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I have a lot of projects where I need to group assets and create smart materials. I also need to name them in a way that helps me remember which project they belong to. Ideally, I’d like to create a folder for each project and put the smart materials inside, so they’re not scattered everywhere.
As the title suggests - a 2D Warp but as an affect.The lack of a 2D warp feels like there's a very necessary tool missing from Substance Painter. Other tools like Photoshop and After Effects include multiple options for this, the most standout being After Effect's RESHAPE plugin, which works almost exactly how I'd imagine a warp should work.Please see the image for an example.
1. Scan real-world textures (like fabric, wood, rust, or stone) and have Adobe's Al enhance, tile seamlessly, or even generate variations of the texture.2. Convert 2D textures into 3D PBR materials (Physically Based Rendering) for use in Adobe Substance 3D, Dimension, or other 3D software.3. Apply Al upscaling to low-res textures without losing detail.4. Generate procedural textures based on simple sketches (e.g., draw a rough pattern, and Al refines it into a usable texture).
Would it be possible to let us upload our favourite smart materials to cloud storage? That way, if something happens to our compute, like if it becomes corrupted— we could reinstall Substance and still have access to all our smart materials on our adobe cloud. Right now, for example, I want to continue my project on a Mac in another building, but I’m not sure how to transfer my smart materials from my Windows 11 PC to the Mac mini.
Preface: Before I decided to post the Idea, I had been searching for the answers and ideas published before. If someone did the highlighted query as the Idea and I haven`t noticed it, please forgive me for my inattention.Thesis: I propose to add the possibility of painting the Path tool in 2D/UV view.Arguments/ Why is this valuable?This feature will solve the list of problems:It will add the ability to work with intricately deformed/overlapped 3D mesh via an undeformed UV layout (image: Example_01);Consequently, it will eliminate the problem of unsmoothed/ unstraight paintings (image: Issue_01) owing to the ability to control the details via path and points(vectors);Create the ability to control the overall view of details and nondestructively edit the size and the shape of details, in 2D view.Best wishes,George
I'd like to request that the Khronos PBR Neutral Tone Mapper is added to the Substance Painter and Sampler programs. Maybe also Designer? I don't really have much experience of that program. Alternatively, I request that you publish a guide for letting the user add it themselves if applicable. I've tried with the OCIO file they've published ( https://modelviewer.dev/examples/config.ocio ), but as-is it crashes Painter (bug reports sent at least twice from the program on restart, running the latest version of Painter on Windows 11). Thank you very much! 😃 Some reference reading available at: https://www.khronos.org/news/press/khronos-pbr-neutral-tone-mapper-released-for-true-to-life-color-rendering-of-3d-products https://modelviewer.dev/examples/tone-mapping
Hello, - In the imageA, we're selecting a geometry to create a mask.- We then are then combining this mask with a texture in a black mask.- In the imageB, When creating an anchor point on top of this mask and trying to reuse it later in our stack, the mesh name mask isn't being sent with the anchor point and end up with our texture mask assigned to the entire asset. This process works correctly when using UV tiles selections, but doesn't work with mesh name selections. Would be nice to have it working with Mesh names as well : )
Hello, In order to build stronger tool for studio pipeline, having access to the list of geometries that are enable / disabled per folder would be very valuable. This would permit to create sets in Maya or any other software based on these lists.
When painting stylize texture, you sometimes want to see the wireframe to paint following the flow of the topology, and sometimes you just want to see the texture without anything wireframe on top, it will be great if this toggle can have a shortcut.
When I try to blur with the Smudge tool, the colors are blurred in a dragging manner, which is a bit inconvenient when texturing cellular 3D models.So I use the blur “filter” to blur, but it sometimes blurs areas that I don't want blurred.I also use masks to prevent this, but I find this process a bit time-consuming.I think it would be very convenient if there was a blur brush that gradually fades the color, like CLIP STUDIO.It would allow me to adjust colors seamlessly without changing layers,So, if you could add a blur brush, I would be very happy. Sorry if you already have that feature.
Pen tilt and rotation with a tablet like wacom intuos pro is really essential for a more controlled and alive painting experiecnce. Sometimes you need to rotate alpha of a triangle or calligraphy pen and using shortcut is less convinient Especially after you got used to just rotate a brush in PS or other painting software
I would like to be able to hide parts of a mesh by clicking on a face to hide and fully disable it, double-click it to hide its mesh island (cumulative), exactly like the feature in 3DCoat (and unhide all with CTRL+X). The hidden parts are not just invisible, they are unclickable, so we can paint on faces that were behind these islands.Also, if this can be also done by UV island this would be fantastic.The 3DCoat feature is more convenient because I don't need to plan it in advance by manually separate parts by materials, selections or masking, I just click on any mesh island on the fly (that is part of an unique and same mesh with an unique material and UV) and this is done in less than one second.In Painter, I can't do that at all if the material is the same on these islands.For example, on a stylized tree fir with multiple layers of leaves, I don't want to assign a different material for each layer just to have the ability to isolate them for painting (this would be a kind of hack,
Like something I want to create matcap by my own so it is stylized and applied it to some part of a mesh, is there a way for a feature for me to:1. Paint inside a folder that can be consider as matcap material2. Then assign this folder to the part of the mesh I want it to apply3. Finally in the viewport to have another view call matcap view so I can paint the matcap in a circle shaped thing?This way I can paint matcap and see it applied to a mesh in real time, I don't think there is any software that does this
Can Photoshop be included in the Substance Painter subscription? Seems pointless having to get all the substanc e programs and then get another one just for PS. Majority of 3D Artists still need to use PS along with SP.
I do not have issues with importing meshes. It works fine - if a mesh has issues, I get an error message telling me what is wrong, I fix the issue in the 3D modeling app, re-export the FBX and import it again into Painter.Rather, what annoys me is that if the importing had failed in the first place, Painter doesn't offer the option to reimport the mesh. I have to go through the process of creating the project anew. It would be nice if you could reimport the mesh after a failed import just like you can after a successful one.
It would be really nice to be able to copy all the values at the same time in UV transformations and 3D projection setting (offset, roation, scale, etc.). It will save a lot of times. Thanks.
"Save as" should start in current folder as the rest of the programs in the world are doing. Its so silly the way it works right now. Is this a common take or is it just me that wants this convenience:)?
When I paint.I spend most of my time on the right-click menu,such like add mask,add generator,paint,fill,filter and so on.but none of these have shortcuts!! I hope this pain point can be solved as soon as possible, enabling everyone to set shortcut keys for anything.or Add a pie menus (Users can customize the functions) to replace the right-click menu just like Maya.Thanks!
Not sure if this feature or something similar exists, but my stupid ass can't find it, so here goes. Adding hotkeys for the actions of:Increasing/Decreasing the HSV sliders of my brush.Example: F = +Value // Shift + F = -Value --etc. "Color Harmony" addon for Hue. Instead of just pressing the buttons to go up and down the slider, it'll jump you to specific hues based on the first color you picked. Basically the "Adobe Color Wheel" site being imported as a functional feature inside of substance painter + its harmony presets. If this or anything similar exists, please let me know 😉
When a resource from the Library is updated/replaced, it is also automatically updated in the Layer stack (in the project). This thread has been created in regards to a future QOL (Quality Of Life) release. We’re trying to prioritize users’ needs; therefore, your voice is very important! Please write your feedback below and don’t forget to vote for your favorite suggestions!All shared images are purely for visualization and not functional features.
Please add random seed for Instanced layers.It should be change all Random Seed parameters in instance layer. It will be useful when object has symmetrical parts with instanced material, but you don't need 100% exactly same material.
Hello Adobe Substance team,I’d like to suggest a new feature for Substance 3D Painter that would greatly enhance the workflow for artists: Viewport Click-to-Select Layer.The idea is to allow users to click directly on a visible area within the viewport, and Substance Painter would automatically select the corresponding layer in the layer stack. This would make it much faster and easier to identify and edit specific layers in complex projects, especially when dealing with multiple layers of detail or when layers have similar names.Key Benefits:Speed and Efficiency: This feature would reduce the time spent searching for layers in the layer stack, especially in projects with many layers or complex structures.Precision in Layer Management: By clicking on specific regions of the model in the viewport, we could quickly locate the layer responsible for that detail, making edits more intuitive.Improved User Experience: Many artists are familiar with viewport-based selection tools from other 3D
As decals (Warp projections) are Fill layers, they currently don’t support the symmetry feature. Adding symmetry to Fill layers would allow users to fully move/rotate/rescale a decal, and all changes would automatically influence the opposite side of the mesh. This thread has been created in regards to a future QOL (Quality Of Life) release. We’re trying to prioritize users’ needs; therefore, your voice is very important! Please write your feedback below and don’t forget to vote for your favorite suggestions!All shared images are purely for visualization and not functional features.
When I turn on paint symmetry, the plane is based on the center of the total geometry of my project. Suppose that I have several materials in my project. It is frequently the case that I want to symmetrize around a specific subset of geometry containing a single material. To do this in today's version od Sunstancec Painter, I need to turn on symmetry, set the axis, and then drag the offset sliders to (very) roughly get the plane to the center of the intended piece of subset geometry. I would like for a checkbox option in the symmetry settings to choose to center the plane on the active material's geometry, so that I can easily get in the middle without dragging sliders and eyeballing it.
Hello,A masking system would be AWESOME for Substance Painter, instead of having multiples materials where we need to plug everything, one materials, multiples mask. it would save so much time. we have one shader for all and can use masks to create different layers under our mask group.Using this on Mari made me realize how easier the life is when we have only one shader.Thank's.
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