Feature Requests
Als letztes aktiv
As someone who uses Painter a lot recently after getting introduced to it, I think it is only right if there was a tool to magnify or pinch/shrink textures, this can have tons of uses in my opinion. When I personally realized this was when I wanted to make a procedural and customizable dinosaur smart material and thought that the transform effect with a mask does not help me when wanting to make certain scales on the dinosaur bigger than others, because it has no smooth transition, a magnifying tool would not need cleanup because it just inflates the area painted so that anything around that area too gradually deforms so it all fits. I think this could be insanely useful for character creation.
Hello, Long story short; I spent 4 hours trying to use in zbrush, edited in painter 32bit .exr displacement map. By default zbrush can't load such maps!!! To make it work, I had to open it in photoshop, flatten the file and save it. Before that, there was only some weird, single layer.Please fix it, sims to be super easy.Thanks!
I recently reviewed the release notes for Substance Painter version 10.1.0 and noticed the following statement:“Note: This version of Painter now uses Qt version 6 which affects the support of Python and JavaScript plugins. See below for more details.” This update introduces changes that affect plugin support, potentially causing compatibility issues with existing Python and JavaScript plugins. According to the principles of semantic versioning, such breaking changes should be indicated by incrementing the MAJOR version number. In semantic versioning, the format is: MAJOR.MINOR.PATCHMAJOR version changes introduce incompatible API changes.MINOR version changes add functionality in a backward-compatible manner.PATCH version changes are for backward-compatible bug fixes. Given that the shift to Qt version 6 affects plugin compatibility—a significant change that can impact users' workflows—it might have been more appropriate to label this release as 11.0.0 instead of
Add burn & dodge brush to Substance Painter
In Substance Desginer is it possible to add multiple bake maps with different settings (e.g. Color Map with Random Color, Color Map with Vertex Color...).Is it plan to add this feature to future substance painter versions?
Sometimes it can get really complicated inside the work, we can forget which object is in which layer. It would be nice if there was a small menu showing the layers under the mouse pointer like in Photoshop.
It is a common keybind that the TAB key would move your text cursor from the current field to the next text field.TAB is currently used to minimize panels. While this is useful it is a feature, it does not have a standard in software. Moving it to say the ~ key, that is not in use, would be the easiest change. It's right next to it. Texture work is becoming more advanced and more tools are being made to manipulate them, meaning we are now dealing with more fields then ever. Having to mouse over and click every field adds up. Users are easily losing hours over a project for useless mouse clicks. This might sound inconsequentially small, but it has a big impact in speed. Please include this digital standard.
Title: Persistent Color Palette Visibility When Switching Between Brush and EraserDescription: When painting a 3D model in Substance Painter (version 10.0.1 on Windows 10), the color palette closes automatically when switching between the brush and eraser tools. This disrupts the workflow as I constantly need to reopen the palette.Why is this valuable to you? Maintaining the palette's visibility when switching tools would save time and enhance the user experience by allowing for smoother transitions between tools without the need to repeatedly open the palette.Title: Add Color Picking Functionality with Alt Key While Using BrushDescription: I would like to suggest an enhancement for the brush tool in Substance Painter. Similar to Photoshop, it would be very helpful to have the ability to pick a color while using the brush by holding down the Alt key.Why is this valuable to you? This functionality would streamline the painting process by allowing users to quickly sample colors without s
Hello.Please add the ability to assign shortcuts to the Project Configuration menu (Edit - Project Configuration...). Very often I have to use this menu. Shortcuts would speed up the work.
I'd love if we could switch Painter to nodes . I hate layers. Don't understand a thing in my own files just next day. All those anchors are nice but after 2-3 of them it turns into undecifirable mess. Doing anything procedural is such a pain in my ..... Easy in Designer , then never works as expected in Painter. All this sbsar exports adds just unnesassary extra layer of pain, returns errors in half cases while working just fine in Designer. Same as in Photoshop and Sampler . Never works basically untill you waste days debugging sbsar export. So please Adobe, bring Designer into Painter or other way around , usable brushes and projections into Designer . Bitmap and svg nodes in Designer are so outdated&nb
I would LOVE a "Save Incremental" option as I'm always versioning up project files. Anything like that on the roadmap?
Hi can we have a way to turn off geo in the viewport ?
I was wondering if it is possible to get a custom shader that supports 100% rough materials that don't reflect light at all. Currently if the material is 100% rough in painter there is still light that is reflected. At work I use a custom viewer where the darker areas that are fully rough dont reflect light at all. I would love to have a this as a custom shader in substance 3d painter so that I know my model will look the same in both programs. Below I have attached 2 images comparing the shadowed areas inside a shoe. I also noticed that in painter the textures seem to be slightly less saturated? I have attached one more image comparing the base color in blender vs substance 3d painter.
Would be nice if you could share a project file without the other person be able to save x thing, per example u disable the person to save the mesh, or disable to save the texture, or both...
Please add an option to move paths together and add scaling to selection/group. I have often found the need to move my paths for various reasons or scale them.. I would love the option to be able to move them as a group, as moving individually is painful and time consuming. I use paths for my daily workflow, because I like the finite control I have over specific strokes and the ability to adjust the pressure manually.
Hello, I would like to propose a small improvement regarding the color picker and the OCIO implementation. We are currently having an issue where by default the color picker uses an inverse transform of the View and this is not artist-friendly at all. I believe instead it should simply use the "color_picking" role. Here is the proposal: If the "color_picking" role is declared in the OCIO config, then the "top colorspace menu" should read that. I believe this would be the correct implementation of this role.If the "color_picking" role is not declared in the OCIO config, the behaviour of this "top colorspace menu" can stay as it is. Does that make sense ? (I have attached an image for reference). Thanks !
Hi all, I wanted to request the addition / implementation of a small coordinate manager tool, to allow numeric positioning of any selected (control) points and / or bézier handles. I feel like multiple tools could benefit from this. Most notably the path tools (paint/ smudge / erase along path) and the warp projection grid come to mind. I'm trying to paint a character right now and am quite frustrated that this feature is missing. Setting up a precise symmetric warp projection is pretty much infeasible right now, as the only means of doing the same (mirrored) transformation to two opposing grid points is to use snapping, which severely restricts the possible outcomes. The surface tool can't be used on symmetric stuff at all in that regard (correct me if I'm wrong). Furthermore, a coordinate manager would be incredibly helpful to manage path points, e.g. if you want to mirror a path in 3D space. Just activating the symmetry on a path isn't always going to be the righ
I find the "--split-by-udim" Command line is only support the old UDIM!Can add new Commandline to Support the New UDIM??
Hello!I'm an entry level 3D modeller using Blender with Substance Painter and other illustration/image processing software for texturing. However due to my physcial space limit, I could not afford a larger screen tablet for texturing. Personally has been using Substance Painter for the last 2 years, it has been rough but very helpful in my production pipeline. Even though the slowest and inconvenient part is Substance Painter, I stil use it daily on a 15" Wacom Screen Tablet with resolution at 1920x1080 . The thing I would like Substance Painter to improve is the UI on the current version (same as the 2022),With the use of keyboard it's still some times frustrating to remember the mapping. The brush settings I thing it could be eaiser to just make it a drop down slider to change tthe size, flow, opacity, spacing and distance. Just showing the value will be more than enough to knowing what settings I'm in. Settings like mirror toggles and other can be shown on the scree
Currently the only way to identify layers that share a group is to choose one of the limited number of colors available for a layer, with members of the "folder" being assigned a slightly darker shade of the same color. This is better than nothing, but PLEASE implement an indented display similar to Photoshop so that's is very, very easy AT A GLANCE to see which layers are groups and which layers are the group members. With complicated projects with lots of layers, this is currently not the case.
After using the Paint Along a Path feature to draw a shape, I sometimes find that I need to slide the shape that I've drawn "up or down a little" and this is an excercise in frustration. While it is possible to select all of the control points in a shape, it is not possible to move them all as one. Simply being able to shift points along global XYZ with the arrow keys would be a huge improvement. As a follow-up, adding the ability to "maintain snap to face" would be a bonus, but more difficult implementation. Imagine a circle of path points around the base of a cone. Selecting any number of points and moving them "up" would hopefully cause them all to simply translate upwards; projection depth would determine whether they still leave paint on the surface.But with "maintain snap" enabled, the initial "closeness" of the points to a surface would be checked, to determine if each point is snapped onto a face, and if so, the direction to that face. As the Up key is pressed, each p
We need uv-based-painting-layers. The keeping the stroke approach (Non-destructive) is nice for some.But much more important than that for a characterArtist is being able to work on a model that needs changes in its geometry for example when texturing a head with closed mouth/eyes you often need to tweak the textures with a version of the head where the eyes/mouth are closed. It is utterly terrible for so long now not being able to do that with the workflow substancePainter is forcing on us. There is no technical reason i can see that would prohibit those layers. It is just the question of a mindset. This should be really remedied. It is really annyoing having to switch to mari for those cases.I hope the devs find it in their hearts to free us from this pointless pain 😉
Substance 3D Painter has already an option to show the grid and the mesh’s Wireframe inside Display settings. The idea is simply to display these options directly in the viewport to make them more accessible. 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.
Howdy, I am wondering if bumping up the texture resolution in the viewport from 4k to 8k is in the roadmap? This is currently slowing down my workflow as I have to export the textures and view them in another app to check the more granular details. Thank you for your continued support, -Mike
Hello Substance peeps, I would like to request for a feature to rename your UV tiles while using the UDIM workflow. Maybe this is something that is already in the works or being discussed but here is a situation I am running into right now. In production for characters, we are currently using UDIM workflow for head and body.Right now, this is the best approach to eliminating seamline between the head and the body, rather than assigning the different material to each body and head and constantly jumping between texture sets. While exporting, it would always just be $ExportPresetName and $ExportPresetName_1. This makes it impossible to overwrite the texture file linked to the engine. (e.g. Character_Head_01, Character_Body_01). So every iteration I make needs to be manually renamed or resaved into the engine somehow. I understand that this can somewhat be avoided on the engine side to just use the file spit out by painter but for clarity sake this would be tremendousl
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