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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.
When starting a new project and importing an FBX, it is automatically treated as the Low-Poly mesh, but Substance Painter does not display the file name or path of the Low-Poly mesh anywhere in the Project or Bake Settings. It makes it difficult to track which mesh is being used as the Low-Poly after the project is created. Although the High-Poly mesh imported for baking shows its name and path correctly, the Low-Poly mesh information is completely missing. Feature Request:Could you please add the display of the Low-Poly FBX filename and path in the Bake Settings or any appropriate place in the UI?This feature would greatly improve file tracking and workflow clarity for users.Thank you!
I have been using stamps very frequently and whenver i am layering them, i dont have individual control on levels on them or to be able to erase a projection without create a layer to erase, which globally erases from all the layers beneath it
Create a view mode that is a cross between the quick mask view and the mesh filter view.
Hi There !Maybe i don't know how to do it, but :It would be cool to get, like photoshop or Zbrush a Brush parameter saving settings. I explain myself :If i use the Basic brush, changing to the Soft, or any other brushes...Once i come back to my Basic brush during my working session, to keep the changed setting i made, without making a new brush preset saving. ( Otherwise, i will get 100 presets for size changing etc...)Like photoshop or Zbrush. I'm doing a lot of hand painting in Substance, but it is a lot of pain to have again and again, changed setting everytime i swap brushesThanks !!!!
The geometry mask should have a mesh object tree hierarchy, like in the original program from which it was imported into Painter.
when you create a layer stack, it would be great to have a +/- on each layer. and a drop down border that you can raise or lower. (+/-) so that when you put an effect on top of the stack you can extend its effect to all layers underneath, or limit its effect to one, two three, or whatever is directly under it. SO for example you could apply LEVES adjustment to other underneath layers indivudually, instead of the entire stack. it would be great to specify levels, blur, dirt, a bunch of other filters to specify what they effect under them instead of them hitting EVERYTHING without discrimination. we also need some spline and selection based masking tools. hopefully this all makes sense. ive been using photoshop for 31 yrs, and i know substance is newish, but these tweaks would be fantastic please.
What I'm suggesting:The ability to switch the viewport to display the base color channel (or any other channel, really) through the Python API. Some context:I'm creating a simple plugin that automates my most common actions. For one of these actions, I am checking the greyscale values of my base color to see that they fall within a certain range. Using Python, I am adding a fill layer that desaturates the base color using an HSL Perceptive filter. I then switch the viewport to the base color channel manually to check the values. This doesn't take a lot of time at all, but it would be a nice QOL change for me to be able to automate this. Cheers!
Can you please give undocked menus a simple Windows-style "maximize" button so that they can easily be made to fill the screen? It seems like it's currently necessary to drag windows out manually to do this, which is kind of ridiculous.
Dear Adobe Substance Painter Team,I am a regular user of Substance Painter and greatly appreciate its powerful features for 3D texturing. However, I’ve noticed that some commonly used functions, such as adding a new layer or creating a black mask, do not have default hotkeys assigned. This requires manual navigation through menus, which can slow down workflows, especially for users who rely on the software for daily tasks.To improve efficiency, I suggest adding customizable hotkey support for these functions and other frequently used actions. For example, assignable shortcuts for "Add Layer," "Add Black Mask," or adjusting brush opacity would significantly streamline the texturing process. Many other professional software tools, like Photoshop, allow hotkeys for similar actions, which could serve as a reference.I believe this enhancement would greatly benefit the Substance Painter community and improve the overall user experience. Thank you for considering this feedback, and I look for
I’ve been using Substance 3D Painter for over five years as a texturing artist and truly appreciate its powerful toolset.However, one recurring challenge is painting hard-to-reach areas such as the inner mouth, armpits, and between the legs, where closely positioned geometry makes it difficult to achieve clean, detailed results.A feature to isolate or hide parts of the mesh of same texture set—similar to functionality available in software like ZBrush or Maya—would greatly enhance workflow efficiency and precision. I believe this addition would benefit artists across the industry.
Why isn’t there a normal map intensity filter in Substance Painter?The closest solution I found was this custom setup: https://www.artstation.com/marketplace/p/p39G/sp-filter-normal-intensity Most posts I’ve come across suggest duplicating the material and lowering its opacity, but when working with anchor points or needing to tweak scale/rotation, this becomes tedious. I’m wondering why this isn’t a built-in feature in Substance Painter by default.
This functionality is important since Painter is pixel-based, so when one e.g. imports mesh and cameras from third-party software [Blender, Maya, etc], one needs to have precisely pixel-to-pixel view, same as final render.
When texturing an asset we often need to create variation textures of the same mesh.For example an npc with different colour shirts or multiple damage states. Right now we need to either save out different files for each or have our changes in the layer stack and turn them on and off, change the texture set name and export.It would be good to have a "variation" texture set that we could switch out with the main material while working This could then be listed in the export pop up as well to be included when exporting textures.That way we could have all the variations in a single project.
Add here https://helpx.adobe.com/substance-3d-painter/getting-started/system-requirements.html list of dependencies on third party libraries, and also when starting, check the installed libraries and if they are not there, display a list, and do not silently terminate the programWhy do I have to run the program from the terminal several times when it does not find the libraries installed on the system, as well as in Steam and copy them to the program folder so that it finally finds them?I mean/usr/lib/libbrotlidec.so.1.local/share/Steam/ubuntu12_64/steam-runtime-sniper/var/tmp-1EDZ32/usr/lib/x86_64-linux-gnu/libbrotlidec.so.1/usr/lib/libbrotlicommon.so.1.local/share/Steam/ubuntu12_64/steam-runtime-sniper/var/tmp-1EDZ32/usr/lib/x86_64-linux-gnu/libbrotlicommon.so.1
Essentially I want/need the option to further increase the size of the asset icons (Possibly like the substance 3D assets + and - tool).I stuggle with seeing the exact textures, even with the size on large - particulary with the texture maps (eg. grunge ect.) as they all look the same. I know hovering over shows the larger version (Which is a much better size) however I find that this can take time to load which is impracticle when looking through hundreds of textures. Alternatively perhaps a page on the website or a document you can download with all these maps on it so you can zoom in to find the correct one and then somply search for it.
Hi Adobe team,I’d like to suggest an improvement for Substance 3D Painter that would help greatly with performance and usability in complex projects.Currently, when you add a new Fill Layer, it is immediately applied across the entire mesh. This triggers material calculations on all visible UDIMs, which can significantly slow down the software—especially in large projects where the layer is only intended to be used in a specific area.To address this, I suggest either:Adding a secondary button next to the existing "Add Fill Layer" option that creates a Fill Layer with a black mask by default.Or allowing users to define a default Fill Layer behavior in Preferences, including the option to automatically apply a black mask upon creation.This would prevent unnecessary material evaluations and give artists more control and efficiency, particularly when dealing with complex stacks or heavy assets.Thanks for your consideration!
Similar to Viewport > Show Entire Mesh (F), may we have Show Entire Texture (Alt+F).This functionality would perform the same "zoom fo fill window and center" function that Show Entire Mesh does, but using only the for the mesh geometry that is associated with the currently-selected item in the texture set list. Simply: When I'm working on a specific texture set for a specific bit of geometry, it would be nice to press a button and zoom-to-frame it.
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