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If I import a FBX with multiple meshes in it, there should be easy way to turn them on and off on a model. Not material id's, not selection sets, not geometry masks, no setting shader to opacity and painting over things you want to hide, none of this around-the-corner nonsense. There should be a tree showing FBX file contents (meshes) and checkboxes to turn them visible or invisible (which should also make brushes ignore them!). Why isn't this a thing??? Or if it is, where is it hidden on this bloated UI? It's evident that Painter already detects separated 3D elements, because you can fill by element. Just make a list of them!
I've been using Substance painter for years and very often I need to color pick from another layer's preview. Now that there's shaded balls previewing the layers, I'm unable to color pick cause I have the entire spectrum of a ball to pick from. The ball doesn't make sense, please just bring back the flat texture. Also seeing the mask preview was really great but I guess that never comes back.
I'm not sure if this is already a feature or not, but I am on Version 10.1.2 and can't find any posts related to this.I usually import multiple models into Substance Painter. I have a folder for each of these and have to select them 1 by 1 and a new folder destination. It's alright for the first time I do this, but when I want to come back in and edit it, I have to do that same tedious process all over again. I'm doing this every day all day in-and-out of substance painter, it becomes a drag and really slows me down.My suggestion is to add a + button on the output directory to create a new output directory and allow me to link a specific texture set to that output directory. This way i can simply edit the texture > Shift + E > Click Export > Done. If this or something similar is already a feature, please inform me on how I can achieve this, and if not, please add something similar to this. Thanks
Please add Hydra viewport support to connect 3d party renders inside Substance Painter such Arnold, Render Man etc. (like alredy done in Substance Designer)Render inside SP using production render would be great benefit.
Please add support of OpenPBR Surface
Can we have have pixel snap in Painter. For example I have an asphalt texture and want to place some decals , dash painted line or manhole. Can we do it with pixel precision ? To scale it to be say exactly 400 pixels and scale around specifically placed center of transforms like in Photoshop and then say move exactly 20 pixels right or left ? I can do it in Designer with pixel processor but never managed to make it work with sbsar imported to Painter and whatever I try to composite in Painter always get sort of extra blur due to lack of pixel snap. It shouldn't be that much of a trouble really . Evry image editor can do it . Please Adobe, add this option.
Please add mesh opensubdiv smoothing inside SP. (and in USD mesh importing)
UDIM approach requires same sized textures but often we need just slices from a big master image. For example I need to crop a thin narrow 32x2048 stripe texture from 2kx2k master document. An asphalt texture and painted line in the center . Right now I had to export 2kx2k master material and then cut manually 32x2048 painted line from it . Would be nice to do it directly in Painter
Wrap projection scale option does work always around this gizmo placed in the center. it's not really convenient for a number of things. For precise positioning especially . Would be much easier if we can put a center of transforms first in 2d view and scale around it.
Similar to the new warp tool in the 3d view it would be super effective to have a way to do that in the 2d view, similar to what photoshop does. I find myself switching over to photoshop to do this currently for clothing seams when I want things to ride along the edge of a uv island. I feel like the tools are already there they could just be added to the 2d view. I'm assuming its not that simple but really think this would be a very solid tool. Ive tried doing this with the current warp filter but its just too hard to control and with a gradient and is very limited in functionality.
Sometimes when I am working in hand painted texture, I wanted to go in details and work on few uv shell at the time, but I am still want these details to be in one layer, without necessarily split them into different layers using masks and geometry mask. A selection mode can be done as 2D software and selects uv shells that I want to restric, plus selecting geometry as geometry mask. This selection is a temporary restrictions for when going to details while people don't have to worry to paint over some strokes outside of the selected areas.
Does SP have this brush mode similar to PS?PS has this feature and so does mari.It's a pain in the ass to use projection in SP without this feature, because I want to overlay every stroke with lighten mode.Been waiting for this feature, otherwise projection drawing masks is quite a pain every time.The screenshot below is from PSHere is a comparison picture, the left side is the original picture, the middle is the way to draw mask with SP, the right picture is the effect of PS used the brush darken overlay mode.PS can realize the brush overlay mode, but SP can't, I hope that SP can have such a function, it's very practical.
It would be much more useful if the geometry mask could be selected instead of the color mask when dragging the material onto the object by holding ctrl.
I suppose this may be in works already, but if not, it would be great to have an option to make the text go into a vertical stack. Please see screenshot as an example:
Currently you cant share brushe strokes as a smart material across different models that have the same UV space Unlesss you paint in the 2D view. It would be awesome to paint in 3D view but cement the stroke detail in UV space so when you change a model that has the the same UV layout the brush strokes dont move if the mesh position changes. The work around currenrtly is either painting in the 2D view, or painting in 3D and then exporting those strokes out of Substance and then back in to create a smart material. which is super annoying. I have worked in games for 15+ years as an artist and was shocked this isnt a feature considering how much re-use it would mean for texture painting. Possibly its a bug?
I have a suggestion. When I use "ALT + right mouse button" to enter the mask drawing mode, the color picker can't absorb the gray scale of the mask. As a result, I can't draw the gray scale transition precisely, because when picking colors, it can only pick up the colors of the external materials instead of the gray scale shown by the mask.
Hello Adobe Substance Painter Team and Community,I'm writing to request a feature that would simplify workflows for many of us working on game assets. As someone who creates simple models for games, I often only need one single material with all texture details baked into a single map for my models. Right now, while Substance Painter does an amazing job generating multiple maps (e.g., Normal, Base Color, Roughness, etc.), there’s no straightforward way to export the flattened 2D view directly as it appears in the 2D Viewer.This is what I’m envisioning:The ability to export exactly what I see in the 2D Viewer: a flattened map that includes all materials, lighting, and effects—into one single texture.This feature would save so much time, as the current workaround involves taking the exported maps back into Blender, re-baking them under different lighting conditions that may not match Substance Painter’s perfect environment, or resorting to screenshots of the 2D Viewer, which is less than
Many offline renderers recommend that textures be converted to .tx format for optimized memory usage. Is there any possibility of directly exporting this file type from Substance applications? It would save the step of converting down the line and could help speed up workflows. Thank you in advance for your help!
Why there is no toggle to turn on and off backface culling?I know i can change shader, but that`s a workaround and not a problem solver.In my current project i need to have backfaces (be able to turn on and off to check for errors) and opacity in the shader.At this point i can have either working opacity or backfaces. This is ridiculous!
I'm guessing handpainting features isn't at the top of Adobe's priorities for 3d Painter, but having an unlit shader w/ alpha-test and tranparency would be a simple but tremendously helpful option for handpainters. Currently, we have to use "Base Color" in viewport which means we can't see the opacity map which is very limiting.-- or if anyone out there can share a custom shader for unlit+alphatest or unlit+tranparency, would be appreciated!
Hey Substancers! Simply feature request, altough it should be a default function imho. So sometimes when I import a scene into Substance Painter with cameras, in some cases the order of the cameras are not alphabetical, but seems to be random. I think it is something to do how FBX handles object order. But Substance Painter should not follow this, but sort the name of cameras in the dropdown menu alphabetically instead. Thanks!
Allow the user to rename textureset through the APISometimes our user will have renamed the texturesets imported in our game-engine and we would like to push this rename to the painter project when it gets opened to have consistency but it seems to be currently impossible through javascript or pything as far as I can find
There have been other posts asking for this feature, but since it seems this hasn't been implemented yet, I'd like to also request the feature of changing the font size for the UI. It's extremely small in higher resolution monitors and I believe even people with good eyesight must have problems with it. My eyesight is relatively poor, so I have to pull my monitor very close to my face or develop a headache after an hour or two of work. Please add the ability to increase the font size.
Hello there, this is a improvement proposal to the channel manipulation in the layer stack.So far you have a selected channel at the top of the layer window, and you have to drop down select the one you want to operate on, this is time consuming. 1) Add an indicator on each layer/folder that uses that channel and have a contribution on it, even a color dot in the layer should be enough. Right now you pick a channel and you see every layer blending mode and amount but you don't know if it has that channel in use in the first place. 2) Add the posibility to: custom shortcut layers channel switch, ctrl+cllick the channel you want to switch to on a layer channels view (since ctrl + click has no use so far)
I just spent a long time trying to get vertex colors to import from Maya/Omniverse workflow into painter. The issue ended up being differences in how different applications name their color set for vertex colors. Omniverse was writing to the name "displaycolor", and Maya used "colorSet1". After some trial and error, painter only accepted "displayColor" with a capital C. I'm sure while USD is still being adopted in more software, applications will have different default color set names, and in advanced pipelines, assets might have multiple color sets for multiple purposes. I propose that for at least USD import (but ideally all formats) there be an option if Vertex Color is selected in the baker as the source for the ID map, that painter presents a drop down with all the color sets on that object to select from. This would be very valuable for everyone trying to transition to a USD only pipeline. As a side note, the vertex colors all came in really dark, even after
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