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As the title suggests, this log message is not particularly helpful for models containing more than one object.The message:Getting the name of the object with invalid normals/bitangents would be much more helpful! Example: "[Scene 3D] [FBX] : Mesh(car_window) normals are invalid (some values are null) and will be recomputed" The current workaround to address this is to re-import my model in chunks until I identify the problematic mesh that needs fixing. This process is an unnecessary complication, especially when Substance already identifies the mesh causing the issue.
I love the new curve updates, and they arrived just in time for a project that is perfect for them. I've run into a few things that would make them much better. 1. Gang select curves: I realized early on that curves can independently affect layer settings. That is, normal can be toggled on and off per curve, for example. This is a powerful feature, but selecting each curve to match or alter settings quickly becomes laborious. 2. Universal override for curve settings: I would love to be able to toggle an override so that I can change the settings of all curves at once. 3. Copy and paste curves! They can take a while to draw. Please let me reuse them. I used curves to make a pretty complex mask. I then wanted to use the same curves with the new pucker brush. It was a bummer to realize that wasn't possible, and I would have to redraw all of my curves again. 4. Curve import: would love to be able to import curves from my 3D apps. Bonus: The pucker brush stamp
When I convert a texture created with Substance Painter to PSD, the text layer information is converted to an image.I would like the text information to be converted to PSD while retaining the text information.I would like to have the ability to adjust the text spacing like PhotoShop.I would like to be able to use various Adobe fonts easily in Substance Painter.
Hi Adobe, It would be great if you could rename the various adjustment we add on masks. Like that example doesnt help me later: what did I do here? I use to create a folder with a black black and use a fill layer in the mask to invert opacity channel (so my exported map of opacity work with Arnold Transmission) But seeing Fill as a name doesn't help me understand what I did on that layer when I revisit my work months or years later. I always rename all my stuffs. Would be great to see that feature in the next update of Painter Thanks,
I have created a dynamic progress bar in my tool window, so I can update progress or enable/disable the progress bar as a busy indicator. I am using event dispatch / listeners. So for instance, if I receive a bust state change I can control the progressbar state: def _busy_listener(self, event_cls) -> Tuple[Callable, bool]: def _set_busy_state(event_cls) -> bool: self.busy = bool(event_cls.busy) _SBSP_LOGGER(sp_logging.INFO, self.name, f"BusyStatusChanged: {self.busy}") if not self.busy: self.progressbar_reset() else: self.progressbar_spin() return self.busy self.add_event_callback(event_cls, _set_busy_state) return _set_busy_state, self.busyI also have project status listeners for what i'd call "Pre Busy Events", something like:_pre_busy_cb = self._getting_busy_listener(sp_event.ProjectOpened) _pre_busy_cb = self._getting_busy_listener(sp_eve
Hello,It's pretty easy to explain but I don't know if it's difficulte to implement :Having multiple painter software open at the same time, it's a must have to be able to copy and paste between open painter software without having to create something in the library like smart material etc. could be layer, material, filter etc.Maya does it and it's really handy.Thanks
As the number of layers becomes huge, it is very difficult to make only the selected layer visible by pressing the eye symbol, so it would be useful to have a shortcut key to easily check it. Sorry if there is already such a shortcut key that I am just not aware of.
Would love to be able to adjust elements of a cage by Mesh Name!
Hi,With just Ctrl+g on a multiple selection of texture set to organise our content could be really handy. For example we have head, body,eyes, tongue, top, belt, sleeve uv set We could create 2 groupe. 1 for Human part and 1 for costume part. It's just an example but it could be use for many cases.What do you think ?
So in Nuke, when you have a viewer open, the values of the pixel directly under your mouse is displayed in the viewer at all times. It is incredibly handy. Im not sure if theres a current way to display values of the eye dropper in substance painter in real time, but I think it would be incredibly handy when painting height maps and well any map to know the values of the textures. Its hard to tell sometime if im clipping at 1.0 as a value or for height maps what the value of an area is if its negative. I know you can change the display options to see negative values. Basically i want to see the value of the layer's pixels where ever my mouse is displayed on the screen.You can see in this image of nuke the RGB colored numbers under the viewer.
Can we have the ability to warp stencils added ? Kinda like how you can warp the projection using the warp projector mode ?
Hey wanted to chime in on something I noticed when texturing a particular model that required extra attention on placement. For context I am modeling the interior of the USCC Nostromo for an unreal 5.3 project. The problem I have is, I have to make the wall railings in the movie (C deck where brett and parker work) and the railings have these little holes in them. I am creating them with an opacity map, it came out really good and saved on polys. yeah I could of modeled them but I figured that even with nanite resources were better spent on somethign that has a better visual impact. My question would be, is there currently available (besides that cumbersome transform filter that uses offsets) a transform tool or can there be a more robust and user friendly transform tool for moving a paint layer such as the opacity maps I am making to make the holes in the wall rails. Even including some form of snapping for exact placement. I am getting through it, granted, but its a bit tedious to of
Please add a simple fall-off option in paint mode.The idea is that the user can take any alpha, texture, or brush and be able to fade out that alpha or texture from the outermost edges. So the borders of the alpha are not visible when we stamp it.Whenever I want to use an alpha, I have to do this manually in Photoshop for every alpha or texture in order to use it in substance painter.Like in Zbrush, we have an option called Focal shift. It feathers out the alpha so that the harsh border of the alpha is not visible.
Hi guys, I am new to substance painter. I need to create a jute bascket texture with displacement like the attched reference image . In substance painter I tried to make a seamless texture using tiling option but it was totally faded out. I don't know what's the correct workflow to achelve this. Additionally the bottom of the bag looks spiral pattern and the top edge looks ups and downs (weaving). How to achieve this result? Regards,Vasanth
Hi, I would like the functionality of creating folders in my library to help sort smart materials and textures.
I have finished my character model with all the texture layers, I did some mesh changes and want to update my mesh in Substance Painter to continue working on it. The UV, polycount are all the same, but the mesh has changed, for example, the head is now larger and the body shapes are different. When updating, all texture are messed up. HOWEVER, if I painted from the start in the 2D view/or directly on the UV, how weirdly, it would update and transfer successfully...no matter how I change my model into, or poses. I have seen many people post this issue on the community forum and still to this day it hasn't been solved.. I know the software is based on projection what you did in the 3D viewport, if the mesh changes the shape, it will all be messed up. But why make it work if you painted on the 2D view/UV map? Couldn't you just add a feature that when you paint in the 3d viewport, also be painted on the UV map? It's so hard to paint in the 2d mode, but right now, it is the only opt
Hi, I propose adding a scene graph similar to how the scene graph in katana works. Where one could see and select geometry but also hide geo when it does not need to be viewed.
alot of times I want to take the same material with all layers from a SP file to another.to currently do this which takes time is I create a smart material of the selected layers, save it to my library. then put in the other file.instead i want to be able to copy/paste any sort of layer across multiple running instances of SP. will help save time drastically
Why isnt save and compact the default save feature within substance painter?!Is there any reason why someone wouldnt their file to be much smaller? It doesnt seem to be much slower when you chose the compacting option. At least it would be nice to make it an option in the preferences
Hi I need a warp projection that works in the 2d uv window so I can warp textures to match new uvs.
Make it possible to isolate and disable texture setsAdd the ability to create and configure light sources Nothing more is needed, this is enough.There is no need to add a lot of functionality, for this you can use other software or 3D Stager
With the addition of paths inside of substance painter it would be awesome if we could leverage that data for directional input\flowmap. You could interpolate the directions in between the curves and drive tileable patterns in SP or export it as an actual flowmap.
We always have to switch channel in layers to see the blending mode of our layer and it takes time because it rebuild the thumbnails etc. If we had a window with the blending modes of the layer selected we could have a look of each channel blending mod this layer have and what we could make changes of it very quick. Works with sublayers too.
When we are in export textures window we need to click to export and it would help to be able to use the enter key to do that rather than go with the mouse. It would make it more quick to export.ctrl+shift+e and enter and the texture export right away 🙂
I love the path tool. It's perfect for laying down panel lines and paint stripes, among other things. I do have some ideas to increase its functionality and provide better quality of life for its use:Fill mode for closed loop paths for masks and color/height/etc. information.The ability to set default options for corner/smooth vertex types, and for the Path tool to remember what was previously selected when creating new paths.The ability to select and move all vertices as a groupThe ability to snap to lines and vertices of other pathsThe ability to select brushes (for example, alpha stamps) to be applied on the start and end verticesThe ability to 'center' the placement of alpha stamps and etc. instead of starting the placement at the beginning of the path. (Red x indicates current behavior, blue x indicates new optional 'centered' placement behavior.)The ability to alternate rotations for each alpha, brush, and etc on a path. (Orange indicates a 180 degree rotation on stamps from gree
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