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I'd love to see feature that allows for the editing of more than one mask at the same time. In particular, when doing lookdev work it's common to test out materials on various surfaces. Often I find I am adding and removing objects and faces from a mask while doing this. Since it's generally a best practice to NOT have one material covering another on the same surface, I usually want to make sure that any area of a material that is not going to be visible in final maps masked out. It would therefore be super helpful to have the ability to automatically subtract from one mask by adding to another, or vice versa. This would be especially helpful when using the face and mesh fill tools.
Surely there MUST be a way in Painter to pause screen redraw? If there isn't, this is a much needed feature that should be implemented ASAP. When dealing with heavy models with multiple UDIMs at 4k or higher, I'm having to wait for a slow redraw with every tiny change I make. Often I know I want to make several changes before I need to see the result, and the absence of any ability to prevent Painter from redrawing after every change just results in constant waiting and wasted time. I have 256Gb of system RAM and a GTX 3080 with 10Gb VRAM, so this isn't a system problem.
Might be the most helpful tool by far. Just add the pen tool in the 2D view only.
I use Substance Painter and Photoshop almost everyday, but each software is linked to a different account. A company e-mail and my personal one. I know I can logout and login to a different one when switching apps, but the case is that I always need to use both at the same time.Please allow us to login to two different accounts at the same time, since Adobe bought Substance Painter I can't work efficiently anymore, because I have to waste time switching accounts whenever I need to change apps, that's dumb. Or another solution, if your devs can't allow two accounts at the same time: once you open a software, make it usable until you close it, whether you logged off the original account or not. Just do something for your clients.
It seems really weird that paint and fill layers currently share exactly the same display icon in the layers palette. These are fundamentally different types of layers, so they need to have clearly identifiable different icons so that artists can see at a glance what type of layer it is. Currently, SFAIK, the ONLY way to tell the difference is to click on the layer and look to see whether or not the the paint tools are disabled. Really?
Please give us a way to disable the wireframe that is automatically overlaid on the model when using mesh fill. This frequently completely obscures which surfaces have been selected.
Give that the texture export process is probably THE MOST IMPORTANT THING that Painter does and is the ultimate point of the software's entire existence, would it be too much to ask that we get some sort of confirmation that textures have been successfully output and the process is completed? It's ridiculous that there isn't one. Likewise, a more obvious update on saving a project than the TINY "project saving" barely visible in the bottom right of the UI would be nice. Projects can quickly get into massive file sizes so saving takes a long time. These types of things make busy artists' lives a lot more pleasant. Thank you.
I would love to be able to easily set up multiple instances of the same item and export the whole set instead of going through one by one and having to rename the exported files afterwards. Example: I'm making a texture pack for a clothing outfit. Let's say there are 12 distinctly different looks/instances. I'd like to be able to export all 12 with unique filenames containg the Instance name for the different looks in one fell swoop instead of manually walking the exports for each look seperately. This would great for so many different projects, not just clothing. Perhaps it could be set up as an Instancing tab that saves Layer visibility and Instance name to be applied to the exported texture files. Having it remember which textures are skipped (because they don't change between instances) and which aren't would be amazing.
The Rendering Dome Radius is too big. The minimum dome texture scale value is 1000. And is not possible to scale it down. The 3D model object, for example, a 10-meter aeroplane, looks too small like an RC. We need a scaler slider on the rendering side as a tool to scale the model up to 10 or 100 bigger. So that is in proportion to all the dome environment pictures that are way too big.
When can I use Substance Painter as a node? Please allow Substance Painter to be used as a node. I am a texture artist mainly using Substance Painter, Substance Designer and mari. The above tools are often used together in the texturing process. I think it would be really effective if Substance Painter could be used as a node for freedom and convenience when switching between tools. I would like to see the day when I can use Substance Painter as a node as soon as possible.
Substance Painter/Stager--these 2 apps are both in dire need of running natively on Apple silicon. The performance boosts would be most notable, so I hope the teams making the transfer to the new versions prioritize these...
Something that would be super awesome is a tool where you can click a location on the 3D Mesh and have it highlight the location on the UV Map. Sort of like the find cursor function on Windows, but to find a location on the UV Map. It could even work in reverse, clicking on the UV map would ping the location on the model. I spend way too much time finding where something is on my UV maps, currently I make a pink paint stroke or fill layer with mask to find where it is, but even then sometimes I have to look a while to find it. This would be especially helpful on models with UDIMs.
I've tried for a while, but it seems like there is no hotkey for turning the wireframes on and off... and no way to set one. Am I right? If so, this seems like a really obvious thing to be able to bind to a key.
I work as a CGI freelance. We spent years hankering companies to come up with darker interfaces for darker working environments. Most of them responded in the end, with options for lighter or darker, with some providing full customisation. Personally I find the Substance 3D too dark and would really like a lighter interface option so I can dial in tones that strain my eyes less.
As far as I can tell, there's no good way to hide a part of your 3D mesh. Even if I have them split into spereate objects, using the paint tool with the oject blocked out stops the paint tool from working. A problem that shows up even on Adobe's personal training video.https://youtu.be/dIO6cJiE7JM?t=400 All I want is an easy way to hid the mesh from view so that I can't interact with it and see behind it. I feel like there's a lot of tools to do "sort of this" but no way to do exactly this without some big workaround.
I wonder if it is possible to live link a psd file and it's layer, so I could sometimes open photoshop to edit something with pen tool and other other tools from photoshop, and then coming back to Substance with all the layers reserved. Just like how cinema 4D can use psd as a saving/loading file type. Since these two software are under a single company I think that might me possible? I only use Substance Painter to hand paint textures so the non-destructivenesses is not something I need, so if there are some technical limitations to make the psd non-destructive and there will be warning about this I am 100% with it.
Would be useful to bake opacity maps inside Substance Painter, similiar to how substance designer can bake opacity maps from a high poly mesh
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