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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
It would really help me out ot have access to the original scale of the scene before normalization from script. I asked for this several years ago but haven't seen it added yet. I have a custom exporter that needs to transform objects from the Painter scene back into world space. Currently I have to figure it out myself from the input FBX file, but users don't always have that available.I did notice that it is now accessible to shaders via the 'scene_original_radius' parameter. That is awesome, can we get it available to Python too, please?
in MARI, you can use luminance and inverted luminance options to paint based on the luminance values in a projected mask. Depending on which option you select, you'll get different results where more paint is brought through in either the black or white pixels. This option would be a great addition to Substance.
Working on a project and I was in the middle of a brush stroke when the project autosaved. It didn't cause any issues, and I was able to CTRL+Z the interrupted brush stroke away, but I thought it would be good to bring it up. I can't imagine this ever causing major issues, but I personally think it would be a nice QOL feature to have the project not autosave until you're done stroking.
Similar to the new warp tool in the 3d view it would be super effective to have a way to do that in the 2d view, similar to what photoshop does. I find myself switching over to photoshop to do this currently for clothing seams when I want things to ride along the edge of a uv island. I feel like the tools are already there they could just be added to the 2d view. I'm assuming its not that simple but really think this would be a very solid tool.
Add a $material keyword for constructing the output filenames for textures in the Output Templates that replaces $material with the name of the top level material or smart material that you have active on a given texture set. This allows easy differentiation of the resulting files when you are generating multiple variations of a model. For example, I have a chair model called CHAIR. It has 2 parts each with a unique texture set called CUSHIONS and FRAME. I then apply a blue cloth material to the cushions called "BLUE TWEED". I then apply a wood texture to the FRAME called "Oak". In my normal workflow, I generate dozens of variations of materials for my objects that I then use in another system to allow my customers to quickly and easy customize the object with a choice of material textures. For example, I sell a chair model that the customer can use and click on to pick from a list of 20 to 30 wood textures or another 20 to 30 fabric textures for the cushions. With the way Substan
Hi, I really wish that there is a liquify tool to modify my strokes more effectively, though I want it to be more intuitive as they work in procreate or clip studio paint, without a new separate window that is not real time. Also the ability to liquify multiple layers/folders just as clip studio paint.
Similar to the new warp tool in the 3d view it would be super effective to have a way to do that in the 2d view, similar to what photoshop does. I find myself switching over to photoshop to do this currently for clothing seams when I want things to ride along the edge of a uv island. I feel like the tools are already there they could just be added to the 2d view. I'm assuming its not that simple but really think this would be a very solid tool. Ive tried doing this with the current warp filter but its just too hard to control and with a gradient and is very limited in functionality.
I use Substance Painter for hand painted texture, and I find that the brush settings lacks in color dynamic, like color mixing (for better painting result), and color streatching (for dragging some colors out like smutching but when painting)
I am sure that this has been requested previously, but it would be great if there was a way to color code anchor points and the masks that are referencing them. Something like the image attached, where each anchor point and the referenced fill effects were assigned to the same color would allow a reviewer to more quickly digest a complex scene authored by other artists. Similar to the layer coloring you already have.
I made a fur material in Substance Designer that orients itself using a flow map, painted on the normal channel following this guide on the official documentation.However, there is a massive issue with painting anything on the normal layer, as whenever you paint anything on a normal layer it stacks up with whatever is being painted over rather than replacing it resulting in an absolute mess that completely breaks the material taking information from the normal channel. The question is, is there any way to prevent this from happening and force the paint layer to replace whatever is at the bottom OR use any alternative methods for painting down the flow maps?
文件缩略图!!请
This is a very baffling thing I'm surprised is not complained about more. Painter supports GLTF and USD import AWESOME! But god help you if any texture has an alpha channel. Here's my use case, I have the character above who has tons of different equipment, outfits, etc, all kinds of things. And when I assign people to make textures for these assets they should be able to easily work on a preview of the model. At first I figured I would include smart materials preconfigured on a library, this works well enough. But then i realized GLTF2 properly exported the textures, and substance seemd to import them. Meaning my artists could easily just take an export, open it, maaaybe have to enable Opacity (which I really don't understand why there is no solution to have Opacity enabled on load automatically ESPECIALLY for Unity or game engines. Anyway...). And my artists can simply just begin texturing after receiving the files over the cloud server. And I don't need to make a
I'm not sure if this request ever came up, but having turned off channels by default when creating a fill layer would be really helpful, especially when working with just masks.Each time I create a layer Substance has to recompute color/normal/height, etc. Which takes time, and really annoying.
After using Painter for over a year I still get lost in the menus.I find the UI in Painter much harder to read than in other Software, and here is why, let's take "World Space Normals" as an example:The properties panel is a very long list of options without subdivisions, meaning the only visual indicator for another type of parameter is a bold text setting with a little arrow.So jumping around in the menu is not very intuitive, because what really stands out are not the categories, but the sliders and the "Invert False/True" buttons, which don't help finding what I'm looking for.The distinction between a category (in this case "World Space Normals") and a subcategory (i.e. "Right to Left") is merely a little offset, otherwise they look completely identical. Again, this is hard to miss, especially when you don't want to collapse the category you're in and need to go back and forth between categories a bit. These issues get much worse with more complex generators like the mask gene
It would be cool if you could freely transform the cages similar to Cinema 4D's FFD Transformer. So a cage with an adjustable grid structure, where the points would all be freely movable to transform everything freely. In addition, of course, a reset button so that everything has its default values again.
Hi there, during creating export template, I noticed that my height map is saved as 16 bit non-float. I apply to add 16f export mode along side of 16 and 32f.For now I will stick with ArtEngine or FriendlyShade normalizer solution.
Hi, I've been using Substance Painter on Steam and it's been a great help to my 3D Modeling process. However, there are a few shortfalls in that I can only have one symmetry axis active at one time, which while alright for some things, can be a bit of a hassle in other workflows.I know of some workarounds, namely slicing an object through its axes, mirroring it, and then merging it together to create mirrored UVs. However this doesn't work with some workflows. Likewise, using the transform or mirror filters also doesn't work in some respects. For example, these ships are mirrored in the x and z axes.I textured them by mirroring the model along both axes so that the various heightmap stamps and color decals are identical in placement along both axes.However, if I had used a normal workflow that would have meant having symmetry active on one the x-axis, and then painstakingly painting and repainting the same decals and stamps on the z-axis with the paints on top as reference.This co
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