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Many times I bake an Ambient Occlusion texture, add it to a fill layer (multiply) and then edit it with a paint layer on top. Sometimes, I bake it again to create better lighting in a different area. At the moment to keep the first baked AO texture, I have to export it out as a texture and then import it back in, then replace it in the fill layer and finally bake the new texture. Please Adobe, could you add the ability so that I may right click on assets like this in the asset browser and select "Duplicate Asset" so that I can just keep the original asset. Perhaps even allow me to rename it while duplicating and replacing all references in the layer stack so that they point to this new asset. This way I am free to rebake the AO. All while staying inside Substance Painter. Alternatively, allow me to name the outputs of the bakes so that I can name them AO-Version1, 2 etc Thank you.
Subject says it all. It would be nice if hitting the F key to fit view would zoom in on content being placed (especially when UV Wrap is set to 'none') when gizmos are enabled. This would facilitate easier placement of stickers/decals and other things of that sort. I can't tell you how often (as a Maya/Unity user) I reflexively hit F to zoom in on what I'm working on. Substance painter has an opposite effect when I'm trying to place decals on a mesh. I hit F expecting to zoom in on the gizmo, but instead it zooms out and fits the whole model in the viewport.
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. To perform an automated Task on a Substance Project per command line, we currently do the following:* We have a custom plugin location with the necessary sub-directories.* We set the "SUBSTANCE_PAINTER_PLUGINS_PATH" environment variable to this location.* We save all necessary arguments, that we want to pass into substance, in other environment variables. (Like a path to a mesh or a resource.)* The script that we want to run is placed in the custom startup plugins folder.* Then we start Substance Painter and it will use the startup plugin directory and execute the script from there.Overall this feels very hacky.And it's a lot of work, because for each script I have to create a different directory with the three mandatory sub-directories. Only then I can create a separate new script in there. We would love to be able to pass the path
Substance 3D Painter, v8.3.0 build 2094MacOS 13.1Please add the ability to change the UI font size. Especially for the "Python Console" and "Log". Developing and debugging plugins is less-than-ideal, in such tiny text. Thanks.
I would like to suggest the ability to drag and drop bitmaps directly to the layer stack and automatically create/replace a fill layer. I've attached two example gifs for demonstration. Thanks for the consideration!
Hi all, I'm interested in finding ways to improve our pipeline.I know with Javascript you can parse the structure of a painter file, and SEE what layers are enabled. But I'm not sure if there's currently a way to SET what layers are enabled/visible? Also, I'm not sure how to read what layers are selected. But I remember Wes was working on a script way back to export selected layermasks, so I assume that's still possible?Any help would be appreciated!
The current gradientfilter is hard to manage and visually unintuitive while both photoshop and substance designer have proper implementations where you can add color on a gradient and visually move them around.Just the base functionality of the gradientbar with its colors would be great , all the additional features like the presets and fading between points would be even better,current one from the Gradient filtersuggested one from photoshops GradientMap Substance Designer implementation
I don`t seem to be able to disable this dotted line, it would be great to disable its visibility . Adittionaly it would be great to be able to toggle the gray overlay for the Lazy Mouse
May Substance Painter Shader Part can get the original Shadow map but not only the precomputed shadow? The precomputed hard shadow map is hard to developer custom effect,plz.
I'm trying the free month for substance painter. I really like the program, however... what is driving me insane is a pop up message that lets me know I'm on a trial version every time I open the program, or if I go away and come back, it will pop up again, or seemingly every hour or so, I get this pop up, or perhaps now, it will pop up now, or maybe after my computer goes to sleep. I'm on day 4 of my trial. Don't you think it's just a little overkill, considering I clicked this button when I installed the program? Do you really think I need or want to add redundancy to my workflow? Please, turn it down to once when installed. Ver: 8.2.0
It's now possible to copy (copy mask) and paste (paste into mask). It would be great if, in addition, masks also be linked or instanced so that changing one mask would change the other instances.Similarly, it would be great to be able to do this with any paint or fill layer. For example, making an instance of a paint layer affecting the color and plugging this into the bump with a desaturate filter above it. This would reflect the way programs like Maya work where a bitmap image can be connected into any channel (bump, color, etc.) Ultimately in order for a user to manage these connections it would be nice to have a nodal graph view similar to Nuke or Mari or Maya, rather than the layer stack system of Photoshop.
Yep just that, would be nice to be able to hotkey 'Delete'. I like to keep my hand on the left side of the keyboard and move any keys that are "too far" so that I have easy and quick access to all actions. Kind of like a videogame - just for efficiancy, ease and speed.
Normally, when texturing a model, such as a character, you would have to import multiple versions of the same model in order to texture hard-to-reach areas.So, for example, the main model would have eyes open and a version with the eyes closed so that you could texture the eyelids. So here's my suggestion: If Substance Painter could have a feature where you could import all the versions of the model at the same time but be able to switch between them as you work depending on what you need to work on without the tedious back and forth of importing and updating textures. This could also work for;Vehicles, where we need to work on exploded models to texture individual parts and bake an AO map before returning to the assembled version for full texturing.High Poly and Low Polys. The possibility to see your textures update in realtime across different versions of the same model would greatly speed up the production pipeline and make for a more efficient workflow with
This may be possible somehow and I have not seen it, but I want to project from all sides but control the depth. I'm using the warp projection to achieve this and the "depth" to get the look, but it's tedious to set up, the cylinder projection would be perfect if it had a depth slider so I can control the volume of the mask.Example below
Hi, would you mind moving up the copy/paste/gamma mask options so they're together? Thanks.
I'm writing this due to running into this issue constantly when baking assets at a high resolution and constantly having to use external applications such as marmoset toolbag then importing the baked maps into painter, I'd like to have these in painter to stop the headache of having to use external applications, especially when painters baker is rugged enough to get the results to the quality bar needed. The three issues are: Bake skewingWhen baking all maps because of the way painter interpolates the average/non average cage you end up with skewing all over the mesh when projecting details or baking holesCurrent solution: marmosetProposed solution: ability to paint skew map on mesh Cage adjustmentRay distance is a non visual feedback loop, you adjust them bake, then adjust then bake and there's no way to adjust cage distances for individual objects.Current solution: marmosetProposed solution: visual cage distances with ability to adjust individual objects AO occlus
I think that would be great to have a paint bucket tool like as photoshop.Can be very helpful for postprocessing the base color of a photogrammetry workflow and other baked maps.
It would be extremely useful to me to not rely on brush strokes to transfer work from one mesh to another in some cases. I work a lot on character meshes, with the same topology and the same UVs. I would like to keep my shaders between different shapes of the same mesh. But everything that's painted (painted masks and layers) will transfer in worldspace if they were painted on the mesh. So if I textured a short character mesh and wanted to transfer the smart material to a tall character with the same UVs, I have to redo all the painted masks and layers every time. Which basically means redoing a huge chunk of the work unless I paint the tall guy's textures on the short guy, which is artistically restrictive. I'd really love an option when selecting a paint layer "Convert strokes to texture" which exports the selected painted layer or mask to a specific resolution and plugs that texture back into the layer using a fill. That way I can keep using the material on other characters wit
Could it be possible to export textures mesh to 3MF in order to print it on Full color 3D Printer like Stratasys or Mimaki?could it also be possible to handle Displacement maps in metrics in order to get physical value for the height of the relief? thanks
Backuping the hotkeys / shortcuts in any software is a basic step to not turn insane every time in the year you reinstal the program (new PC, update, whatever reason.)But I've scanned the whole web, no one seems to know how do this basic step. Substance stores it apparently in the Registry ??..??? why would we open the registry on a daily basis to backup our shortcuts everytime we tweak them ?... And once we open the registry, it's absoluely opaque how to extract the shortcuts from the substance folder key thingy, and after a while when you absolutely need to restore these shortcuts.. how do you that in the registry ?.. I don't get how people can use Substance painter if there's no way to simple backup shortcuts.. do they just accept to go insane every few months when all their workspace get's deleted and they realise they cannot work until they get it back ?....Thanks for any help, with years of photoshop and 3dCoat I suffer from preference-loss related PTSD.
Why not provide a C++ API to access the kernel?
Hello I am on a project and I have a problem of scale that I cannot solve.When I export my file in fbx format with unit 1: 1 cm, and I then apply a texture via substance painter, the texture is huge (x1000) and if I reduce it, it is unreadable.I changed the scale units under Cinema 4D, the object, under substance, nothing helps the result is always the same. You can see the original file c4d and result texture in substanceCould someone give me a solution please. Thank you in advance.
It would be very helpful if a user (especially in a production environment) could not only designate what resolution each "TextureSet" that gets exported at. But Where to... I often find myself having to toggle off & on many TextureSets because of the export limitation to just 1 (one) designated output directory. When I require to specify multiple output directories when textures are living in different folders due to production settings. It would be a BIG help if I could tell each TextureSet where to go in advance, save settings. So when I press export, the setup has to be done, only once. As opposed to be done, over and over again. Especially when variants are a factor. Would this be a feasible feature to add into a near future release of painter given this is "Adding" onto something that already exists? Possibly as a quick drive-by task? Fingers crossed! Thanks!
I think there should be a more streamlined method for adjusting only one Layer/Effect below, exactly like Alt+Left Clicking between layers in Photoshop. There is a workaround to make a separate layer, adjusting it there and then referencing an anchor point back to the original layer. But this is a bit excessive to just adjust only a Layer/Effect below.
It's ridiculous that autosave still kicks in right in the middle of a texture export. Please disable this. Some texture exports can take several minutes and are obviously CPU intensive. The last thing that's needed is the program doing an autosave right in the middle of this, with all the associated potential for a complete crash, or even worse a file corruption.
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