggle layers on and off. Could we utilize the drop down menu in the viewport that allows us to view individual maps and channels to give us not only a layer mask preview but the selected layer(s) as an option also? Better yet, just give us a node graph, please and thank you.
Would like to see the ability to adjust the UI scale while in app. Substance painter UI scale in app. I don't even use a 4K monitor and the text is so small. This capability should be in all of Adobe apps. I stopped using Subtance Painter for over a year because the UI is just too small even after scaling up windows. I never had a problem with the UI of any Substance apps (Painter, and Designer) before Adobe aquired Substance. Thank you!
We have multiple in-house tools that utilize the python API and automate portions of the texturing or setup process. Being able to import splines generated from Maya into Painter to be used for path/ribbon tools would allow for a lot of powerful additions to our toolset. A simple example would be generating a spline from the intersection of metal pieces in Maya and then bringing it into Painter for automatic weld seams with the ribbon tool.
The Python API has always had the ability to load and save files, but no way to read write or use the Recent files. Unless it is undocumented or somewhere else besides the substance_painter.project module. For now, someone needs to create their own UI or Recent File list if a pipeline tool is created for saving projects. Pythin API Function Request:- Ability to read the list of Recent Files.- Ability to add to or edit the list of Recent Files.- Saving or Loading either adds to the Recent Files, or that the open/save/save_as functions offer a save to recents flag/option.This would make wrangling projects so much easier.Thanks again for the fantastic integration
When iterating textures, it becomes time-consuming to repeatedly export each texture set into its own directory. Currently, exports are limited to a single output directory per export, which means I need to re-export each texture set separately into its respective folder. This becomes a time sink for any project with multiple texture sets.It would significantly improve workflow efficiency if we could create multiple “General Export Parameters” templates, each with: its own output directory an assigned texture set After setting these up once, re-exporting could be done with a single click while automatically routing each texture set to its correct folder.This would streamline iteration-heavy pipelines where textures are frequently re-exported.If there are technical or compatibility reasons this hasn’t been implemented, I’d also appreciate insight or recommended alternatives.Thanks!
# you can leverage the Javascript API to easily export masks to files# but the code below ONLY works for scenes that are NOT using UDIMs# it would be nice if it just worked for scenes with UDIMs as well# there does not seem to be an easy way to do this through# the Python API export module unless I am missing somethingimport substance_painter as spimport posixpathdefault_export_path = sp.export.get_default_export_path()image_format = "png"current_stack = sp.textureset.get_active_stack()texture_set_name = current_stack.material().nameselected_layers = sp.layerstack.get_selected_nodes(current_stack)for layer in selected_layers: layer_name = layer.get_name() export_filename = f"{texture_set_name}_{layer_name}_mask.{image_format}" export_path = posixpath.join(default_export_path, export_filename) export_path_str = f'\"{export_path}\"' mask = "mask" data_path_str = f'[\"{texture_set_name}\", "", \"{layer_name}\", \"{mask}\"]' javascript_code = "alg.mapexport.save("+data
Expose all of the highlighted functionality available through the UI to the Python API.
Hi, hope you’re good 👍🏾I’d like to request an option to point at a specific After Effects installation for the Export > Send to After Effects command.Use case is that I have a bunch of different versions installed for older project/plugin compatibility reasons, plus I’m working in the AE Beta for testing most of the time. The current functionality seems to automatically send to the most recent release version, and it would be a big timesaver to be able to specify which version of AE to send to, especially as this command can generate just and GLB file without all the maps as well.I’d imagine the most straightforward place to put this would be in the config options for Send to AE - there could be a dropdown with all the recognised installations, and a checkbox to enable selecting a version manually.With all the good work that the AE team are doing with substance and 3D integration right now, having this flexibility would offer quite a big quality of life upgrade.Cheers!
The UDIM numbers are not useful for game engines, yet they are essential for painting and baking across multiple parts of the mesh in Substance Painter. Instead of having to look up what part 1004 is, it would be nice if I could export it with the name I put on the tile within Substance Painter.
allow multi axis mirroring. I think it would be better in fact to just remove mirroring at all and have it as an effect, which gives better control and avoid having to repaint if your forgot to put the mirror on, or remove the mirrored side if you decide it is better but have to use some workaround as the mirror is destructivefor example texturing a sword, I may need to reflect details to the other side and back for the blade, which is impossible and I need to use a lengthy workaround such as using shared uv space and then baking or something else, which is not really ideal... would much appreciate an update like this..
When painting textures, there are situations where I need to add a new channel (for example, Opacity) at a later stage. Currently, when a new channel is added, it is automatically enabled for all previously used materials, even if I do not want those materials to use this channel. I would like to have control over how new channels are applied to existing materials. Specifically:An option to automatically enable the new channel for all existing materials, or Have the new channel disabled by default for existing materials and allow the user to manually enable it per material. This could be implemented as:A confirmation dialog when adding a new channel, or A project-level preference that defines the default behavior. This would prevent unintended changes to already finished textures and improve workflow flexibility.
Currently the way strokes are stored in 3D space makes Substance 3D Painter a really cool tool for non-destructive workflows. I love how you could literally change the topology and UVs and keep your texturing work.Unfortunately this becomes a bit of a problem (specially with character work) where I keep doing modelling updates (no topo or UV changes, just shape) and reimporting the mesh would make my texturing work break, as parts of the model move around a bit but the strokes stay in their original place in 3D space.It would be really really amazing if one could choose to update stroke position based on topology instead of 3D space. Even if its not perfect, most texturing work is through masks anyways. Existing stroke points would have to bind to the model (similar to a Maya wrap or a Blender surface deform) and move to their new position. If using face normals this could even allow rotation. This would unlock full non-destructive workflows in Substance 3D Painter.At the moment, my on
Hello Adobe Team,I’m writing this message out of real frustration, but also because I genuinely believe there is a huge missing tool in today’s 3D workflow.I am a 3D artist, and I create my own HDRIs because I care about lighting consistency, artistic direction, and originality. But honestly?Creating a custom HDRI today is a nightmare.To create a single HDRI from scratch, I am forced to jump between:- AI image generators to get a base idea- Photoshop to clean, fix projections, and manually adjust equirectangular distortions- After Effects to add atmosphere, glow, sky effects- HDRI Light Studio just to properly shape the light- Blender to constantly test if the HDRI actually worksThis is not creativity.This is technical survival.Because of this mess, most artists simply download HDRIs from the internet. Not because they want to, but because the industry gives them no real tool to create their own easily. This kills artistic control and breaks creative flow.And the worst part?The problem
Sinhouse_0-1768410265034.pngHello,I would like to suggest adding the functionality to name textures on export based on their Udim descriptive tag, rather than just the texture set or numerical Udim identifier.This way I could export textures with a similar descriptive naming as if using distinct texture sets.This type of naming is required by the project that I am on and I don't want to have rename all my textures post export.Also, using seperate texture sets is not an option, as I need to paint across UV tiles.Thanks
I needed to export a single "material preview" texture today and realized it can't be done. I never considered that this wouldn't be possible, though I know it's not normal anymore for a game to use one texture. I ended up screenshooting the material preview and managed to get what I needed, but I would perhaps like the ability to do that again as the need arrives. However, the screenshot work around is fine.If there is a way to do it and I have overlooked it, please let me know.
Is there a way to add an alpha color or an eraser to polygon fill, so we can erase using polygon fill? That will come in handy when we are filling without using in mask. Sometimes less mask has better performance, so for some small things I wouldn't bother to use it.
When drawing in 2D view the background color is too dark, is there anyway to change the background color.
In the Export Textures > Settings Window, the output map names are always cutoff, even when i expand my window to be very wide. I don't see why the text line doesn't just expand to show the whole name when there is plenty of space. This would improve clarity when preparing to export. james_2182_0-1766590986899.png
Emissive in Iray caps out and is not nearly strong enough for certain renders.You can normally only get the strength to "1" using the sliders in Iray mode.It is possible to get the emissive to "100" if you set it in painter mode and then swap to Iray mode.(this is a bug, but it works in my favor)However, even the "100" is a hard cap that sometimes isn't enough.I'm currently trying to render a car, where the headlights needs to be much brighter than what the emissive setting allows me to set.Since real headlights have pretty small but very strong lightbulbs, they use reflectors to boost that light even more to get sufficient brightness. Even with a reflector being 100% metallic, with 0 roughness, the bounce light is not strong enough whit the emissive getting capped at "100" in painters Iray mode. I also use emissive materials to create bounce lighting in some cases. I can add a surface and add an emissive material to it to simulate light sources in my scene. If I get more co
Hello, it would be great if my two suggested improvements to Substance Painter could be added. They would be very useful for my texture creations. These are two tools that exist in Adobe Photoshop: the lasso (all versions) and quick selection (all versions depending on what you want to do) . Thank you in advance if this is done ^^
Are there any ways to profile the computational intensity of layers inside of a substance painter file and if not i guess id have this as a feature request.Ive run into the issue that when setting up workflows that go beyond the fill layer and a tiling noise that its hard to know how well its really performing and where sometimes the laggyness while painting comes fromSubstance designer has a way to see the calculation time of individual nodes so it would be great to have an equivalent inside of that inside of painter with callouts . exposure to the python api would be a plus.
Right now Color selection allows only images to be set as id map input, but not the anchor points. But sometimes Id maps needs to be dynamically edited before use. And all nodes in Substance Painter allow it, except the most important one for Id map.
Why is it so complicated when adding a png with a transparent background? why cant it just work like any other program. I have watched so many tutorials, google/chatgpt, youtube, but they all give me a white background. I don't get it. Yet the alpha leafs I get from Adobe Assets work fine, but if I try to add my own it gives me a white background. Please make it easier.
When we use the undo button, can it also undo the settings we have changed, for example the shadow slider, or at least make a seperate undo button. Please.
On heavy projects it would help a lot to have a way to monitor computation time of layers to find bottlenecks in projects (as in Substnace Designer or Houdini for example).And you could also go further and add an ability to temporarly toggle computation of those heavy layers off (detected automaticlly or by user's choice).So, for example you press a hotkey, it freezes computation of those heavy layers, which allows you to paint masks, add/move decals, etc. freely without a lag and then press hotkey back again to recompute and see the final look.As the project grows it becomes more painfull and painfull to manipulate stuff. And this seems to be a good solution for this.
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