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Hello Adobe Support / Community,Currently when working on a mesh with multiple UV channels, as most people know, it is impossible to swap around the UVs and use UV1 or whatever. This isn't usually a big issue, my 0-1 map is in UV0 and that is fine. However, when working on large assets with Trim Sheets, I also require a 0-1 UDIM to texture the whole of the asset. So my UV0 could be multiple UDIMs with no overlapping between them and Substance painter will not be able to open the asset, because it still considers UV1 to be overlapping between UDIMs.This is frustrating because UV1 isn't even available in the app, so my temporary solution is to scale the UV1 down to as low as possible to contain it within 0-1 space, and then I need to scale it up. This is a very long task on large assetsm as selecting 200 assets individually to change their UV selection and scale it down is slow. My solution request from substance painter is to just allow the user to remove UV layers. only
We would like to use Substance Painter for our team, but have been unable convince leadership due to the size of the SPP project files. One SPP can easily be 800Mb to 1Gb, and if you're storing 100's or 1000's of these files, that quickly becomes completely impractical. However, we have noticed that much of this file size is due to substance storing cache data within the project file itself. This includes: - A copy of the selected Environment Map, even if it is a non-project resource. - Cached texture outputs and intermediaries for layers. - Re-bakable Mesh Maps Removing this data as shown in videos like this lowers file size by 6-8x without losing any information. This cache data can be stored locally on each user's computer, and re-generated on first open. Can this setting please be considered? Otherwise, there's not really a way for us to use the tool at our studio. The SPP files just take too much space.
Hey Cyril,You know what would be really cool?Having an option to allow us to create a substance file that lock set layers and the 3D model so we can offer it to people who want to create special paints for in game use. Sort of like a 3D paint kit.They can't mess with specific layers we want to keep hidden as our specialized materials or even make it so it won't export as smart material etc and also so they can export the 3d model.Will get more people using Substance Painter.Just an idea, cause everyone keeps asking instead of using a paint kit they want to know if they can use the Substance Painter file.Thanks Tim
Would it be possible to add an extra feature to IRay so that you can check off the element(s) you want to display when rendering? Because I have a project with different elements in the same place to make variants of it and I'd like to render each element separately but for the moment, everything is displayed one on top of the other.
Substance painter already has the functionality to mask by mesh name using a Geometry mask however there is no way to search for meshes or any kind of system to mask "all meshes that include X".A lot of VFX studios work with material names in their mesh naming convention e.g. metalCopper_pipe_GEO and having the ability to simply create a material in substance painter and mask it to every piece of geo that has "metalCopper" in the mesh name would be super useful and would unlock a much-needed workflow. Desired functionality:In the geometry mask window, add a search bar for mesh names.1. A user clicks on the search bar and enters a string2. The list of meshes now only shows any meshes that match/ include the string3. The user can then click a button to "Add all matching to selection" or "Select only matching"4. The geometry mask will either add those items to the existing selection or deselect everything and only select the matching meshes.(An alternative could be to just have
Is it possible to have for simple brush, a custom falloff instead using alpha texture (procedurally)?Could be some basic shapes to choose from for the brush shape, with custom curves to control the alpha falloff. e.g. biezer and linear controls.
The Adobe Substance products empowers 3D design and allow you to experience intuitive workflows, to design, connect, import, and view Substance materials on your favorite visualization applications. To continue improving your experience and to tailor our products to your needs, we have created this survey. Please note that the survey is anonymous and completely optional. We are grateful for your answers! This will guide us in creating a better experience for you.
'Baked lighting Stylized' filter should have the option of a HDR map instead of just a Sky Gradient .The 'Baked lighting enviroment' has the HDR map option but the Stylised version does not?It would also be awesome if the baked lighting stylised had movable 3D lights in the viewport that you could add vs the akward sliders where you are limited to Sun and two point lights.Thanks!!!
Buenas noches, como estan? Como veran hoy pague todo el año de texturizado 3D de Substance, y en la captura muestro como solo tengo un mes de uso siendo que me cobraron todo el año. Saludos ! [Removed by moderator]
With apologies if this already exists and I simply haven't found it, but..."File > Export Textures" has a default export location of "Documents/Adobe/Adobe Substance 3D Painter/export" on every project. Intuitively, I would never wish for every texture from every project to dump into this directory, and fairly logically, I would love to export to the project's working directory, into, perhaps, a sub-folder (maybe named "export"). I occasionally migrate a project from one computer to another and would not benefit from the project directory being locked down to the folder structure of the "other" computer, and so it would be useful for the default export directory to be a sort of "live variable" of the current project directory. Could we please have this? It seems simple enough to fetch the "working directory" rather than the "Documents directory environment variable" which is the current behavior. I'd usually ask "can we have this be an optional setting to default to?" but
Is there a way to select a texture used in a fill layer stored in the library? Actually I have to remember the name of this texture and find it by memory among every folders of the project collection.
What i am trying to say is can you link the self occlusion and match - by mesh name option to each other so that when we are baking the mesh we don't have to go to the option back and forth to match the settings.
Considering the naming of the exported textures either has to be based on project name, mesh name or shader name, it's quite restrictive having to change naming conventions of exported fbxs or substance file names in order to get properly named texture files. In studio environments it's often not possible to change the name of the substance file or exported geometry to fit the naming of the textures. Also having to change the output templates for every project is a drag. So I'd like to be able to change the $project variable inside the Edit > Project Configuration screen. I could be set automatically upon importing the file, but I feel like you should be able to tweak it without having to rename the geometry file.
Its be cool if Adobe add special levels with the possibility of inclusion only for this mask.because if I use a grunge map not from the library then I don't have the option to increase the mask level. and also I have a lot of mask levels in this structure, I don't want the levels to be used on all other layers except this one.
Hi there, it would be super useful to have the option to only export textures using the geometry selection visibility option. Thanks.
Hello,For those who don't know the stamps feature in Substance Painters is amazing!All you need to do is drag and drop your 1:1 square image to the shelf as an Alpha (I used to do like that and it works).After that, I can drag and drop again to my mesh in any position and select a few options like use it as a mask, base color, etc.But the thing is, if you drag and drop to UV Viewport, you are limited to it.Same thing with 3D Viewport.But I often want to jump from one to another and can't. Because instead of warping in 3D viewport I can follow the UV So please, both viewports have different options and both would be much more powerful together.Peace!
I like the drag&drop feature that allows me to position alphas on the model surface easily and then fine tune them.What I'm missing is the option to treat them as a group.Let's say I put a bunch of stickers on an object and the placement is not entirely random, it would be desirable to just duplicate and mirror all of them to the other side and instantly have a good starting point there.As it is now I can only select and move one effect at a time. So If I have placed 7 details on one side of the object that I want mirrored I will have to individually select each, flip it and manually move it to the other side.Just being able to select all of them and performing the flipping and moving for them simultaneously would be very helpful.
Being able to reproject onto a mesh with changed UVs is a super helpful feature, I appreciate it a lot!As it stands reprojection is impossible for meshes that have changed, even just a bit in shape.Would it be possible to at least reproject onto meshes that have unchanged topology, by storing a morph target of the mesh before loading the new one, then (under the hood) morphing the new mesh to the old shape, doing the reprojection and morphing it back to the new shape?(It would still not solve the question of effects and things that have their own position in 3D space, but for painted textures it would be a great help)
Please put "Save As" back in the root file menu. Seriously, why would anyone think it a good idea to hide the CONSTANTLY used "Save As" in a secondary rollout. Do you understand how often a busy artist needs to use this? Following the paradigm of just about every single other piece of software in existence, this needs to be in the root of the file menu, NOT under some "options" submenu.
Before Substance was acquired by Adobe, there was a discount on upgrading applications to the newest version based on how many annual, major builds had superceded theirs. Whilst this was discontinued for Subscription-holders, Adobe still sells Perpetual licenses on Steam. The first proposal, therefore, would offer existing licensees upgrades to the next, major release at the following discount:1 Year After Current Version = 50% off (£62.99)2 Years After Current Version = 33% off (£84.49)However, after 3 Years or more, a new major release would require purchasing at full price. Additionally, since Subsctance 3D Assets are not currently available except through "Substance 3D Collection" plans, the second proposal would offer the following Substance 3D Assets Subscription options on Steam:1 Year = £99.99 (30 assets/month)2 Years = £149.99 (50 assets/month)
UI artist here, i make alot of icons and would really like to be able to keep camera postitions when rendering and then switch to main camera when i need to edit the asset and re-render. either the ability to add additional cameras or camera positions would be ideal.. thanks.
Hi Have been using substance painter for a little while now, and 2 things I think should be done to give your users more control and information. The first is that when an update is available i,m not getting a prompt to update like I would in other programs, this would be useful, as if I hadnt wanted to post the 2nd comment below, I would not have known about the update. Secondly, whenever I save a file, Substance Painter is not currently saving my Alpha brush settings or the amounts I wish each channel to applied when painting, height for example, this would be super useful if for instance your modelling a lot of one thing, but using the same model in each, and only the alpha's that your painting are different, then saving a template file for lack of a better word, and having the same alpha settings already set, so you dont have to keep changing them, unless i,m missing something, in which case please tell me. Anyway, that's all. Thanks
It would be nice to be able to select rings and loops of polygons for painting or masking.
Unless I'm missing something, there's a fundamental functionality missing in the way that texture placement works. If I bring in a nonsquare texture, obviously I want to retain its correct aspect ratio. Substance automatically makes everything square. That would be fine if there were an easy way to set non-uniform scaling (e.g. X=1, Y=1.5), then LOCK that relationship, then be able to continue scaling the texture. This is not possible -- unlocking then relocking X and Y values will simply make them uniform again (in this case, 1.5 would be reset to 1). This is ridiculous. This wouldn't be such an issue except for the fact that textures ALSO interpret alpha/transparency into channels where I don't want it, e.g. roughness and metallness. There is ALSO no easy way to disable this. So the textures that I necessarily make square to avoid problem number 1, then go on to create problem number 2. Either give us a way to keep the correct aspect ratio on nonsquare textures, or an
If you create a fill layer and add multiple paint layers, there is currently no way to combine these together.
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