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I would like to see a search bar in the anchor selection drop down. Once a lot of anchors are populated, it can be time consuming to manually look for them. Example image below.
Would be nice to have temprary "disable all layer on top of currently selected one " hotkey . Something similar to outputting selected node in Designer to see where things went wrong.
Or otherwise add a few painting tools to Designer. IMO those anchors are nice but it's still a hell of a puzzle all the time. I couldn't figure out a thing in my own files. They looks like indecipherable mess a week after. No sense of flow , no compartmentalization, height and normal inputs fighting each other , endless workarounds and tricks for what should just be 2 or 3 parallel node flow easily accessible for masks whenever necessary. All the same as in Photoshop. Every time I switch from Designer to Painter I am gasping of inconvenience. it takes hours to figure out why smart materials are not working as expected for example . SBSAR export is another puzzle that eats your time like crazy. Perhaps Designer isn't a champion in clearness and simplisity&
I'd love to have the wireframe overlay tied to a shortcut. Keeping the display settings window open and having to frequently click on the checkbox is not ideal.
It was my most loved feature in Mari when I used it. Wenh you can being MAri screen to photoshop and then use puppet wrap to match something precisely and keep those projections saved . The projection tools in Painter are monstrously inconvenient . Including that wrap one. I believe nobody use it really . No way to match the projection accuratly to specific features, no way to save it . It slips accidently easily. Not that puppet wrap is a perfect tool but still so much more easy to work with. My theory is that the reason of certain artificial "procedural", "hand made" look of things done in Substance Painter vs Mari is not some super resolution but rather lack of convenient tools to work with photo sources.
So you could make 2-3 brush strokes on a canvas and just take pictures . It looks so much more natural and simple than gazzilion of those procedural things that never looks real actually . My guess it should be possible with pen input alredy but it's so complicated I wasted a whole last weekend trying to do it. . Please make it a simple option for regular brushes . like loading 3-4 1024 x 128 images that would alternate one after another with smooth deformation along the brush stroke. I would prefer such brush anytime even if it could be a bit slow. Basically a reason I switch to Affinity designer evry time I want to hand paint something in Painter . Path tools are still inconvenient as hell too IMO. Lacking basic vector transform features.  
I'm sure everyone has experienced working on a model and you either want to reuse a smart material you've made in the past, or one you've bought from a website. You go to drop that smart material on the model and the result is what you want with 1 big problem, it's not scaled right. A smart material can have many, MANY differently scaled layers within it. In the current system, if your smart material needs to be scaled 200% to work for your model, this would mean going into every single fill layer, mask layer, etc and doubling the value of every single one of those layers inside. Unbelievably time consuming. If we could have the option for a "global scale" value on the folder level, that would take our input value and apply that scale multiplier to every scale value within the folder this would be entirely solved and make smart materials so much easier to adjust.
Everything seems so disconnected from Painter to the Asset store. I really wish the Substance products work seemlessly like it did under Allegorithmic. You can't even download a PNG without opening another Substance program. Love the products but they feel like they don't work seemlessly together . Hope this changes including have it's own launcher. Thanks.
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.
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