『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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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
Can Photoshop be included in the Substance Painter subscription? Seems pointless having to get all the substanc e programs and then get another one just for PS. Majority of 3D Artists still need to use PS along with SP.
I do not have issues with importing meshes. It works fine - if a mesh has issues, I get an error message telling me what is wrong, I fix the issue in the 3D modeling app, re-export the FBX and import it again into Painter.Rather, what annoys me is that if the importing had failed in the first place, Painter doesn't offer the option to reimport the mesh. I have to go through the process of creating the project anew. It would be nice if you could reimport the mesh after a failed import just like you can after a successful one.
It would be really nice to be able to copy all the values at the same time in UV transformations and 3D projection setting (offset, roation, scale, etc.). It will save a lot of times. Thanks.
"Save as" should start in current folder as the rest of the programs in the world are doing. Its so silly the way it works right now. Is this a common take or is it just me that wants this convenience:)?
When I paint.I spend most of my time on the right-click menu,such like add mask,add generator,paint,fill,filter and so on.but none of these have shortcuts!! I hope this pain point can be solved as soon as possible, enabling everyone to set shortcut keys for anything.or Add a pie menus (Users can customize the functions) to replace the right-click menu just like Maya.Thanks!
Not sure if this feature or something similar exists, but my stupid ass can't find it, so here goes. Adding hotkeys for the actions of:Increasing/Decreasing the HSV sliders of my brush.Example: F = +Value // Shift + F = -Value --etc. "Color Harmony" addon for Hue. Instead of just pressing the buttons to go up and down the slider, it'll jump you to specific hues based on the first color you picked. Basically the "Adobe Color Wheel" site being imported as a functional feature inside of substance painter + its harmony presets. If this or anything similar exists, please let me know 😉
When a resource from the Library is updated/replaced, it is also automatically updated in the Layer stack (in the project). This thread has been created in regards to a future QOL (Quality Of Life) release. We’re trying to prioritize users’ needs; therefore, your voice is very important! Please write your feedback below and don’t forget to vote for your favorite suggestions!All shared images are purely for visualization and not functional features.
Please add random seed for Instanced layers.It should be change all Random Seed parameters in instance layer. It will be useful when object has symmetrical parts with instanced material, but you don't need 100% exactly same material.
Hello Adobe Substance team,I’d like to suggest a new feature for Substance 3D Painter that would greatly enhance the workflow for artists: Viewport Click-to-Select Layer.The idea is to allow users to click directly on a visible area within the viewport, and Substance Painter would automatically select the corresponding layer in the layer stack. This would make it much faster and easier to identify and edit specific layers in complex projects, especially when dealing with multiple layers of detail or when layers have similar names.Key Benefits:Speed and Efficiency: This feature would reduce the time spent searching for layers in the layer stack, especially in projects with many layers or complex structures.Precision in Layer Management: By clicking on specific regions of the model in the viewport, we could quickly locate the layer responsible for that detail, making edits more intuitive.Improved User Experience: Many artists are familiar with viewport-based selection tools from other 3D
As decals (Warp projections) are Fill layers, they currently don’t support the symmetry feature. Adding symmetry to Fill layers would allow users to fully move/rotate/rescale a decal, and all changes would automatically influence the opposite side of the mesh. This thread has been created in regards to a future QOL (Quality Of Life) release. We’re trying to prioritize users’ needs; therefore, your voice is very important! Please write your feedback below and don’t forget to vote for your favorite suggestions!All shared images are purely for visualization and not functional features.
When I turn on paint symmetry, the plane is based on the center of the total geometry of my project. Suppose that I have several materials in my project. It is frequently the case that I want to symmetrize around a specific subset of geometry containing a single material. To do this in today's version od Sunstancec Painter, I need to turn on symmetry, set the axis, and then drag the offset sliders to (very) roughly get the plane to the center of the intended piece of subset geometry. I would like for a checkbox option in the symmetry settings to choose to center the plane on the active material's geometry, so that I can easily get in the middle without dragging sliders and eyeballing it.
Hello,A masking system would be AWESOME for Substance Painter, instead of having multiples materials where we need to plug everything, one materials, multiples mask. it would save so much time. we have one shader for all and can use masks to create different layers under our mask group.Using this on Mari made me realize how easier the life is when we have only one shader.Thank's.
If I import a FBX with multiple meshes in it, there should be easy way to turn them on and off on a model. Not material id's, not selection sets, not geometry masks, no setting shader to opacity and painting over things you want to hide, none of this around-the-corner nonsense. There should be a tree showing FBX file contents (meshes) and checkboxes to turn them visible or invisible (which should also make brushes ignore them!). Why isn't this a thing??? Or if it is, where is it hidden on this bloated UI? It's evident that Painter already detects separated 3D elements, because you can fill by element. Just make a list of them!
I've been using Substance painter for years and very often I need to color pick from another layer's preview. Now that there's shaded balls previewing the layers, I'm unable to color pick cause I have the entire spectrum of a ball to pick from. The ball doesn't make sense, please just bring back the flat texture. Also seeing the mask preview was really great but I guess that never comes back.
I'm not sure if this is already a feature or not, but I am on Version 10.1.2 and can't find any posts related to this.I usually import multiple models into Substance Painter. I have a folder for each of these and have to select them 1 by 1 and a new folder destination. It's alright for the first time I do this, but when I want to come back in and edit it, I have to do that same tedious process all over again. I'm doing this every day all day in-and-out of substance painter, it becomes a drag and really slows me down.My suggestion is to add a + button on the output directory to create a new output directory and allow me to link a specific texture set to that output directory. This way i can simply edit the texture > Shift + E > Click Export > Done. If this or something similar is already a feature, please inform me on how I can achieve this, and if not, please add something similar to this. Thanks
Please add Hydra viewport support to connect 3d party renders inside Substance Painter such Arnold, Render Man etc. (like alredy done in Substance Designer)Render inside SP using production render would be great benefit.
Please add support of OpenPBR Surface
Can we have have pixel snap in Painter. For example I have an asphalt texture and want to place some decals , dash painted line or manhole. Can we do it with pixel precision ? To scale it to be say exactly 400 pixels and scale around specifically placed center of transforms like in Photoshop and then say move exactly 20 pixels right or left ? I can do it in Designer with pixel processor but never managed to make it work with sbsar imported to Painter and whatever I try to composite in Painter always get sort of extra blur due to lack of pixel snap. It shouldn't be that much of a trouble really . Evry image editor can do it . Please Adobe, add this option.
Please add mesh opensubdiv smoothing inside SP. (and in USD mesh importing)
UDIM approach requires same sized textures but often we need just slices from a big master image. For example I need to crop a thin narrow 32x2048 stripe texture from 2kx2k master document. An asphalt texture and painted line in the center . Right now I had to export 2kx2k master material and then cut manually 32x2048 painted line from it . Would be nice to do it directly in Painter
Wrap projection scale option does work always around this gizmo placed in the center. it's not really convenient for a number of things. For precise positioning especially . Would be much easier if we can put a center of transforms first in 2d view and scale around it.
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.
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