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It would be helpful to have the option to bake an ID map from your materials but get random colors, like the other source options, rather than the materials base color. My high poly it setup with materials that are an approximation of what the want the final textures to look like, this means some of the materials share very similair base colors, which makes them very difficult to work with as ID map colors.
We are working on a heavily automated workflow with lots of assets of the same kind. Therefore we need a lot of tools and scripts to make it work. It was recently added to assign a resource to a mesh map via "set_mesh_map_resource".Please add this functionality for the BaseColor as well.
Hi, I was wondering if there is a possibility to implement a simple function to switch the interpolation method. I was not able to find any article or post about such feature.I very often create textures that are relatively small, but where the interpolation makes the preview in Painter or Designer not really usable.I would therefore like to know whether such a function can be implemented to switch off the interpolation so that only the pure pixels are visible. I would like to see an implementation of this feature in Painter as well as Designer, if it is even consideredThe Preview I would request:Current Painter Preview:
IS Situation:I am using Substance Painter for texturing Models i use in Minecraft for example. I do not want to use shader ingame. Therefore i want to Bake the Normalmap shadows into the Colormap.I tried to use Curvature Sobel in Designer to get this effect, but it was more a pain as a working result. I got this effect basicly from taking a screenshot from the Material 2D UV Preview like in picture 2.The Bake Lighting Filter/Material does not work for me. Target SituationWe need a function to bake the shading of the normalmap directly onto a layer / generate a new colormap with the regarding shadow and lighting effects (like in screenshot 1)Screenshots
I find extremely slow when, everytime i change a channel and i need to change something on it i need to manually go for the specific blending mode and change it. Could you guys make a toggle that. Everytime i change a channel in my viewport, for instance. I go to the height channel, the blending mode for all my layers and groups go for the height blending mode as well ?
Hey guys, I have noticed that there is no support for multi plane symmetry, this feature would be super helpful for props such as swords specially in combination with the path tools.I have included an image of one use case for this.Thanks!
Please retatain UVMap placement for textures, stitching, alpha masks on reimport.Things are constantly changing in our studio, model position or orientation requirements. Everytime I have to go back to substance painter, it's a setback. Substance painter instead assumes all you did was change the UVMapping and tries to guess where things go.I was now told I have to rotate all my models 180 degrees, and that just breaks everything apart in substance painter. Very frustrating. Substance 3D Painter, version 9.1.2Build 3332 - 3dc9c3a1a7902324d43145613f44b539a0d66f51Windows 11Add stitching and alphas to model, rotate model 180Expect to see everything stay the same, get a jumbled mess.
Hi there, My team and I are running into an organizational issue with our smart-materials. Could there be an option to designate which folder the smart-material is saved? Thank you,Hannah
It would be nice to have the middle click button able to scroll down or up when we are over the menu pannel.3ds Max style (control pannel window)And also having "Tab" hotkey switching between values.
Need to add similar feature to substance painter for matte-painting / texture-stamping time behavior: https://stableprojectorz.com/
The main mask is currently a fusion of a mask-paint layer and a mask-fill layer. Some of the problems with it are: You cannot copy/paste/duplicate the painted strokes to a separate mask-paint layer.You cannot clear the mask, without deleting its children.You cannot fade out the painted strokes or give them a special blend mode.You cannot change the fill color (white/black) afterwards.Would it not be great if Substance would create a separate paint and fill layer by default instead? You would get the exact same functionality using an already existing system, but without any of the limitations mentioned above. The concept of having a main mask could then be made redundant.A more conservative option would be to give the user the functionality to convert a main mask into a paint layer + fill layer afterwards.
It would be great if when importing a model update with transform/scale/shape changes, the existing Path Tool vertices would auto-update and follow the newly imported geometry. It would also be great if we could have multiple options to have the Path tool vertices snap to the new location based on a choice of model vert order/topology and UVs. On our production we often have to start the character creation process before we have had a chance to scan our actors. So the initial model build/texture painting is based on a generic proxy mesh. After which we have to adjust and transform the existing costume to match the actor once we have the scan. Not ideal, but this can happen often when doing pitch work or pre-production work. As you can image if you have a model covered in stitching/seams/puckering paths on multiple layers with anchors all linking to them for additional detailing, having to manually move those to fit the updated geometry can be VERY cumbersome and ti
Hi, it could be ideal to have an option on the Material Picker Tool that pick just the color on the Base Color Channel and not from all what we see in viewport, because many times when we need to simple paint on a layer it could comfortable to work showing the Material Channel in viewport without switching between Base/Material to pick just a color. Thanks!
As a 3D and 2D creator, I have been running around softwares to complete my tasks. Software such as, Procreate, Clips Studio Paint, Affinity , Photoshop and some more. I have been struggling to make the working progress faster and streamline. however the UI of Substance painter havent changed or improved at all since 2022. There are few things I hope to be changed and improve with this version (2024). The brushes adjustments, layer edits shortcut should be exposed to the settings, not just accessible on the tool bar the UI itself. Moreover, the scaling of the UI is not friendly for smaller screen user. Personally using a 27" 2k monitor just barely enough to fit the essentials on the screen. The layout of each elements with a slide bar using too much spacing to adjust from left to right. means if I scale down the UI itself will hide the maximum value and the description of it which make it moreless useless or occupied a large area of the screen space. limited viewing of
Currently working on a project for a while. Only thing that i do exporting basecoler with color alternatives. Well after exporting with only $mesh outputpreset then i have to rename file like xWhite, xRed extc. Wouldn't be amazing if i can add extra option like $activeLayer in output preset so i can export easly or anyone who needs that !
Allow the user to get rid of the mesh name automatically added as a prefix in the exported PSDThe final name we want for the PSD file is == as the textureset name. This lead to a useless rename that our artists have to do
Please add Mac Studio M2 chip compatibility. .. Id like to use GPU.As of now, I cannot use GPU. only CPU. and Bakes take 1-2 hours.
I have a suggestion or question about Substance Painter in 3D. Point light, spot light, and directional light should also be added to it. Is it possible that when we are baking textures for interiors or props, we can add Point lights in Substance Painter and bake their ambiance directly into the texture? If this can be done, it would be great. This is just a suggestion.
Hello community! Can we add a function to allow user to reorder the 'Saved Searches' ?Would be nice if we can custom text background color or add icon 🙂 Let me know your thoughts 💭
In order to try and provide a more wysiwyg color pipeline for our artists, it would be great if we could inject our game's tonemapping\colorgrading as a shader rather than being forced to use the built-in ones. This would reduce artists back and forth tweaking and reexporting assets constantly
Hello Team Adobe / Substance Painter;I went 2 weeks trying to figure out why Straight Stitch wouldnt work in the new Substance 9.0 Path tool. I found out late last night that it is one of the few Stitches tools that do 'not' work in Path tool. So I would like to request a fix, a 'Idea' post for getting Straight Stitch functioning in Substance.Also, some things that it needs to function better for people that export their work into MS Games platforms where DX12 and OpenGL have differences, specifically in NORMAL maps.* How about making Straight Stitch to work with Normals as well as Height. Top Stitch works with Normals, but not Straight Stitch.* It would be nice if Height (and Normal) could be reversed into the Negative ranges, like -0.25, etc. Presently it is only from 0 to 1. It would be nice to have -1 to 0 to 1. * If it could be Normal 'also' (perhaps even done in pure Normal without Height, as that is usually what is needed in PBR's in MS G
I was thinking it would be pretty handy to be able to import 3d curves into painter to have them converted as 3D paths to use them for texturing. I don't know how hard it would be to implement something like this, but it would be a nice addition that could lead to new and faster workflows
SP is a good software that is easy to learn and work professionally with materials. But its weakness is the color and lighting system to check the output results, so there is a standard Shader option for the standard environment in UE or Unity, to help people export files more synchronized. The second important thing that I would like to comment on is the delay due to software updates, making the working process very slow when I change files (layers, features being edited...) The software automatically updates. If done at 4K, to check the quality, the update takes place continuously even though there is only a small operation such as hiding a layer, or adding a color... Why does Adobe Do not update the feature that allows users to choose when to update the results, only then will the SP be updated (render...), the preview results are not always Render Realtime, we need software Lighter and work faster. Not every company or individual has a strong computer configuration to use the
The pen pressure buttons reset (or are set erratically) each time a brush is selected and there is no way to default all brushes to Flow pen pressure, which I use almost every time I use a brush. This seriously drives me mad. Please offer an option / preference to default all brushes to either Size or Flow pen pressure, and not to reset each time a brush is selected. Thanks.
I have created two UI layouts, one for my regular 4K screen, one for my Huion tablet. To switch between these I have to do the following: Window > Load UI Layout > then hunt for where I always forget I saved this file. It’s a ball ache. The process for Photohop etc. is all ‘in-menu’ and far easier... Thanks.
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