『アドビコミュニティフォーラム』に質問/トピックを投稿する方法
Feature Requests
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when you create a layer stack, it would be great to have a +/- on each layer. and a drop down border that you can raise or lower. (+/-) so that when you put an effect on top of the stack you can extend its effect to all layers underneath, or limit its effect to one, two three, or whatever is directly under it. SO for example you could apply LEVES adjustment to other underneath layers indivudually, instead of the entire stack. it would be great to specify levels, blur, dirt, a bunch of other filters to specify what they effect under them instead of them hitting EVERYTHING without discrimination. we also need some spline and selection based masking tools. hopefully this all makes sense. ive been using photoshop for 31 yrs, and i know substance is newish, but these tweaks would be fantastic please.
What I'm suggesting:The ability to switch the viewport to display the base color channel (or any other channel, really) through the Python API. Some context:I'm creating a simple plugin that automates my most common actions. For one of these actions, I am checking the greyscale values of my base color to see that they fall within a certain range. Using Python, I am adding a fill layer that desaturates the base color using an HSL Perceptive filter. I then switch the viewport to the base color channel manually to check the values. This doesn't take a lot of time at all, but it would be a nice QOL change for me to be able to automate this. Cheers!
Can you please give undocked menus a simple Windows-style "maximize" button so that they can easily be made to fill the screen? It seems like it's currently necessary to drag windows out manually to do this, which is kind of ridiculous.
Dear Adobe Substance Painter Team,I am a regular user of Substance Painter and greatly appreciate its powerful features for 3D texturing. However, I’ve noticed that some commonly used functions, such as adding a new layer or creating a black mask, do not have default hotkeys assigned. This requires manual navigation through menus, which can slow down workflows, especially for users who rely on the software for daily tasks.To improve efficiency, I suggest adding customizable hotkey support for these functions and other frequently used actions. For example, assignable shortcuts for "Add Layer," "Add Black Mask," or adjusting brush opacity would significantly streamline the texturing process. Many other professional software tools, like Photoshop, allow hotkeys for similar actions, which could serve as a reference.I believe this enhancement would greatly benefit the Substance Painter community and improve the overall user experience. Thank you for considering this feedback, and I look for
I’ve been using Substance 3D Painter for over five years as a texturing artist and truly appreciate its powerful toolset.However, one recurring challenge is painting hard-to-reach areas such as the inner mouth, armpits, and between the legs, where closely positioned geometry makes it difficult to achieve clean, detailed results.A feature to isolate or hide parts of the mesh of same texture set—similar to functionality available in software like ZBrush or Maya—would greatly enhance workflow efficiency and precision. I believe this addition would benefit artists across the industry.
Why isn’t there a normal map intensity filter in Substance Painter?The closest solution I found was this custom setup: https://www.artstation.com/marketplace/p/p39G/sp-filter-normal-intensity Most posts I’ve come across suggest duplicating the material and lowering its opacity, but when working with anchor points or needing to tweak scale/rotation, this becomes tedious. I’m wondering why this isn’t a built-in feature in Substance Painter by default.
This functionality is important since Painter is pixel-based, so when one e.g. imports mesh and cameras from third-party software [Blender, Maya, etc], one needs to have precisely pixel-to-pixel view, same as final render.
When texturing an asset we often need to create variation textures of the same mesh.For example an npc with different colour shirts or multiple damage states. Right now we need to either save out different files for each or have our changes in the layer stack and turn them on and off, change the texture set name and export.It would be good to have a "variation" texture set that we could switch out with the main material while working This could then be listed in the export pop up as well to be included when exporting textures.That way we could have all the variations in a single project.
Add here https://helpx.adobe.com/substance-3d-painter/getting-started/system-requirements.html list of dependencies on third party libraries, and also when starting, check the installed libraries and if they are not there, display a list, and do not silently terminate the programWhy do I have to run the program from the terminal several times when it does not find the libraries installed on the system, as well as in Steam and copy them to the program folder so that it finally finds them?I mean/usr/lib/libbrotlidec.so.1.local/share/Steam/ubuntu12_64/steam-runtime-sniper/var/tmp-1EDZ32/usr/lib/x86_64-linux-gnu/libbrotlidec.so.1/usr/lib/libbrotlicommon.so.1.local/share/Steam/ubuntu12_64/steam-runtime-sniper/var/tmp-1EDZ32/usr/lib/x86_64-linux-gnu/libbrotlicommon.so.1
Essentially I want/need the option to further increase the size of the asset icons (Possibly like the substance 3D assets + and - tool).I stuggle with seeing the exact textures, even with the size on large - particulary with the texture maps (eg. grunge ect.) as they all look the same. I know hovering over shows the larger version (Which is a much better size) however I find that this can take time to load which is impracticle when looking through hundreds of textures. Alternatively perhaps a page on the website or a document you can download with all these maps on it so you can zoom in to find the correct one and then somply search for it.
Hi Adobe team,I’d like to suggest an improvement for Substance 3D Painter that would help greatly with performance and usability in complex projects.Currently, when you add a new Fill Layer, it is immediately applied across the entire mesh. This triggers material calculations on all visible UDIMs, which can significantly slow down the software—especially in large projects where the layer is only intended to be used in a specific area.To address this, I suggest either:Adding a secondary button next to the existing "Add Fill Layer" option that creates a Fill Layer with a black mask by default.Or allowing users to define a default Fill Layer behavior in Preferences, including the option to automatically apply a black mask upon creation.This would prevent unnecessary material evaluations and give artists more control and efficiency, particularly when dealing with complex stacks or heavy assets.Thanks for your consideration!
Similar to Viewport > Show Entire Mesh (F), may we have Show Entire Texture (Alt+F).This functionality would perform the same "zoom fo fill window and center" function that Show Entire Mesh does, but using only the for the mesh geometry that is associated with the currently-selected item in the texture set list. Simply: When I'm working on a specific texture set for a specific bit of geometry, it would be nice to press a button and zoom-to-frame it.
I have a lot of projects where I need to group assets and create smart materials. I also need to name them in a way that helps me remember which project they belong to. Ideally, I’d like to create a folder for each project and put the smart materials inside, so they’re not scattered everywhere.
As the title suggests - a 2D Warp but as an affect.The lack of a 2D warp feels like there's a very necessary tool missing from Substance Painter. Other tools like Photoshop and After Effects include multiple options for this, the most standout being After Effect's RESHAPE plugin, which works almost exactly how I'd imagine a warp should work.Please see the image for an example.
1. Scan real-world textures (like fabric, wood, rust, or stone) and have Adobe's Al enhance, tile seamlessly, or even generate variations of the texture.2. Convert 2D textures into 3D PBR materials (Physically Based Rendering) for use in Adobe Substance 3D, Dimension, or other 3D software.3. Apply Al upscaling to low-res textures without losing detail.4. Generate procedural textures based on simple sketches (e.g., draw a rough pattern, and Al refines it into a usable texture).
Would it be possible to let us upload our favourite smart materials to cloud storage? That way, if something happens to our compute, like if it becomes corrupted— we could reinstall Substance and still have access to all our smart materials on our adobe cloud. Right now, for example, I want to continue my project on a Mac in another building, but I’m not sure how to transfer my smart materials from my Windows 11 PC to the Mac mini.
Preface: Before I decided to post the Idea, I had been searching for the answers and ideas published before. If someone did the highlighted query as the Idea and I haven`t noticed it, please forgive me for my inattention.Thesis: I propose to add the possibility of painting the Path tool in 2D/UV view.Arguments/ Why is this valuable?This feature will solve the list of problems:It will add the ability to work with intricately deformed/overlapped 3D mesh via an undeformed UV layout (image: Example_01);Consequently, it will eliminate the problem of unsmoothed/ unstraight paintings (image: Issue_01) owing to the ability to control the details via path and points(vectors);Create the ability to control the overall view of details and nondestructively edit the size and the shape of details, in 2D view.Best wishes,George
I'd like to request that the Khronos PBR Neutral Tone Mapper is added to the Substance Painter and Sampler programs. Maybe also Designer? I don't really have much experience of that program. Alternatively, I request that you publish a guide for letting the user add it themselves if applicable. I've tried with the OCIO file they've published ( https://modelviewer.dev/examples/config.ocio ), but as-is it crashes Painter (bug reports sent at least twice from the program on restart, running the latest version of Painter on Windows 11). Thank you very much! 😃 Some reference reading available at: https://www.khronos.org/news/press/khronos-pbr-neutral-tone-mapper-released-for-true-to-life-color-rendering-of-3d-products https://modelviewer.dev/examples/tone-mapping
Hello, - In the imageA, we're selecting a geometry to create a mask.- We then are then combining this mask with a texture in a black mask.- In the imageB, When creating an anchor point on top of this mask and trying to reuse it later in our stack, the mesh name mask isn't being sent with the anchor point and end up with our texture mask assigned to the entire asset. This process works correctly when using UV tiles selections, but doesn't work with mesh name selections. Would be nice to have it working with Mesh names as well : )
Hello, In order to build stronger tool for studio pipeline, having access to the list of geometries that are enable / disabled per folder would be very valuable. This would permit to create sets in Maya or any other software based on these lists.
When painting stylize texture, you sometimes want to see the wireframe to paint following the flow of the topology, and sometimes you just want to see the texture without anything wireframe on top, it will be great if this toggle can have a shortcut.
When I try to blur with the Smudge tool, the colors are blurred in a dragging manner, which is a bit inconvenient when texturing cellular 3D models.So I use the blur “filter” to blur, but it sometimes blurs areas that I don't want blurred.I also use masks to prevent this, but I find this process a bit time-consuming.I think it would be very convenient if there was a blur brush that gradually fades the color, like CLIP STUDIO.It would allow me to adjust colors seamlessly without changing layers,So, if you could add a blur brush, I would be very happy. Sorry if you already have that feature.
Pen tilt and rotation with a tablet like wacom intuos pro is really essential for a more controlled and alive painting experiecnce. Sometimes you need to rotate alpha of a triangle or calligraphy pen and using shortcut is less convinient Especially after you got used to just rotate a brush in PS or other painting software
I would like to be able to hide parts of a mesh by clicking on a face to hide and fully disable it, double-click it to hide its mesh island (cumulative), exactly like the feature in 3DCoat (and unhide all with CTRL+X). The hidden parts are not just invisible, they are unclickable, so we can paint on faces that were behind these islands.Also, if this can be also done by UV island this would be fantastic.The 3DCoat feature is more convenient because I don't need to plan it in advance by manually separate parts by materials, selections or masking, I just click on any mesh island on the fly (that is part of an unique and same mesh with an unique material and UV) and this is done in less than one second.In Painter, I can't do that at all if the material is the same on these islands.For example, on a stylized tree fir with multiple layers of leaves, I don't want to assign a different material for each layer just to have the ability to isolate them for painting (this would be a kind of hack,
Like something I want to create matcap by my own so it is stylized and applied it to some part of a mesh, is there a way for a feature for me to:1. Paint inside a folder that can be consider as matcap material2. Then assign this folder to the part of the mesh I want it to apply3. Finally in the viewport to have another view call matcap view so I can paint the matcap in a circle shaped thing?This way I can paint matcap and see it applied to a mesh in real time, I don't think there is any software that does this
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