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The brush alignment currently has 4 different types: Camera Tangent Warp Tangent Planar UV The idea would be to add a fifth type (or something similar) named “Dynamic”, and it would automatically switch between Camera or UV depending on where the cursor is located. If in the 3D view, the alignment type will be Camera, and if in the 2D view, it will be UV. 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.
I work on a quite large game studio with with an old school handpainted style for our MMORPG and throughout the years we have heavily relied on coloring everything with gradient maps in photoshop. Now the team has slowly migrated over to using substance painter instead. We are very happy with the workflow and the software but we are all very unhappy with how the gradient tool work in substance painter. In substance you have these sliders, they are not very intuvetive and you have very little control of how the colors will affect your grayscale. The transition gets choppy and the colors feels almost washed out.In Photoshop and designer you have this gradient map tool where tou see the whole scale and you can control the transission much better. In designer you can ever colorpick gradients from external images. You also get a much smoother transission between colors.I'm thinking since we have this feature in both Designer and photoshop, wouldn't it be relatively easy to add it to pa
I could be overlooking something, but I think we should add more options for triangulation methods within Substance Painter, especially to match those used by certain engines for ease of use and giving more options for the user. I believe there should be a greater focus on handling triangulation directly within Substance Painter, as this could enable edge selection, which often works best with quads. Other algorithms could also benefit from having data in the form of quads. Alternatively, I could imagine using a dummy quad mesh for selection, inputted alongside the triangulated mesh. However, this approach might encounter challenges with alignment, especially when dealing with overlapping edges.
If I wish to add painted embellishments that follow modeled geometry, it's suprisingly difficult to be precise, even with the newish Path tool. My goal is often to snap a painted line along an edge, or to snap a brush stroke to an edge or vertex, and I cannot find a way to do this precisely; I keep needing to zoom wayyy in to wiggle path control points around to get the paint to fold around corners and follor edges reliably.
I would like there to be an easier way to set up channels for a texture set, as it can be quite tedious when working with materials and managing numerous user channels, especially for shaders external to Substance Painter, such as those used in stylized shading. My best idea would be something akin to export templates, but specifically for channels. It might even be possible to translate some of that template information directly into channels and potentially combine the two for a more streamlined workflow. It’s possible that I’m unaware of an existing method to quickly set up user channels; if there is, please let me know, but I haven't found anything like that. My best guess is that, with a custom shader for Substance Painter, you might be able to define the channels from the start of the project.
I have a few ideas in mind, and I will list them accordingly. The general goal is to improve the legibility of the hierarchy for layers.Additional Color Options for Layers: Currently, we only have seven colors to choose from. I think there should be an additional button alongside the existing quick-access colors that allows users to manually select a custom color. Alternatively, or in addition, another row of colors would be a nice enhancement, at the very least.Improve the Icons, Making Them More Legible and Distinct: Currently, the layer icons are either too small or not distinct enough, lacking sufficient contrast to differentiate them from one another. This could be improved by adding a background behind the icons for better contrast and creating more distinct icon designs with some color or depth.I often find myself looking at the same color and icon without any distinguishing features, which makes it very difficult to discern things at a glance, especially with repetition.Option
I've observed that the HSL filter within Substance Painter doesn't shift hues as well as OKlab does, particularly with regard to human perception of lightness. I've seen an implementation of this being used within a shader and hope to see OKlab implemented as an additional option within Substance Painter for the HSL filter. There is a possibility that better options than OKlab exist—please forgive my ignorance. Side note: While you may achieve better results by adjusting individual layers for hue, along with the necessary manual adjustments for lightness, an improved HSL filter with OKlab would be a great addition for quick iteration or testing.
Hello!I remember finding select and de-select directly without clocking on any icone and go inside.It was there a few years ago, is it possible to have that back?
Hoping that Painter (loving it!) can have an expansion on the methods for UV Unwrapping (manual) as well as when exporting mesh and textures Texel features could be added. This way the appearance of a painted texture could be better made and represented on export as currently they are a little 'fuzzy'. Would be fantastic to be able to export as DDS format too! This is a more personal hope as I have to manually convert them in paint.net. Thanks.
Problem: I'm iterating on a custom material in designer and frequently reloading it into substance painter. It's setup on multiple layers with each layer using unique parameters. It's frustrating to keep re-entering all my old parameters per layer as I reload and apply the changes from designer. I can only preserve one set of parameters by setting defaults in designer. Idea: It would be nice to have the option in some form to preserve parameter values inside painter if their name & type have not changed when assigning the reloaded material to a layer that has the same material. Either a pop up question "yes/no" I can enable in preferences or check box etc. Unless there is already a way to smooth out my work flow?
As someone who uses Painter a lot recently after getting introduced to it, I think it is only right if there was a tool to magnify or pinch/shrink textures, this can have tons of uses in my opinion. When I personally realized this was when I wanted to make a procedural and customizable dinosaur smart material and thought that the transform effect with a mask does not help me when wanting to make certain scales on the dinosaur bigger than others, because it has no smooth transition, a magnifying tool would not need cleanup because it just inflates the area painted so that anything around that area too gradually deforms so it all fits. I think this could be insanely useful for character creation.
Hello, Long story short; I spent 4 hours trying to use in zbrush, edited in painter 32bit .exr displacement map. By default zbrush can't load such maps!!! To make it work, I had to open it in photoshop, flatten the file and save it. Before that, there was only some weird, single layer.Please fix it, sims to be super easy.Thanks!
I recently reviewed the release notes for Substance Painter version 10.1.0 and noticed the following statement:“Note: This version of Painter now uses Qt version 6 which affects the support of Python and JavaScript plugins. See below for more details.” This update introduces changes that affect plugin support, potentially causing compatibility issues with existing Python and JavaScript plugins. According to the principles of semantic versioning, such breaking changes should be indicated by incrementing the MAJOR version number. In semantic versioning, the format is: MAJOR.MINOR.PATCHMAJOR version changes introduce incompatible API changes.MINOR version changes add functionality in a backward-compatible manner.PATCH version changes are for backward-compatible bug fixes. Given that the shift to Qt version 6 affects plugin compatibility—a significant change that can impact users' workflows—it might have been more appropriate to label this release as 11.0.0 instead of
Add burn & dodge brush to Substance Painter
In Substance Desginer is it possible to add multiple bake maps with different settings (e.g. Color Map with Random Color, Color Map with Vertex Color...).Is it plan to add this feature to future substance painter versions?
Sometimes it can get really complicated inside the work, we can forget which object is in which layer. It would be nice if there was a small menu showing the layers under the mouse pointer like in Photoshop.
It is a common keybind that the TAB key would move your text cursor from the current field to the next text field.TAB is currently used to minimize panels. While this is useful it is a feature, it does not have a standard in software. Moving it to say the ~ key, that is not in use, would be the easiest change. It's right next to it. Texture work is becoming more advanced and more tools are being made to manipulate them, meaning we are now dealing with more fields then ever. Having to mouse over and click every field adds up. Users are easily losing hours over a project for useless mouse clicks. This might sound inconsequentially small, but it has a big impact in speed. Please include this digital standard.
Title: Persistent Color Palette Visibility When Switching Between Brush and EraserDescription: When painting a 3D model in Substance Painter (version 10.0.1 on Windows 10), the color palette closes automatically when switching between the brush and eraser tools. This disrupts the workflow as I constantly need to reopen the palette.Why is this valuable to you? Maintaining the palette's visibility when switching tools would save time and enhance the user experience by allowing for smoother transitions between tools without the need to repeatedly open the palette.Title: Add Color Picking Functionality with Alt Key While Using BrushDescription: I would like to suggest an enhancement for the brush tool in Substance Painter. Similar to Photoshop, it would be very helpful to have the ability to pick a color while using the brush by holding down the Alt key.Why is this valuable to you? This functionality would streamline the painting process by allowing users to quickly sample colors without s
Hello.Please add the ability to assign shortcuts to the Project Configuration menu (Edit - Project Configuration...). Very often I have to use this menu. Shortcuts would speed up the work.
I'd love if we could switch Painter to nodes . I hate layers. Don't understand a thing in my own files just next day. All those anchors are nice but after 2-3 of them it turns into undecifirable mess. Doing anything procedural is such a pain in my ..... Easy in Designer , then never works as expected in Painter. All this sbsar exports adds just unnesassary extra layer of pain, returns errors in half cases while working just fine in Designer. Same as in Photoshop and Sampler . Never works basically untill you waste days debugging sbsar export. So please Adobe, bring Designer into Painter or other way around , usable brushes and projections into Designer . Bitmap and svg nodes in Designer are so outdated&nb
I would LOVE a "Save Incremental" option as I'm always versioning up project files. Anything like that on the roadmap?
Hi can we have a way to turn off geo in the viewport ?
I was wondering if it is possible to get a custom shader that supports 100% rough materials that don't reflect light at all. Currently if the material is 100% rough in painter there is still light that is reflected. At work I use a custom viewer where the darker areas that are fully rough dont reflect light at all. I would love to have a this as a custom shader in substance 3d painter so that I know my model will look the same in both programs. Below I have attached 2 images comparing the shadowed areas inside a shoe. I also noticed that in painter the textures seem to be slightly less saturated? I have attached one more image comparing the base color in blender vs substance 3d painter.
Would be nice if you could share a project file without the other person be able to save x thing, per example u disable the person to save the mesh, or disable to save the texture, or both...
Please add an option to move paths together and add scaling to selection/group. I have often found the need to move my paths for various reasons or scale them.. I would love the option to be able to move them as a group, as moving individually is painful and time consuming. I use paths for my daily workflow, because I like the finite control I have over specific strokes and the ability to adjust the pressure manually.
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