Connect, learn, and get help texturing your 3D assets.
Recently active
Are there any ways to profile the computational intensity of layers inside of a substance painter file and if not i guess id have this as a feature request.Ive run into the issue that when setting up workflows that go beyond the fill layer and a tiling noise that its hard to know how well its really performing and where sometimes the laggyness while painting comes fromSubstance designer has a way to see the calculation time of individual nodes so it would be great to have an equivalent inside of that inside of painter with callouts . exposure to the python api would be a plus.
Right now Color selection allows only images to be set as id map input, but not the anchor points. But sometimes Id maps needs to be dynamically edited before use. And all nodes in Substance Painter allow it, except the most important one for Id map.
Why is it so complicated when adding a png with a transparent background? why cant it just work like any other program. I have watched so many tutorials, google/chatgpt, youtube, but they all give me a white background. I don't get it. Yet the alpha leafs I get from Adobe Assets work fine, but if I try to add my own it gives me a white background. Please make it easier.
When we use the undo button, can it also undo the settings we have changed, for example the shadow slider, or at least make a seperate undo button. Please.
On heavy projects it would help a lot to have a way to monitor computation time of layers to find bottlenecks in projects (as in Substnace Designer or Houdini for example).And you could also go further and add an ability to temporarly toggle computation of those heavy layers off (detected automaticlly or by user's choice).So, for example you press a hotkey, it freezes computation of those heavy layers, which allows you to paint masks, add/move decals, etc. freely without a lag and then press hotkey back again to recompute and see the final look.As the project grows it becomes more painfull and painfull to manipulate stuff. And this seems to be a good solution for this.
Hey,the title say it all. I really miss the feature, that i can export outmaps on a unqiue size. As example, when i export a _ORM (Occluion, Roughness, Metallic) Map i don't need it in 4k. I maxium need it in 1k or 512. But i have always have size them down manually afterwards.Would be great to have a feature for this. Greets Spaehling
Might be an overly discussed topic but when will Adobe allow you to create a Render View Preset to bring the exact settings from one project to another so to get the exact type of render? This would be a helpful improvement.
Adding a layer merging function to the black and white mask will greatly improve efficiency.
There is an issue with the blur filter that has been around since the first version of Substance Painter, and I can't understand why it hasn't been addressed yet. The issue happens when you try to blur something close to a UV seam - which is often unavoidable. Example: Note: while there is a workaround involving the blur tool to mitigate these artifacts, it demands a considerable amount of effort. Moreover, it's easy to miss these artifacts if we do not meticulously inspect the entire model. Is there any plan to resolve this issue permanently? I have observed numerous colleagues expressing frustration over this. Please give this matter the attention it deserves. Thanks.
Automatic cage mesh is an amazing feature but I noticed there's always a few buggy quirks in the cage generation that unfortuantely make it unusable.But if we could export out the cage mesh, then we could just make small manual adjustments.Somewhat related, anyone know where the cage mesh is stored? Was hoping for a workaround for now.
I was wondering if its possible to get a 3D paint bucket tool in susbtance painter similar to photoshops paint bucket tool but in 3D that fills in the areas where you painted. I would find this extremely useful in my work since I have to manually paint reflective maps for products in susbtance painter and having a paint bucket tool would greatly increase my productivity.
I share my Substance Painter projects with others via cloud drives, and we keep the files alongside the mesh files (typically FBX) in the same folder, or in a neighboring subfolder. But reloading the mesh file after it's been changed often requires going the long way of Edit menu > Project Configuration. This is instead of simply hitting Ctrl + Shift + R to reload the file, because the last person who edited the file don't have the same absolute path to the mesh file. Could we have an option in project creation, and in Project Configuration to store a relative path in the project instead? Example absolute paths..."C:\Users\me\Nextcloud\Bridge House Materials\Mesh\BridgeHouse.fbx""C:\Users\them\Nextcloud\Bridge House Materials\Mesh\BridgeHouse.fbx""F:\Nextcloud\Bridge House Materials\Mesh\BridgeHouse.fbx" Relative path for all:..\Mesh\BridgeHouse.fbx
At the moment there are 7 color options for layers. Colors are useful for visually separating layers. It would be nice to have the option for users tp use a color wheel or equivalent to pick whatever color they want.
I bought a drawing tablet, only to find that I couldn’t pan the view, and rotating the view was also very inconvenient. I suggest modifying it to be like Blender—so that drawing tablet users can operate completely without a keyboard, mouse, or virtual keyboard. This would be really user-friendly.Efficiency has improved a lot.
I'm using SP for a flight simulator. I often create assets and only after some time, for technical reasons, I find I need to rotate, move, or scale the entire project. If I do that all of the masks are usually changed completely. This happens whenther I check "preserve stroke positions on mesh" or not. I'm assuming the masks and paiunt layers are actually some sort of voxel 3D volumes and not the 2D surfaces we see in the 2D window. Please provide a way to offset the entire project by manually inputting position/orientation/scale values, so that, when the project is re-imported, the new position fits the existing one.
I'm in the early stages of developing a substance painter plugin using 11.03 that tries to duplicate a reference texture with the asset directory of the user. It looks like the API's able to create a layer, but it doesn't seem like assigning a .sbsar file to a layer. I can't seem to populate a resource of any kind to a newly created layer. Implementing this feature could make for some really cool processes. And with the future of the API in mind, it'd be nice if the API could also adjust the color of materials, roughness, if they have normal maps, etc. I think the more I can do with the API the more fleshed out we can develop. Forgive me if this is already a feature, but I can't seem to find this ability anywhere.
Hello there!Something I would love to request is an Unreal Engine 5 viewport wrapper with lumen if its possible, I know its been done with elder scrolls oblivion so im wondering if its doable inside of substance painter? It would streamline a ton of workflow for the whole industry internally and externally and would be a very welcomed feature.
Add a new output template that would export every texture stored in the Project, like the output Mesh_Maps template. I have additional baked maps stored in there and It would help a lot to export them all at once instead of one by one
If possible, I'd like to see parity in layers management between Photoshop and Substance Painter. Currently, whilst you have layers selected, if you create a new folder (with the layers selected) they're not immediately added to that new folder. This is how it works in photoshop, and I would like to see the same in Substance Painter.
정점 생성 이후에 위치 등을 재조정하는등 별도 제어하려면 매우 느림. 정점 선택사항을 쉬링크 그로우 할 수 없음. 정점 선택 사항은 언두 리두가 안됨. 패스 생성 이후 정점 추가시 스냅이 바로 적용되지 않으며 한번 이동시켜 위치를 재정렬해야 스냅이 적용됨. 패스 생성 이후 프래셔값으로 패스 일부분만 얇게 하는것에는 문제가 없으나두껍게 하고싶을때는 페인트의 전체 사이즈를 두껍게 만들고나서모든 정점을 선택하여 전체 프래셔값을 50정도로 낮춰 사이즈를 균일하게 조정한 다음.원하는 일부 정점만 다시 선택한 후 프래셔값을 50 이상으로 조정해서 일부만 두껍게하는 식으로 작업해야하므로 매우 불편함.패스 생성 이후 100으로 되어있는 프래셔 값에 150 이라던지 하는식으로 100 이상의 + 수치를 넣어 일부분만 더 두껍게 할 수 있어야 간편함. 프래셔값 제어를할때 정점 선택후 상단의 슬라이더나 수치입력으로 제어해야 하므로 불편함.단축키+마우스 제어로 뷰포트상에서 바로 프래셔값 제어를 할 수 있어야 편리함.블랜더에서는 이게되서 매우 편함. paint along path 할때 페인트되는 부분을 패쓰로부터 살짝 벗어나게끔슬라이더나 수치로 오프셋 할 수 있는 방법이 필요함.현재는 페인트에 사용되는 알파이미지를 익스포트한다음좌우로 살짝 밀어놓은 알파 이미지를 따로 편집해서 만들고 이걸 다시 임포트한다음다시 툴에 집어넣는 방법 말고는 없으며 이거 매우 불편함. 패쓰 생성 이후 해당 레이어를 빠져나가 다른 작업을 하다가 다시 해당 레이어의 패쓰를 편집하기 위해 패스툴로 돌아갔을때 마지막에 생성했던, 혹은 마지막에 편집하던 특정 패스에 정점을 추가할 수 있는 상태로 곧장 이동되는데 이거 매우 불편함.매번 새로운 패쓰를 생성하려다가 기존의 패쓰에 새로운 정점이 추가되는 바람에 컨트롤제트로 언두를 하고 엔터를 누른 후 다시 새로운 패쓰를 추가하는 실수가 반복됨.
Why on opening Substance Painter do the shelf thumbnails all need to regenerated, indicated by the generating thumbnails message? Admittedly I have a lot of assets in my shelf, some of which are complex, but generating the complete set every time I open the application just adds unnecessary delays. As a comparison, when I open Lightroom I have the equivalent to 20,000 thumbnails (previews) instantly available they are not regenerated every time. I can fully understand the need to generate fresh thumbnails on new or modified assets, or even on all assets if the application has been updated or the 3D engine changed. However, surely the principle of a thumbnail cache should be that unchanged assets can use a previously generated thumbnail. So the idea is : To use previously generated thumbnails unless the asset is new, marked as modified, or the application has changed.Dave
I’d like a Resolution or Size token that reflects the export texture resolution (e.g., 2K, 4K) for use directly in Output Template file names. Right now, I have to add this manually or switch between different templates, a step I’d prefer to avoid in the middle of production. It would be especially useful when exporting batches of different resolutions without overwriting my existing texture maps.Cheers!
TLDR:Key is a solution that enables being able to move previously textured parts of a mesh in a modeling package to a different location and orientation, reimport into Painter, and have all the previous texture work transfer over.Currently the Preserve Stroke Positions on Mesh setting under project configuration applies the paint projections in the same 3D space as the original mesh was located. So one cannot move a mesh and keep the projected brush strokes. This is a major problem, as just the simple act moving a part of a mesh that has previously been textured, even if the UVs do not change, one loses all the paint work etc. This is a major workflow issue for certain things.It seems that the solution to this issue would be to compare meshes by name rather than position in 3D space. Then if Painter detects that in the newly imported mesh, models with name matches are translated to a new location or orientation, Painter should be able to get the offset values between the two meshe
The horizontal and vertical dials can slow down the process of setting a sun direction. I think a sun gizmo with directional arrows to rotate in the scene view would be a lot easier! Thank you!
Allow creating a folder in masks so that we can group effects together. This is because the only other work around is to use an anchor point. For example we may want to use a specific blending mode for these certain effects, and the only way is with an anchor points, which is messy. with a folder we can set the opacity and the blending mode. Additionally it will make the masks layer stacks more organised.
Remix with Firefly Community Gallery
Thousands of free creations to fall in love with and remix in Firefly.
Already have an account? Login
No account yet? Create an account
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.