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CemitaPoblana
CemitaPoblanaParticipant

Coming from Copernicus, Substance Designer needs to do big stuff to catch up.Open for Voting

I don’t know if this is the right place to post this, but after playing with Houdini’s Copernicus for a while I’ve come to the realization that Substance Designer is starting to feel obsolete and is seriously falling behind. I’ve used this software since the Allegorithmic days, I never liked it to be honest, but given the fact that this program won a special place in the industry I’m somehow forced to use it quite often, also studios would rather pay a Designer license than Houdini’s so then again, I’m basically forced to use this software all day. Not gonna lie this is most likely a rant, but I want to know if there are people out there that share my frustrations with this program:Please for the love god! Implement a code based system: One of the things that I seriously dislike about designer is that everything is node based. Designer is now a technical tool and is something that most artists avoid, they would rather use Painter instead. Some of you may say “Well you have Python!” NO! I’m talking about replacing the function graphs, those you use in Pixel/Value Processors. In Houdini you have pretty much 3 programming languages that give you huge power, OpenCL being the most powerful and you also have Python, I wouldn’t mind using Python instead of node based systems but I’m pretty sure there are people out there that are more lean towards code. I genuinely find it ridiculous that this guy (Impressive work btw) implemented a GLSL system using Python to write Shaders in Designer, this is something that should be officially supported! So is not really about completely removing function graphs, but I would absolutely love to have a Python node or GLSL node with a decent text editor that would allow me to write custom code instead of relying on nodes, I have made complex stuff in the pixel processor and is really painful.  I want to be able to link parameters between nodes: One of the most useful features of Houdini is to be able to link parameters between each other and between nodes, in Designer this is technically possible but the process is quite tedious compared to Houdini whereas it only takes two clicks to link parameters. Linking parameters and values makes proceduralism much easier.  Why can’t I cast strings to numerical values? So I was making some tools and I had the idea to be able to enable debug information about these tools/nodes to the artists because it is indeed quite useful, the idea was simple, use a text node and add a function to the parameter and convert numerical values to strings, until I found out this is not possible. With all due respect, this is ridiculous! Every single piece of software out there deals with data type conversion/casting, why can’t this be done here? I had to implement old shader tricks to display numerical values as text and it was very painful. This could also be avoided too if we had proper code based systems integrated. The Python API needs serious improvements: Python is great and all but I genuinely feel that the Python API was left behind, I find it annoying that I can’t access to the 3D viewport and automate stuff, I also can’t modify or add extensions to the 3D and 2D viewport, why? I mean, according to the documentation there are no functions/methods or even classes to access these viewports, I could be wrong here. We need better interaction between textures/materials and 3D Models: The biggest advantage of Houdini is that you can work with 3D models and textures interactively at any given time and is possible to transfer information from 3D models to textures/materials quite easy and fast (real time) in Designer from what I recall this is not possible, and the interaction between model graphs and material graphs is quite limited in comparison. Why can’t we directly integrate our model graphs into material graphs like Houdini does? I would like to extract Height, Normal, AO information right away and use them in my material or whatever I’m working on.  What if we could use splines in the model graph and use them there instead of relying on the 2D Spline system which can be quite slow sometimes? Houdini can integrate splines in real time into their texturing system.  The new SDF Modeling tools while interesting and useful for some situations they are really complicated to execute, in some cases I would 100% rather switch to a 3D Modeling software and import my 3D Model than doing it manually with the SDFs using node based systems which leads me again to the first point, not everything has to be node based for the love of god.  Animation / VFX Support: I think this has been requested countless times. Designer needs a huge improvement on animation, it has remained as a static texturing tool since its conception, we need timelines and ways to work with animations specially for shaders and VFX development.   

tarang_6679
tarang_6679Participant

Bring "Quick Apply" from After Effects to Premiere ProOpen for Voting

I would love to see the Quick Apply feature from After Effects implemented in Adobe Premiere Pro.In After Effects, Quick Apply lets users instantly search and apply effects, animation presets, and menu commands by simply pressing Ctrl + Enter (Windows) or Cmd + Return (macOS). Instead of navigating through multiple panels and menus, users can type the name of an effect or command and press Enter to apply it immediately.A similar feature in Premiere Pro would significantly improve editing speed and workflow efficiency.Suggested Workflow Press Ctrl + Enter (Windows) or Cmd + Return (macOS) to open a Quick Apply dialog. Search for: Video Effects Audio Effects Transitions Essential Graphics presets Effects Presets Menu Commands Keyboard Commands Press Enter to instantly apply the selected effect or execute the command. Show recently used and frequently used items at the top of the search results. Why this would be valuable Eliminates constant navigation through the Effects panel. Speeds up professional editing workflows. Makes Premiere Pro more keyboard-driven and efficient. Creates consistency with After Effects, making it easier for users who work across both applications. Saves time, especially for editors who repeatedly use the same effects and commands throughout the day. This feature would be a major productivity improvement for content creators, YouTubers, filmmakers, and professional editors who rely on fast, efficient workflows.

Evan1151
Evan1151Known Participant

Object mask tool supersedes human intervention.Open for Voting

The detected subject highlight is immediately disregarded by the tracking function, resulting in drift. Stopping the tracking process results in a new easy subject detection for one-click masking. But the problem is impossible to solve because the tracking process ignores the original context. A constant nuisance, this indicates a clear disconnect between the subject detection and the tracking processes. That is not what was advertised.  Constant correction is imperative, and appears to be an available feature within the toolset. However, there is a detection issue, where I had to turn off the error message saying the selection isn’t detected or edges won’t be visible. The resulting user experience feels like one where the program is outright ignoring my request. This is admittedly subjective but nonetheless a microcosm for the overall experience of using this tool. None of this would be as big a problem to deal with if wasn’t for the most egregious behavior: even if it DOES detect my correction, continuing the tracking immediately results in the same mistake on all frames going forward, only solving the issue on one frame. This indicates an outright refusal to accommodate human intervention, with the AI thinking it knows better than me. The human should always have the last word, not the machine.  Worth noting is that my subject is the only thing moving in the frame. A complete lack of movement save for a traveling pixel group in a given area seems like an easy thing to detect for something like After Effects’ motion tracking system, but Premiere’s object selection tool appears to have precisely zero context. What’s the point of these detail correction tools if the program is just going to ignore them? That piece of the table leg is actually part of a jacket. So I successfully correct it in the frame with moderate difficulty. Tracking to the next frame behaves as if it doesn’t know or care what I just did to adjust the tracking. This is a gross waste of time, workmanship, disrespect for human artistic license and a completely untenable workflow. 

BrianLevin
BrianLevinKnown Participant

Toggle direct manipulation pauses playback and cannot be enabled or disabled via shortcut keyOpen for Voting

The new Toggle Direct Manipulation is a feature I understand why it exists, for those users who don't really know the deep ins and outs of the program. But by changing it you have instead caused several more problems than you actually fixed. 1. If you had enabled Toggle Direct Manipulation then it remains on for all other clips you select. If you select a clip during playback, playback pauses as a result of the Toggle being on, and it must be turned off. Selecting and manipulating clips during playback is one of your biggest edges over, say, Avid. 2. Toggle Direct Manipulation can be enabled via a shortcut key inside of the Program Monitor, but that shortcut key only works if the Program Monitor is selected. It needs to work across all panels in the entire program so that it can be turned on and off at will, specifically from the timeline. In previous iterations of Premiere I could hit a shortcut to enable manipulation, then do my work, and when I was done go back to editing with no further action needed, but now you've added the completely unnecessary extra step of turning it off. The way it should work is that it is always off, all the time, and is only on when you turn it on. After you complete manipulation it should return to being off by default, and only be re-enabled if the user wants it to be.