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ZappaJulKnown Participant

P: Combine / Move Selections and MasksOpen for Voting

Objectives: Speed up LrC operation on files containing complex Masks with multiple selection types, ie prevent issues such as blurred images, failure to Show Overlay, endless beachballs, crashes. (See screen grabs). Reduce confusion and ease navigation when a single mask consists of numerous selections and selection types, or image requires a large number of Masks (eg family portraits / group shots).   Description: Allow various selections that constitute a single mask to be combined (merged) into a single selection, similar to merging Layers in Photoshop, eg: Cmd + click to pick what to combine > picks are highlighted > R-Click > Merge [either pick selection type from list or LrC to recognise what type has been picked] ie all Object selections become one Object, all Brushes / Linear / Radial selections become a single Brush / Linear / Radial etc. Include option for Combine ALL.  The app needs to prevent users combining 'add' with 'subtract' selections to retain ability to add/subtract to/from the mask, and also to ensure they don't cancel each other out. When Combine ALL selected, the selection is no longer editable, and add / subtract would require the addition of a new Object / Brush / Radial / Linear / Color / Luminance selection). Allow top level Masks to be combined in the same way. This would then effectively activate Combine ALL for each mask, then combine the selected masks and request a new name. Add option to group Masks into Folders, the way Layers can be in Photoshop. Allow Masks to be moved up and down the list, the way individual selections can be moved within a single mask.   Use case / value (pro photographer, commercial interiors, portraits, lifestyle) Complex image element (tree of gold baubles) that needs to be seperated from another complex element behind it (artwork).  They're similar tones and colours (hence the need for visual separation), so Brush (with Auto-Mask) and Select Object failed, and I've had to mask it via numerous Add/Subtract refinements. The result is a mask containing 42 add/subtract Objects, 10 add/subtract Brushes, a Linear Gradient and a Color Range selection. There is also the reverse (via Duplicate and Inverse Mask), plus 5 other Masks.Needless to say, Lightroom hates it; it throws the beach ball every time I try to edit / zoom or edit externally, blurs the image, takes over a minute to change display such as Show Overlay - and keeps crashing.   The obvious solution would be to reduce the number of selections (as I would with complex layers in Photoshop) by combining the multiple Objects and Brushes that make up the mask into one 'add' Object, one 'subtract' Object, and one 'add' Brush, one 'subtract' Brush before Duplicating and Inversing. This is the most complex case I've had where I wish it were possible to combine masks, but commercial interiors with multiple objects (paintings, glassware, furniture, display cabinets) often present this problem.  The feature would also speed up workflow for images with fewer masking selections; it can still get confusing trying to work out which 'add / subtract' selection relates to which part of the image element. Naming individual items (e.g. blue vase, green couch, gold painting) is OK with such discrete objects, but when there are dozens of similar objects (e.g. baubles on a Christmas tree) naming them individually is impossible.   Although I found several requests and comments suporting the idea of merging masks (for other reasons), I have not yet found a way to do this.2. and 3: I have a series of family portraits to edit, each containing 5 people. Whether AI or manual masking, I can end up with 10 eye masks (5 x sclera and 5 x Iris); 10 sets of skin (5 x faces, 5 x body); 5 sets of clothing (which swiftly becomes 10 if tops and bottoms need different treatments);  5 x hair; 5 x lips; 5 x brows...etc. That's 45 masks + Sky + background + other elements that may need to enhanced or reduced. When shot with controlled lighting, the various elements can often use the same image edits, so combining masks would save time.   With 45-50 masks, it would be really helpful to be able to group all masks for one person into a named folder rather than having to rename 45-50 masks (aaaagh!!). It would also vastly reduce the tedium of navigating up and down with multiple masks.   4. Sometimes a mask relating to a specific person or other element in the image is added after the others, and is then separated from them and cannot be repositioned. The ability to move top level masks around would resolve this and reduce scrolling.

Recalculate stroke position based on topologyUnder Review

Currently the way strokes are stored in 3D space makes Substance 3D Painter a really cool tool for non-destructive workflows. I love how you could literally change the topology and UVs and keep your texturing work.Unfortunately this becomes a bit of a problem (specially with character work) where I keep doing modelling updates (no topo or UV changes, just shape) and reimporting the mesh would make my texturing work break, as parts of the model move around a bit but the strokes stay in their original place in 3D space.It would be really really amazing if one could choose to update stroke position based on topology instead of 3D space. Even if its not perfect, most texturing work is through masks anyways. Existing stroke points would have to bind to the model (similar to a Maya wrap or a Blender surface deform) and move to their new position. If using face normals this could even allow rotation. This would unlock full non-destructive workflows in Substance 3D Painter.At the moment, my only workaround is to manually export masks as texture maps and re-import them back so they follow UVs.  That unfortuntely removes the flexibility Painter offers by default. Or even worse, I avoid updating my geo at all in Painter and keep working on my old model and checking updates elsewhere. The current 'Preserve strokes position on mesh' has to do with geometry boundaries only. I am aware this sounds like a big thing, but if strokes are points in vector space, it should be doable. I think it would be an amazing feature.

idea for futur Abobe HDRI DesignerNot Prioritized

Hello Adobe Team,I’m writing this message out of real frustration, but also because I genuinely believe there is a huge missing tool in today’s 3D workflow.I am a 3D artist, and I create my own HDRIs because I care about lighting consistency, artistic direction, and originality. But honestly?Creating a custom HDRI today is a nightmare.To create a single HDRI from scratch, I am forced to jump between:- AI image generators to get a base idea- Photoshop to clean, fix projections, and manually adjust equirectangular distortions- After Effects to add atmosphere, glow, sky effects- HDRI Light Studio just to properly shape the light- Blender to constantly test if the HDRI actually worksThis is not creativity.This is technical survival.Because of this mess, most artists simply download HDRIs from the internet. Not because they want to, but because the industry gives them no real tool to create their own easily. This kills artistic control and breaks creative flow.And the worst part?The problem is not the artist. The problem is the tools.HDRIs are still treated like “special technical images” instead of what they really are:a core artistic lighting medium.What is missing:There is NO software today that allows an artist to:- Paint lighting intuitively- Understand HDRI space visually- See lighting results instantly- Stay in ONE applicationMy vision of a real solution:A dedicated HDRI creation software, built for artists.- You paint on something intuitive (a cube, a square surface)- The software converts this automatically into a correct 360° HDRI- You see, in real time:- the final HDRI projected on a sphere- AND its lighting impact on a 3D objectNo guessing. No exporting. No switching software.Core features that should exist (but don’t):- Photoshop-like painting tools (layers, brushes, masks)- Real-time HDR preview (sphere + 3D object)- True HDR workflow (16/32-bit EXR)- Integrated light controls (sun position, intensity, softness, color temperature)- Node-based system (like Substance) for non-destructive effects- A proper HDR lighting studio built directly into the softwareAbout AI (important):AI should not replace artists — it should HELP them.- Import AI-generated images- Convert them automatically into usable HDRIs- Allow external tools like ComfyUI via plugins- Keep everything editable and under artist controlOpen ecosystem:This software should be open:- Plugins- Custom nodes- Artist-made toolsJust like Blender or Substance.In short:Photoshop (painting) + Substance (nodes) + HDRI Light Studio (lighting)but focused entirely on HDR lighting creation.Adobe already has everything needed to build this:Firefly, Photoshop, Substance, Lightroom.What’s missing is not technology — it’s focus.I’m honestly tired of fighting my tools just to create light.This software does not exist today, and it should.Thank you for reading a message coming from someone who actually lives this problem every day.Best regards,Alexis3D Artist