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The Adobe Substance products empowers 3D design and allow you to experience intuitive workflows, to design, connect, import, and view Substance materials on your favorite visualization applications. To continue improving your experience and to tailor our products to your needs, we have created this survey. Please note that the survey is anonymous and completely optional. We are grateful for your answers! This will guide us in creating a better experience for you.
Am I blind ? Is there no way to spin an object in Stager ?I took a cylinder and slimmed it down. ( cylinder object that is inside Stager )I then tried to get it to spin like a coin spinning on a table ( imagine a coin standing up and spinning )there seems NO way to do this at this time ( Stager 2.0 ) Let's hope this ability will be added soon.I've tried doing this now for a good 30 minutes and can't figure out how to do it, so I'm guessing it is not possible at this point.
I know there is orbit and spin animations tools built in but I would love to see keyframes and a timeline built into this program so we could have more ways to animate our models. This would allow to keyfram x,y,z movement for models, cameras, lights, etc... instead of just spinning.Just an idea!
Just requesting that we be able to place svgs or even ai files directly onto models to keep the resolution of vector lines. The current option of placing images causes mass quality loss when rendering out images.
Stager proves very well for image creation and as an additional tool for photo retouching. One feature that would be great is atmospheric control. Could be fairly simple to adjust haze and glare to allow more light effects. we wanted to make a glowing neon sign for example, but currently you can't get that blurry glow effect.
When textures are present/applied to the model(s), functionally in Stager really slows down. There should be alternative view ports--like Blender. 3 features--such as "Base Mode" (Hides Textures/Material Settings), "Texture Mode" (Enables Textures), and "Render" Mode. At the moment, Stager feels very "heavy" and I think this would be a great solution. FYI: I work in an assortment of 3D applications and Stager is drastiically slower, which stinks because I would like to use it more often.
Hello,I bought Substance Stager 3D for NFT Project.I tried for 5 days, with to generate a render for a unique 10 sconds scene, whitout any success.The render is always stopped/- I have tried to delete objects- I have tried to delete background- I have tried all the render parameters.Nothing is working.My configuration is : NVIDIA Quadro P5000 12gWindows 10Any idea of what to dov ?Thank you for your help.***************************************************************** Session begin: Thu, 09 Mar 2023 09:03:37 GMT****************************************************************[app] load euclid-core[app] done loading euclid-core[app] listener attached[app] app ready[app] create main window[app] app creatingLoaded modulePort loadedAttaching logger[core] gbl Info 1169ms>Pepper PID: 5192[core] gbl Info 1169ms>Build Info: git_commit_hash: 043d83da27ceddd23837c5629a78c8330822d7a2[core] gbl Info 1169ms>Build Info: compilation_timestamp: 2023-01-25 21:10:27.210194[core]
Hello, it would be great if stager allowed us to bake out lightmaps that then later can be used in engines, Unity. They have a lot of different uses and currently substance doesn't allow for them in any software. I like how quickly you can import assets from Susbstance Painter, and this could be a quick way of putting assets together and adding in that sweet lighting info
Hello, I'm using Stager to light a scene and I want to place a large area light, to give some extra ambient light. Unfortunately I can't because the exposure is capped at 15. I understand Stager is trying to keep things simple for the user, but if there was a way to unlock it, or activeate advanced settings, closer to what Arnold for example does, that would make it a lot more usefull. A Kelvin value for the lights would be great as well.
Hi! Diego here,I wanted to know what yall think about this feature request I have in mind.Similar to the orbit animation feature. Allow me to animate a camera from points I on stager, I picture something being able to click on the map and it sets the point A where camera will be starting, I click on other place, and a point B is added. Then I see the UI of orbit animation, where I can move between keyframes. Then I would love to have a button that does the Render Camera Animation. So on a desired output folder I would have a sequence of PNGs with the number like this. CameraAnim_Frame1.png, CameraAnim_Frame2.png, CameraAnim_Frame3.png, and so on. I believe givin people the power to create not just still images, but also amazing readers with camera animations, that would take stager to the next level. video editors or photographers could benefit from this, because with a little bit of film making direction, you could have from a stil picture, a whole video.I feel thi
Hello, I just found out about Substance 3D Stager about how it could replace our current workflow for some jobs. But there is 1 major feature that seems to be missing, that is the ability to have an object in your scene which casts shadows over other models BUT that object itself may not be visible in the final render. It may only influence the lighting result without itself being visible in the final render. This is vitally important for realistically compositing 3D models in a picture background where you need to simulate the lighting/shadow situation of that picture.A good example is: The background picture has a tree where the sun creates a defined shadow pattern of the leaves/branches on the ground. I now want to insert a 3d model in that shadow area under the tree where that shadow pattern should be projected on my 3d object. So I should put a 3d tree in the exact same spot of the tree in our picture to simlate that shadow pattern, so far no problem, BUT now I want our origi
Hey! Me again, So I was thinking about this... as a AR Game Developer, creation assets is a key part of creating the game assets I need. I often do this in Stager where is easy to place, move, and compose my shots for virtual photography. But, I've found over the time of user, I can use Stager for more of what is intended to be used. So I often use it for composing virtual worlds for Spatial.io. Spatial.io created a Unity3d sdk that allow UnityDevelopers to create right in unity the scenes. So I was thinking it would be nice to have a button, that sends the stager project as a file .GLTF with embebed materials or a file .GLB to Unity3D Asset Folder. A button like this, to export the current changes and overide the file in the output folder. This will speed my time in composing virtual world, while at the time, I'm expecting the Materials are imported correctly and compatible with the current Render Pipeline. Supporting the material to be used in Stander Render Pipel
Can we have a Custom Mesh Option in Stager. We have it in Designer and Painter and Quixel Mixer also has custom mesh. I've tried using Stanger for delighting and normals for a 3D print but the sphere just doenst to the job.
Within Stager, you can click on the 'pencil' icon open the decal in Photoshop.... Can this be changed to open the decal in a different application?
Even when Stager doesn't support animations and animation rendering, often files do contain animation, and in those cases it would be great if at least the frame to be displayed could be selected (e.g. a timeline / scrubber).
Hi! Im dreaming with a feature that would make my life easier.When I prototype my experiences with Stager for Spatial. I often import 3d models that later I want to send all together to Substance painter to bake the materials and get the Ambien oclusion. It would be super nice if we had under File > Export > Send To Substance Painter.Something similar to Substance and Unity3D pluggin where you change the material and instantly reflects in unity. Saving many hours. Currently what I have to do is this. I import all 3d objects into Stager, Compose the scene, once is ready I group it and then export it as GLB. Then I open blender, import the GLB file, then I select the 3D model, export it as FBX. I open Substance Painter, create a new project, Import the FBX, bake materials. Then I open stager, I have to import the materials. I have to go to each 3D object and apply the textures into each material inside the 3D model selected. At the end Im so tired that I dont want to
Hello,Just an idea - it would be nice to be able to change the transparency of the gizmo tools. They are often very bright and jarring to look at. Each time I move a model, I need to click out several times so they turn off and I can confirm that the adjustment makes sense visually.Appreciate you all!Val
glTF files can contain material variants; it would be great if Stager had a dropdown to select which of those variants should be displayed / rendered, similar to how the camera position can be selected. More info here: https://www.khronos.org/blog/streamlining-3d-commerce-with-material-variant-support-in-gltf-assets Sample here: https://modelviewer.dev/examples/scenegraph/#variants
I'd like the ability to have multiple environemts in one scene, instead of only being limited to 1 per scene.
Having this renderer limited to only one of my two awesome monitors feels bad. Need a way to tear off and re-organize the UI to the users liking and be able to duplicate and use multiple camera/viewport windows at once.
Allow the complete uninhibited freedom to group whatever, whatevere within the scene hierarchy box. Right now I can only group lights and meshes, but not cameras and enviroments. Would like to be able to dupe, use, and group anything in the scene for better orginization and use of the renderer.
Allow the ability to toggle off and on shadow casting for light sources of anything giving off light, including enviroments and lights.
Allow multiple camera windows to be torn off the UI and moved around independently. I'd like to have more than one view open at a time.
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