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Feature Requests
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Adding RGB values below the color picker when hovering a color. 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.
Currently, there’s a choice of 7 colors to tag a Layer in Substance Painter. With this QOL update, we would let artists make their own color instead of choosing between the current ones. 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.
For instance I have a texture 512x4096 and want to save it 512x2048 . I have to go to Designer or Affinity Photo for that . Adobe ,please make it possible to save in whatever size I want and add pixel interpolation options . Like Lanczos3 non separable in Affinity photo. The best pixel interpolation so fat for textures IMO where I don't need to put extra sharpen node that adds its own artifacts .
I am using the same model for many unique painter files that need to have their own unique texture names on export. Would like to have a $fileName flag for export so I don't have to manually manage them afterwards. Unless something exists already, could not find it in my searches.
Hi!Since Substance Painter came to 3d artists hands it has always been a desirable feature for every texture artist to have an ability of sending current work into Photoshop and get it back to Painter.Why? -Because Photoshop has its unique brushing ecosystem which has became native and habital for many handpainting texture artists. So I assume 3d artists don't expect a full layers stack interoperability between Photoshop and Painter because functionality are too different. But if we could send to Photoshop and pick back some specific basic color layers, as a projection or as flat layers method, it would be super helpful and game-changing!
Can you enable the paint across UDIMs to work with exporting to photoshop, it would mean a great deal for artists that will have to make a paint kit for their textures.Thank you so much
We are working on a heavily automated workflow with lots of assets of the same kind.Therefore we need a lot of tools and scripts to make it work.We would like to use the "Remove unused resource" function from the Python API.Please add it to the interface.
We are working on a heavily automated workflow with lots of assets of the same kind. Therefore we need a lot of tools and scripts to make it work. We would like to use the "Export Mesh" function from the Python API.Please add it to the interface.
I would like to see a search bar in the anchor selection drop down. Once a lot of anchors are populated, it can be time consuming to manually look for them. Example image below.
Would be nice to have temprary "disable all layer on top of currently selected one " hotkey . Something similar to outputting selected node in Designer to see where things went wrong.
Or otherwise add a few painting tools to Designer. IMO those anchors are nice but it's still a hell of a puzzle all the time. I couldn't figure out a thing in my own files. They looks like indecipherable mess a week after. No sense of flow , no compartmentalization, height and normal inputs fighting each other , endless workarounds and tricks for what should just be 2 or 3 parallel node flow easily accessible for masks whenever necessary. All the same as in Photoshop. Every time I switch from Designer to Painter I am gasping of inconvenience. it takes hours to figure out why smart materials are not working as expected for example . SBSAR export is another puzzle that eats your time like crazy. Perhaps Designer isn't a champion in clearness and simplisity&
I'd love to have the wireframe overlay tied to a shortcut. Keeping the display settings window open and having to frequently click on the checkbox is not ideal.
It was my most loved feature in Mari when I used it. Wenh you can being MAri screen to photoshop and then use puppet wrap to match something precisely and keep those projections saved . The projection tools in Painter are monstrously inconvenient . Including that wrap one. I believe nobody use it really . No way to match the projection accuratly to specific features, no way to save it . It slips accidently easily. Not that puppet wrap is a perfect tool but still so much more easy to work with. My theory is that the reason of certain artificial "procedural", "hand made" look of things done in Substance Painter vs Mari is not some super resolution but rather lack of convenient tools to work with photo sources.
So you could make 2-3 brush strokes on a canvas and just take pictures . It looks so much more natural and simple than gazzilion of those procedural things that never looks real actually . My guess it should be possible with pen input alredy but it's so complicated I wasted a whole last weekend trying to do it. . Please make it a simple option for regular brushes . like loading 3-4 1024 x 128 images that would alternate one after another with smooth deformation along the brush stroke. I would prefer such brush anytime even if it could be a bit slow. Basically a reason I switch to Affinity designer evry time I want to hand paint something in Painter . Path tools are still inconvenient as hell too IMO. Lacking basic vector transform features.  
I'm sure everyone has experienced working on a model and you either want to reuse a smart material you've made in the past, or one you've bought from a website. You go to drop that smart material on the model and the result is what you want with 1 big problem, it's not scaled right. A smart material can have many, MANY differently scaled layers within it. In the current system, if your smart material needs to be scaled 200% to work for your model, this would mean going into every single fill layer, mask layer, etc and doubling the value of every single one of those layers inside. Unbelievably time consuming. If we could have the option for a "global scale" value on the folder level, that would take our input value and apply that scale multiplier to every scale value within the folder this would be entirely solved and make smart materials so much easier to adjust.
Everything seems so disconnected from Painter to the Asset store. I really wish the Substance products work seemlessly like it did under Allegorithmic. You can't even download a PNG without opening another Substance program. Love the products but they feel like they don't work seemlessly together . Hope this changes including have it's own launcher. Thanks.
It would be helpful to have the option to bake an ID map from your materials but get random colors, like the other source options, rather than the materials base color. My high poly it setup with materials that are an approximation of what the want the final textures to look like, this means some of the materials share very similair base colors, which makes them very difficult to work with as ID map colors.
We are working on a heavily automated workflow with lots of assets of the same kind. Therefore we need a lot of tools and scripts to make it work. It was recently added to assign a resource to a mesh map via "set_mesh_map_resource".Please add this functionality for the BaseColor as well.
Hi, I was wondering if there is a possibility to implement a simple function to switch the interpolation method. I was not able to find any article or post about such feature.I very often create textures that are relatively small, but where the interpolation makes the preview in Painter or Designer not really usable.I would therefore like to know whether such a function can be implemented to switch off the interpolation so that only the pure pixels are visible. I would like to see an implementation of this feature in Painter as well as Designer, if it is even consideredThe Preview I would request:Current Painter Preview:
IS Situation:I am using Substance Painter for texturing Models i use in Minecraft for example. I do not want to use shader ingame. Therefore i want to Bake the Normalmap shadows into the Colormap.I tried to use Curvature Sobel in Designer to get this effect, but it was more a pain as a working result. I got this effect basicly from taking a screenshot from the Material 2D UV Preview like in picture 2.The Bake Lighting Filter/Material does not work for me. Target SituationWe need a function to bake the shading of the normalmap directly onto a layer / generate a new colormap with the regarding shadow and lighting effects (like in screenshot 1)Screenshots
I find extremely slow when, everytime i change a channel and i need to change something on it i need to manually go for the specific blending mode and change it. Could you guys make a toggle that. Everytime i change a channel in my viewport, for instance. I go to the height channel, the blending mode for all my layers and groups go for the height blending mode as well ?
Hey guys, I have noticed that there is no support for multi plane symmetry, this feature would be super helpful for props such as swords specially in combination with the path tools.I have included an image of one use case for this.Thanks!
Please retatain UVMap placement for textures, stitching, alpha masks on reimport.Things are constantly changing in our studio, model position or orientation requirements. Everytime I have to go back to substance painter, it's a setback. Substance painter instead assumes all you did was change the UVMapping and tries to guess where things go.I was now told I have to rotate all my models 180 degrees, and that just breaks everything apart in substance painter. Very frustrating. Substance 3D Painter, version 9.1.2Build 3332 - 3dc9c3a1a7902324d43145613f44b539a0d66f51Windows 11Add stitching and alphas to model, rotate model 180Expect to see everything stay the same, get a jumbled mess.
Hi there, My team and I are running into an organizational issue with our smart-materials. Could there be an option to designate which folder the smart-material is saved? Thank you,Hannah
It would be nice to have the middle click button able to scroll down or up when we are over the menu pannel.3ds Max style (control pannel window)And also having "Tab" hotkey switching between values.
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