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Feature Requests
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Hello Adobe Substance 3D Painter team,I would like to suggest a few features that I believe would significantly improve the hand-painted texturing workflow. One-click Color Picker Remove the confirmation click after using the Color Picker. When pressing P and clicking on a color, it should be selected immediately without requiring a second click to confirm. Hide Mesh Parts by UV Islands Add the ability to hide or isolate mesh parts based on UV islands. This would make it much easier to paint areas that are occluded by overlapping geometry without constantly changing camera angles or manually hiding meshes. Photoshop Live Connection Add a live connection between Substance Painter and Photoshop. This would allow artists to use Photoshop's advanced selection tools (such as the Lasso, Polygonal Lasso, Magic Wand, etc.) and have the changes update directly in Substance Painter. More Color Picker Layouts Add additional color picker interfaces, such as: Triangle color picker
There is a few 3D package able to apply textures to bump or normal chanel, and for design mockup it’s mandatory to be able to export these textures in the only file format able to do this : it’s 3MF which is handled by Mimaki, and Stratsys for both color and texture, and other 3D printers for texture only. Many Thanks
Hi everyone,I’ve been exploring Substance 3D Stager for creating product mockups and wanted to ask how others here are using it for e-commerce presentations. I run a small dropshipping business and often work with suppliers like PB Fulfill in China. Since I don’t always have the products in hand for photography, I’ve started using Stager to create realistic 3D product renders that I can showcase in my store and marketing campaigns.Has anyone else here integrated Stager into their product design or e-commerce workflow? Do you have tips on optimizing textures, lighting, or exporting for online shops?Would love to hear your experiences!
Please allow users to open additional viewports, and support customizable split viewports.Kind regards, and thanks for your consideration.
It would be great if the Substance 3D Asset library could be directly integrated into the Stager interface to avoid having to stop > go to a browser > download a file > manually manage that file > and import the asset, every single time. Rather, being able to simply have a palette open where we can drag-and-drop models and materials directly into our scene and onto our objects would be a tremendous time saver (and imho, a significant competitive value.)Kind regards, and thanks for your consideration.
As a user trying to migrate from Keyshot to Stager I find the locked palette structure quite slow to work with. Please consider a more conventional Adobe-style palette system, wherein users with larger screens, or multi-display setups, can benefit from more efficient, customized, 1:1 workspaces.As well, nested palettes, cf.; Properties: Transform / Object / Material / Animation; and Assets: Shapes / Models / Materials, etc., should also be discrete, in order that users with screen space available can benefit from avoiding the UX friction of constant scrolling and tabbing to locate parameters that could otherwise be visible.Kind regards, and thanks for your consideration.
I use Stager to mockup products. Sometimes I need to emphasize product features by moving pieces around to expose internal workings and zoom in. I make separate layers for this as well as creating new cameras for the different angles. Rather than manually hiding and showing layers, it would be awesome if I could link layer visibility to each camera. So when I enable camera 1, layers 1-3 are visible and all others are off. Camera 2 enables visibility to layers 4-7 and hides 1-3.
I would like added/enhancements to Substance 3D Stager viewport to add some things from former Substance 3D Viewer. I would like the Top, Bottom, Front, Back, etc. ThanksBobby
as the title says.Post Effects, Color Profiles, Tone Mapping are a necessity. any 3D render program have them by default. not just limited to these. but Stager should have many more settings and ability to tweak post processing in real time.another HUGE bonus would be having the Iray render engine as an alternative engine to able to render with. Its magnificisent. and I and assume many others, if they texture in substance, they check them in subs iray renderer first and then go the stager or whatever else for final rendering. so it would fill the gap of materials and the general look looking 1 to 1.
Without proper feedback, importing an object into Substance 3D Stager turns painfully slow. You can do better: Instead of the "non-committal", "are we there yet?, are we there yet?, are we there yet?", back-and-forth, Jedi import bar, how about a good ol' progress bar that gives the user an idea of how much longer they have to wait for the object to appear on stage?
As an Adobe user for over twenty years and an early adopter of nearly every major software release, I’ve always admired Adobe’s commitment to empowering creatives. I consider myself one of Adobe’s biggest fans and have seen firsthand how its tools have evolved to meet the growing demands of modern design. With that in mind, I’d like to share some feedback regarding Substance 3D Stager. While I appreciate the innovation and the introduction of powerful features like generative AI (starting with version 2.1), I’ve noticed a concerning trend. The software’s performance has significantly declined, especially for users without high-end hardware. The constant addition of new features, while exciting, can become a double-edged sword. As capabilities expand, hardware requirements often increase drastically. This shift risks alienating a large portion of Adobe’s user base who may not have access to top-tier machines. A tool that crashes, freezes, or lags under normal use conditio
I’d like to request a Live Link feature between Substance 3D Painter and Substance 3D Stager—similar in spirit to Adobe’s Dynamic Link in Premiere Pro / After Effects.The idea is simple but powerful:We should be able to send a model directly from Painter to Stager with all material layers, masks, displacements, emissives, and metadata intact, and establish a live connection between the two.Once the link is established, any updates made in Painter (textures, UVs, layer adjustments, etc.) should instantly reflect inside Stager without needing to manually re-export or re-import anything.This would dramatically improve the workflow for designers and artists who frequently jump between painting and scene setup. It would also make Stager a much more dynamic tool in production pipelines.Use cases where this would shine:Iterating materials and seeing lighting feedback in real-timeMaking quick texture edits during client presentations without breaking the sceneAvoiding repetitive export steps e
I'd like to see the abilty to render lights rays and haze/fog. (attached is a quick and crude example from Toolbag 4). The depth pass allows for some degree of adding fog in Photoshop. But that is not so easy to get a good look. BOGOs for the lights could be handy as well.
Stager animation features are good and we can do a lot of things with, but i think a basic animation featureis missing, the ability to make ZOOM IN and ZOOM OUT. Please make the animation sector more powerfuland for now a ZOOM IN and ZOOM OUT feature would be great. These are basic motion lines in video making so that coulb be very very useful. Thanks and fingers crossed for this feature.
Right now, you need to assign a function to predefined keyboard shortcuts, which is absolutely bonkers. Please swap it, so you can assign any key to the function.
The output size options in Stager have always been confusing to people who don't understand the relationship between ppi and pixel dimensions. Please see this thread to understand the issue: https://community.adobe.com/t5/substance-3d-stager-discussions/stager-and-print-300dpi-or-higher-web-digital-72dpi-what-s-the-deal-adobe/m-p/14507707#M2094 In Adobe Dimensions, you had canvas units and scene units together in one place. I understand why it is separated in Stager. AND, we are still missing a resolution setting and it requires us to pre-know the pixel dimensions that our printed piece is going to be at 300 dpi when we set up up camera properties for the output dimensions. Adding an output resolution setting would take away this frustration and misunderstanding. Dimensions settings: Stager settings:
Creation of an API in order to update Stager scene elements in a programatic way and generate scene screenshot. That would allow to generate packshot of product a fast as possible.
two adobe programs and both on 3D industry but for some reason there is no real link structure between them. When we send the painting we made in painter to stager with its object, it sends it as a new object. however, it just needs to update the changes. I can move the object from painter in stager to other places, I can put it under other objects in the scene, I can shrink and enlarge it. but then if I need to change something in painter, it goes to stager as a new object and I have to do all the placement operations again. the existing object is not updated. this is very pointless. for example, when I export a model I drew outside with the same file name, I can update this object in painter. but I can not do the same in stager. just for this reason I use another program instead of adobe's own rendering program (which works exactly as I said), while adobe stager just takes up space on my computer without ever opening 🙂
Many products have tiny rounded edges. However rounding corners in the original 3d file is not practical before the end of the design process. For this reason "another render app" has a great feature to add a small radius to sharp edges of meshes at the time of render. It gives an extra layer of realism and is a real time saver. Stager could have that feature as well.
The functionality of Stager seems quite limited, and it appears that most DCC software can do everything it does. Moreover, Blender and Twinmotion 2024 are offered for free. I believe Stager should also be free, or at least offer a free version that facilitates import and export to Substance Painter and 3DModeler. This could guide users towards using the entire suite of tools, potentially increasing sales on Steam. Simultaneously, it would promote the company's openPBR, setting a new standard in the industry &nbs
Hello, The current animaton presets - orbit & spin work really well. In fact to such an extent once can be quite pleasently "suprised" - ablitlity to animate multple objects all at once along diffrent axies of rotation, and It seems [ have not had a use to do so yet] in diffrent rotation directons - counter - clockwise and cadince etc.So there seems to a good number of options to work with now, but perhaps a future "up the game" that although, one imagines. would be a good amount of work to do , but on the other hand. maybe ? not starting from nothing and not needing to "reinventing the wheel" would be - a guess- to port some of Illustrators pen / path drawing tools into Stager to be able to animate an object [s] along a path. Horizonally across / around on the ground of the stage and likewise vertically up toward the "celling" and around "up in the air" of the stage and then back down to the staqge ground etc. Thank you, Andrew
Hi everyone, I am currently rendering a prop for my portfolio and using Stager for the first time. It's great! But I cannot for the life of me figure out if it's even possible to display a mesh wireframe. This would be a great feature to have for portfolios 🙂
For the Perspective Grid, it would be exceptionally helpful to be able to visualize specific sized objects over a coordinated Grid system on the UI floor. For instance, if I were to use 3D Stager to design the foundation for a series of five (5) 16 foot by 24 foot building structures (log cabins?) - with all 5 separated by 8 feet , it would be amazingly helpful to be able to set the Perspective Grid to display a primary grid line at every 8 feet, and then to display a secondary grid line at every 4 foot interval. Again, this would make visualizing multiple, similar objects on the Perspective Grid MUCH easier to process.
Can you please add freeform mode to adobe stager camera animation?
Would really love to be able to import animated GLBs into Stager and play/render the animation there. It could work just like it does in Aero. This would be a game changer and I would be able to use Stager a lot more!
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