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When painting textures, there are situations where I need to add a new channel (for example, Opacity) at a later stage. Currently, when a new channel is added, it is automatically enabled for all previously used materials, even if I do not want those materials to use this channel. I would like to have control over how new channels are applied to existing materials. Specifically:An option to automatically enable the new channel for all existing materials, or Have the new channel disabled by default for existing materials and allow the user to manually enable it per material. This could be implemented as:A confirmation dialog when adding a new channel, or A project-level preference that defines the default behavior. This would prevent unintended changes to already finished textures and improve workflow flexibility.
Currently the way strokes are stored in 3D space makes Substance 3D Painter a really cool tool for non-destructive workflows. I love how you could literally change the topology and UVs and keep your texturing work.Unfortunately this becomes a bit of a problem (specially with character work) where I keep doing modelling updates (no topo or UV changes, just shape) and reimporting the mesh would make my texturing work break, as parts of the model move around a bit but the strokes stay in their original place in 3D space.It would be really really amazing if one could choose to update stroke position based on topology instead of 3D space. Even if its not perfect, most texturing work is through masks anyways. Existing stroke points would have to bind to the model (similar to a Maya wrap or a Blender surface deform) and move to their new position. If using face normals this could even allow rotation. This would unlock full non-destructive workflows in Substance 3D Painter.At the moment, my on
Hello Adobe Team,I’m writing this message out of real frustration, but also because I genuinely believe there is a huge missing tool in today’s 3D workflow.I am a 3D artist, and I create my own HDRIs because I care about lighting consistency, artistic direction, and originality. But honestly?Creating a custom HDRI today is a nightmare.To create a single HDRI from scratch, I am forced to jump between:- AI image generators to get a base idea- Photoshop to clean, fix projections, and manually adjust equirectangular distortions- After Effects to add atmosphere, glow, sky effects- HDRI Light Studio just to properly shape the light- Blender to constantly test if the HDRI actually worksThis is not creativity.This is technical survival.Because of this mess, most artists simply download HDRIs from the internet. Not because they want to, but because the industry gives them no real tool to create their own easily. This kills artistic control and breaks creative flow.And the worst part?The problem
Hello,I would like to suggest adding the functionality to name textures on export based on their Udim descriptive tag, rather than just the texture set or numerical Udim identifier.This way I could export textures with a similar descriptive naming as if using distinct texture sets.This type of naming is required by the project that I am on and I don't want to have rename all my textures post export.Also, using seperate texture sets is not an option, as I need to paint across UV tiles.Thanks
I needed to export a single "material preview" texture today and realized it can't be done. I never considered that this wouldn't be possible, though I know it's not normal anymore for a game to use one texture. I ended up screenshooting the material preview and managed to get what I needed, but I would perhaps like the ability to do that again as the need arrives. However, the screenshot work around is fine.If there is a way to do it and I have overlooked it, please let me know.
When drawing in 2D view the background color is too dark, is there anyway to change the background color.
Emissive in Iray caps out and is not nearly strong enough for certain renders.You can normally only get the strength to "1" using the sliders in Iray mode.It is possible to get the emissive to "100" if you set it in painter mode and then swap to Iray mode.(this is a bug, but it works in my favor)However, even the "100" is a hard cap that sometimes isn't enough.I'm currently trying to render a car, where the headlights needs to be much brighter than what the emissive setting allows me to set.Since real headlights have pretty small but very strong lightbulbs, they use reflectors to boost that light even more to get sufficient brightness. Even with a reflector being 100% metallic, with 0 roughness, the bounce light is not strong enough whit the emissive getting capped at "100" in painters Iray mode. I also use emissive materials to create bounce lighting in some cases. I can add a surface and add an emissive material to it to simulate light sources in my scene. If I get more co
Hello, it would be great if my two suggested improvements to Substance Painter could be added. They would be very useful for my texture creations. These are two tools that exist in Adobe Photoshop: the lasso (all versions) and quick selection (all versions depending on what you want to do) . Thank you in advance if this is done ^^
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.
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