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Participant
January 16, 2024
Open for Voting

Node based texturing option that can be used in place of Layers stack

  • January 16, 2024
  • 6 replies
  • 1043 views

Can we get a node based texturing option (window) built into Substance Painter that you can use in place of the Layer stack (photoshop style layers). Nodes can offer a little more flexibility and visual coding to the texturing workflow. I think it would also help the users that prefer this method of working when jumping to and from other programs that work in a similar way (Maya, Katana, Houdini, Nuke etc).
This way of texturing has been implemented in to software like Mari, and it doesnt serve as a replacement for layers but as an alternative workflow.

    6 replies

    Participant
    May 30, 2024

    Updating elements from Designer to Painter, in a working file, has proved problematic. Updates could reset parameters, and ther isnt way to "save" that input info.

    I don't think they need to be married, but it really does need to be a single keystroke, not export, update, replace all properties.

    Inspiring
    May 29, 2024

    I'd suggest to take a look at Gaea from Quadpsinner which implements both layer and node workflow in a smart way.

    In my understanding, using an alternate node system in Painter doesn't mean "merging with Designer". The node system would have nothing to do with Designer, this would be something specific to Painter, build from scratch.

    Nyx Xaos
    Inspiring
    April 5, 2024

    How about letting you add a "Node Graph Layer" in Painter, that will let you work in a nodes based way -on that layer-?

    Participant
    March 19, 2024

    I too think having a closer integration between the two would be great, with once-off nodegraphs stored locally in (or near) the Painter file. Not everything can be generalised into a reusable nodegraph, and sometimes it's just faster to create a bespoke setup for a certain effect.

    Cyril Dellenbach
    Community Manager
    Community Manager
    January 17, 2024

    Hello Dan,

     

    This is an interesting suggestion.

     

    The node-based workflow is indeed something that can we can see more and more in many applications. Substance Painter was initialy some sort of Plugin for Substance Designer, and they split it into two different software because of the many differences in workflow.

     

    Therefore, I don't think we will merged those two together once again. Currently the solution for node-based texturing is clearly Substance 3D Designer. In addition, most of the generators/filters from Painter are in fact from Designer, and you can build your own assets inside Designer, before sending them to Painter in a single click.

     

    That being said, this is of course something that can change depending on the users needs.

     

    Regards,

    Cyril Dellenbach (Micro) | QA Support Artist | Adobe
    Participant
    January 16, 2024

    +1