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I'd like to be able to right-click on a node/graph/subgraph and do "Open Dependencies". Today we can do that from the package itself, but this sometimes opens many more dependencies than we need.
It's a huge source of issues . lost resolution, etc. Can we have it same way Fx-map node do?
Please add the ability to reset to default the values of all the parameters inside a parameter group.
As a live filters over photoshop layers with access to multiple layers i.e. anchors . Basicaly make Photoshop read sbsar files please. would be so much better than Sampler IMO. At least let it be an option.
Working in pixel processor is always a kind of miss and hit, try and see for me and whenever I am trying to invent something I do it in Blender.Because it so much more convenient there. If you want to try another math opperation you just switch the node , you don't have to go through the list of them again and reconnect.But the main reason is Blender viewer and output nodes you can connect to anything and it always show you something. In SD you do it blindfolded half a time . Pixel processor expect vector 2 , you couldn't even output anything different to see . No spreadshit pannel to see what numbers is passing either . Half a time you just have no idea . It so damn inconvenient . Earlier I used Sverchok addon for Blender . It always showed some clue what goes through each node at least. In Sd I aleays have to copy paste to value processor to see something .It's so inconvenient. I alredy recreated a few of SD nodes in Blender and one day may stay there altogether.
I find having and maintaining so many grayscale channels in SD somewhat tiresom. It just adds to that notorious "macaroni monster" tremendously. I always lost something on the way and have to waste my time trying to figure out why my roughness suddenly became black and it what material node something haven't been connected properly.Wouldn't it be easier if we could pass alredy packed RGBA node to node? So perhaps just two RGBA. color, height, normalX and Y ( we could perfectly recreate Z just at export) , roughness , alpha , so just two RGBA. Maybe an extra one for passing through several masks . I am trying to do such a workflow but have stuck in it . Looks like it would take me forever . Can we have it pre-codded somehow in the soft? I am so tired of gazillion links , a Hordian knot typical SD file is. Gree
A feature I need most of all in Substance Designer . An ability to have masks from a cryptomatte exr.So I finally could just use 3d rendered things with proper collision phisics instead of those never working properly, as you want them to and never having accurate anti-aliased alpha splatters, samplers , atlas scatter etc.Some of 3d renders, gpu based are doing it quicker now and with better visual feadback. Always look realistic. just out of a box with perfect AO and GI and whatever material phisical properties you want to bake. It's beside a fact that scattering things in 3d soft is easier usually. Just looks at geometry nodes in Blender . They are so much easier to work with. Multi layer exr support would be nice too so we wouldn't have to maintain gazilion macaroni lines from one node to enother
When you need to tweak a node in the beginning or middle of node flow it's sometimes super slow and unresponsive because Substance Designer calculates evrything after. Diconnecting and re-connecting works but it makes so much exra troubles. I'd love to see an option to pause evrything but only after a node in 2d preview currently with some "paused" indication in 3d preview . In fact I think it should be a default behavior.
Please, make same export option Painter has. An ability to export 8bit tgas and 16 bit png for depth channel
I have this issue in SD. Sitting for minutes answering "no" for evry lost dependency , including those your substance doesn't need at all .Can we have a checkbox please to answer "no" to every question at once.
I know there is output node I can set randomly to any node. But it's mostly unusable if output require other format. I open some pixel processor and couldn't understand a thing usually. It's very SD thing actually.Super cyiptic and undeciferable. Let's see at Blender for example . It's shader editor made me learn about CG a lot just by ability to show real time output for evry math opration ( with help of some normalization on and off) . It's very visually illustrative. It's geometry nodes "viewer" node shows your a lot what's actually happening in each stage of node flow, up to exact digits. In SD it's a crypto puzzle you have to figureout yourself . Please do something with it.
I would like to be able to apply UDIM Sequences to the Highdef Mesh I am transfering from, in the Texture Transfer from Mesh Baker. I believe this is currently not supported (e.g. adding a path ../MyPath/File.$UDIM.tif) or am I wrong ?Are there plans for it ?
VFX studios work with very large assets and UDIM counts ( 1000+ ). Currently Substance Designer only has partial UDIM implimentation and is lacking futher UDIM support to rival its compeditor Mari. This limits Substance Designers ability to do certain tasks required in VFX work. To make Designer a viable tool choice for node based texture creation in VFX, additional features would need to be added. Full UDIM visibilty inside the 3D viewport is prio no 1! This is currently a huge blockerCompositing node graphs treated as texture sets ( 1 node graph applys to multiple udims for a given material or multiple materials )additional UDIM controls on certain node types such as "bitmap"A supporting tool set for UDIM workflows such as tile selections, copy/paste/transforms etc. There is a huge amount of potential to expand on Designers already great ability, but lacking a full UDIM feature set means VFX artists will always default to Mari to utilise its node based toolset.
One thing I would really like is a special link between nodes where they sync their settings with one another. I use a lot of tile samplers, where I do a lot of random rotation and placement and scale for natural details, and I may use a couple of tile samplers with the same settings, only different pattern inputs: one will be the color images of my pattern, and another might be the alpha mask versions of my pattern, with another being roughness or normal images of my pattern. Creating them is no problem, because you just dupe the first tile sampler and change the pattern inputs. But if you edit values later, you have to be sure to change the same values in each sampler separately by hand, for everything to line up. Or you delete all but one, dupe the one and reconnect everything. Same goes for Splatter Circular, or any node that takes pattern inputs: I'd love a way to sync their settings. A checkbox next to every parameter that indicates that this is a parameter to sync with othe
I'd like to propose a node which would be like a combination of splatter circular and shape splatter. Currently I'm trying to arrange some leaves in a circle and there's no way of carrying over the alpha data from my graphs I'm using in the new material that I know of. The new node would be able to have colour data fed in much like shape splatter. Thanks
Flood Fill is an amazing feature, but one thing that's a bit of a headache is that it requires black pixel boundaries to work, and the edge detect by design has to be at least 2 pixels thick. This creates some undesirable results unless you're working at resolutions high enough that the black lines will dissapear when you resize. In this specific case, each cell from the Cell noise node already contains a boundary. If Flood Fill could be calculated without the edge detect, it would be possible to eliminate the black lines, correct?Seems like something like this would give really nice results at lower resolutions:
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