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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.
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.
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