Feature Requests
Als letztes aktiv
Sometimes when I am working in hand painted texture, I wanted to go in details and work on few uv shell at the time, but I am still want these details to be in one layer, without necessarily split them into different layers using masks and geometry mask. A selection mode can be done as 2D software and selects uv shells that I want to restric, plus selecting geometry as geometry mask. This selection is a temporary restrictions for when going to details while people don't have to worry to paint over some strokes outside of the selected areas.
Does SP have this brush mode similar to PS?PS has this feature and so does mari.It's a pain in the ass to use projection in SP without this feature, because I want to overlay every stroke with lighten mode.Been waiting for this feature, otherwise projection drawing masks is quite a pain every time.The screenshot below is from PSHere is a comparison picture, the left side is the original picture, the middle is the way to draw mask with SP, the right picture is the effect of PS used the brush darken overlay mode.PS can realize the brush overlay mode, but SP can't, I hope that SP can have such a function, it's very practical.
It would be much more useful if the geometry mask could be selected instead of the color mask when dragging the material onto the object by holding ctrl.
I suppose this may be in works already, but if not, it would be great to have an option to make the text go into a vertical stack. Please see screenshot as an example:
Currently you cant share brushe strokes as a smart material across different models that have the same UV space Unlesss you paint in the 2D view. It would be awesome to paint in 3D view but cement the stroke detail in UV space so when you change a model that has the the same UV layout the brush strokes dont move if the mesh position changes. The work around currenrtly is either painting in the 2D view, or painting in 3D and then exporting those strokes out of Substance and then back in to create a smart material. which is super annoying. I have worked in games for 15+ years as an artist and was shocked this isnt a feature considering how much re-use it would mean for texture painting. Possibly its a bug?
I have a suggestion. When I use "ALT + right mouse button" to enter the mask drawing mode, the color picker can't absorb the gray scale of the mask. As a result, I can't draw the gray scale transition precisely, because when picking colors, it can only pick up the colors of the external materials instead of the gray scale shown by the mask.
Hello Adobe Substance Painter Team and Community,I'm writing to request a feature that would simplify workflows for many of us working on game assets. As someone who creates simple models for games, I often only need one single material with all texture details baked into a single map for my models. Right now, while Substance Painter does an amazing job generating multiple maps (e.g., Normal, Base Color, Roughness, etc.), there’s no straightforward way to export the flattened 2D view directly as it appears in the 2D Viewer.This is what I’m envisioning:The ability to export exactly what I see in the 2D Viewer: a flattened map that includes all materials, lighting, and effects—into one single texture.This feature would save so much time, as the current workaround involves taking the exported maps back into Blender, re-baking them under different lighting conditions that may not match Substance Painter’s perfect environment, or resorting to screenshots of the 2D Viewer, which is less than
Many offline renderers recommend that textures be converted to .tx format for optimized memory usage. Is there any possibility of directly exporting this file type from Substance applications? It would save the step of converting down the line and could help speed up workflows. Thank you in advance for your help!
Why there is no toggle to turn on and off backface culling?I know i can change shader, but that`s a workaround and not a problem solver.In my current project i need to have backfaces (be able to turn on and off to check for errors) and opacity in the shader.At this point i can have either working opacity or backfaces. This is ridiculous!
I'm guessing handpainting features isn't at the top of Adobe's priorities for 3d Painter, but having an unlit shader w/ alpha-test and tranparency would be a simple but tremendously helpful option for handpainters. Currently, we have to use "Base Color" in viewport which means we can't see the opacity map which is very limiting.-- or if anyone out there can share a custom shader for unlit+alphatest or unlit+tranparency, would be appreciated!
Hey Substancers! Simply feature request, altough it should be a default function imho. So sometimes when I import a scene into Substance Painter with cameras, in some cases the order of the cameras are not alphabetical, but seems to be random. I think it is something to do how FBX handles object order. But Substance Painter should not follow this, but sort the name of cameras in the dropdown menu alphabetically instead. Thanks!
Allow the user to rename textureset through the APISometimes our user will have renamed the texturesets imported in our game-engine and we would like to push this rename to the painter project when it gets opened to have consistency but it seems to be currently impossible through javascript or pything as far as I can find
There have been other posts asking for this feature, but since it seems this hasn't been implemented yet, I'd like to also request the feature of changing the font size for the UI. It's extremely small in higher resolution monitors and I believe even people with good eyesight must have problems with it. My eyesight is relatively poor, so I have to pull my monitor very close to my face or develop a headache after an hour or two of work. Please add the ability to increase the font size.
Hello there, this is a improvement proposal to the channel manipulation in the layer stack.So far you have a selected channel at the top of the layer window, and you have to drop down select the one you want to operate on, this is time consuming. 1) Add an indicator on each layer/folder that uses that channel and have a contribution on it, even a color dot in the layer should be enough. Right now you pick a channel and you see every layer blending mode and amount but you don't know if it has that channel in use in the first place. 2) Add the posibility to: custom shortcut layers channel switch, ctrl+cllick the channel you want to switch to on a layer channels view (since ctrl + click has no use so far)
I just spent a long time trying to get vertex colors to import from Maya/Omniverse workflow into painter. The issue ended up being differences in how different applications name their color set for vertex colors. Omniverse was writing to the name "displaycolor", and Maya used "colorSet1". After some trial and error, painter only accepted "displayColor" with a capital C. I'm sure while USD is still being adopted in more software, applications will have different default color set names, and in advanced pipelines, assets might have multiple color sets for multiple purposes. I propose that for at least USD import (but ideally all formats) there be an option if Vertex Color is selected in the baker as the source for the ID map, that painter presents a drop down with all the color sets on that object to select from. This would be very valuable for everyone trying to transition to a USD only pipeline. As a side note, the vertex colors all came in really dark, even after
The brush alignment currently has 4 different types: Camera Tangent Warp Tangent Planar UV The idea would be to add a fifth type (or something similar) named “Dynamic”, and it would automatically switch between Camera or UV depending on where the cursor is located. If in the 3D view, the alignment type will be Camera, and if in the 2D view, it will be UV. 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.
I work on a quite large game studio with with an old school handpainted style for our MMORPG and throughout the years we have heavily relied on coloring everything with gradient maps in photoshop. Now the team has slowly migrated over to using substance painter instead. We are very happy with the workflow and the software but we are all very unhappy with how the gradient tool work in substance painter. In substance you have these sliders, they are not very intuvetive and you have very little control of how the colors will affect your grayscale. The transition gets choppy and the colors feels almost washed out.In Photoshop and designer you have this gradient map tool where tou see the whole scale and you can control the transission much better. In designer you can ever colorpick gradients from external images. You also get a much smoother transission between colors.I'm thinking since we have this feature in both Designer and photoshop, wouldn't it be relatively easy to add it to pa
I could be overlooking something, but I think we should add more options for triangulation methods within Substance Painter, especially to match those used by certain engines for ease of use and giving more options for the user. I believe there should be a greater focus on handling triangulation directly within Substance Painter, as this could enable edge selection, which often works best with quads. Other algorithms could also benefit from having data in the form of quads. Alternatively, I could imagine using a dummy quad mesh for selection, inputted alongside the triangulated mesh. However, this approach might encounter challenges with alignment, especially when dealing with overlapping edges.
If I wish to add painted embellishments that follow modeled geometry, it's suprisingly difficult to be precise, even with the newish Path tool. My goal is often to snap a painted line along an edge, or to snap a brush stroke to an edge or vertex, and I cannot find a way to do this precisely; I keep needing to zoom wayyy in to wiggle path control points around to get the paint to fold around corners and follor edges reliably.
I would like there to be an easier way to set up channels for a texture set, as it can be quite tedious when working with materials and managing numerous user channels, especially for shaders external to Substance Painter, such as those used in stylized shading. My best idea would be something akin to export templates, but specifically for channels. It might even be possible to translate some of that template information directly into channels and potentially combine the two for a more streamlined workflow. It’s possible that I’m unaware of an existing method to quickly set up user channels; if there is, please let me know, but I haven't found anything like that. My best guess is that, with a custom shader for Substance Painter, you might be able to define the channels from the start of the project.
I have a few ideas in mind, and I will list them accordingly. The general goal is to improve the legibility of the hierarchy for layers.Additional Color Options for Layers: Currently, we only have seven colors to choose from. I think there should be an additional button alongside the existing quick-access colors that allows users to manually select a custom color. Alternatively, or in addition, another row of colors would be a nice enhancement, at the very least.Improve the Icons, Making Them More Legible and Distinct: Currently, the layer icons are either too small or not distinct enough, lacking sufficient contrast to differentiate them from one another. This could be improved by adding a background behind the icons for better contrast and creating more distinct icon designs with some color or depth.I often find myself looking at the same color and icon without any distinguishing features, which makes it very difficult to discern things at a glance, especially with repetition.Option
I've observed that the HSL filter within Substance Painter doesn't shift hues as well as OKlab does, particularly with regard to human perception of lightness. I've seen an implementation of this being used within a shader and hope to see OKlab implemented as an additional option within Substance Painter for the HSL filter. There is a possibility that better options than OKlab exist—please forgive my ignorance. Side note: While you may achieve better results by adjusting individual layers for hue, along with the necessary manual adjustments for lightness, an improved HSL filter with OKlab would be a great addition for quick iteration or testing.
Hello!I remember finding select and de-select directly without clocking on any icone and go inside.It was there a few years ago, is it possible to have that back?
Hoping that Painter (loving it!) can have an expansion on the methods for UV Unwrapping (manual) as well as when exporting mesh and textures Texel features could be added. This way the appearance of a painted texture could be better made and represented on export as currently they are a little 'fuzzy'. Would be fantastic to be able to export as DDS format too! This is a more personal hope as I have to manually convert them in paint.net. Thanks.
Problem: I'm iterating on a custom material in designer and frequently reloading it into substance painter. It's setup on multiple layers with each layer using unique parameters. It's frustrating to keep re-entering all my old parameters per layer as I reload and apply the changes from designer. I can only preserve one set of parameters by setting defaults in designer. Idea: It would be nice to have the option in some form to preserve parameter values inside painter if their name & type have not changed when assigning the reloaded material to a layer that has the same material. Either a pop up question "yes/no" I can enable in preferences or check box etc. Unless there is already a way to smooth out my work flow?
Remix with Firefly Community Gallery
Thousands of free creations to fall in love with and remix in Firefly.
Sie haben bereits einen Account? Anmelden
Noch kein Konto? Konto erstellen
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.