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Howdy, I am wondering if bumping up the texture resolution in the viewport from 4k to 8k is in the roadmap? This is currently slowing down my workflow as I have to export the textures and view them in another app to check the more granular details. Thank you for your continued support, -Mike
Hello Substance peeps, I would like to request for a feature to rename your UV tiles while using the UDIM workflow. Maybe this is something that is already in the works or being discussed but here is a situation I am running into right now. In production for characters, we are currently using UDIM workflow for head and body.Right now, this is the best approach to eliminating seamline between the head and the body, rather than assigning the different material to each body and head and constantly jumping between texture sets. While exporting, it would always just be $ExportPresetName and $ExportPresetName_1. This makes it impossible to overwrite the texture file linked to the engine. (e.g. Character_Head_01, Character_Body_01). So every iteration I make needs to be manually renamed or resaved into the engine somehow. I understand that this can somewhat be avoided on the engine side to just use the file spit out by painter but for clarity sake this would be tremendousl
We are working on a heavily automated workflow with lots of assets of the same kind. Therefore we need a lot of tools and scripts to make it work. Currently there is no way to access the layers of the project from the Python SDK. Please add it to the interface.
Description: Pressing/Holding space (or some other key) opens Asset Browser (full screen)Reasons:1. Screen real estate. Similar to the fantastic right-click context menu for brush properties, it saves so much space and only shows panels when artists need them.2. Similarly, the asset browser has such little space to work with (unless you undock and expand it on another window). Icons are either too small to comprehend or they're big enough to be readable but you have to incessantly scroll. Having a temporary asset-browser that can take up more of the screen would help with both.
Allow DDS files to be exported from Painter in the texture export options please.
It costs me a lot of time constantly having to change brush alignment mode when painting on a per-brush basis. I often find I use Tangent Wrap only situationally and paint by UV most of the time. Having to constantly change the alignment from Tangent Wrap to UV everytime I swap brushes is exhausting. I would appreciate the option to be able to control this setting independent of the selected brush.
It would be great to have the ability to cache and uncache selected layers and groups to help with performance. Mari has a similar feature which becomes very useful when dealing with large data sets. Cheers,Erik
Can we get a node based texturing option (window) built into Substance Painter that you can use in place of the Layer stack (photoshop style layers). Nodes can offer a little more flexibility and visual coding to the texturing workflow. I think it would also help the users that prefer this method of working when jumping to and from other programs that work in a similar way (Maya, Katana, Houdini, Nuke etc).This way of texturing has been implemented in to software like Mari, and it doesnt serve as a replacement for layers but as an alternative workflow.
Hello Substance Fam! I was wondering that we can have a separate new window like properties panel, you people decide the name. I just wanted to convey the main idea. So, nowadays so many people even I create large materials system where we use so many fill layers and effects, I just want a tool (like mask tool) beside the layer by which we can transfer the particular fill layer or the pain layer or any effect into that new window. In that window we can have some options to edit the sequence of fill layers and effects so that if we share our material file in office or to any other user, then he can directly look into that window and edit the properties rather going into the full material folder. It will be very easy to edit material properties quickly and material folder will also not disturb. Hope I'll see this feature in future!! 😊 Kartik Bunkar Texture & Lookdev Artist
Please add support for Position float2 controls for generators/materials/filters (any sbsar actually), at least in the 2D view and would be awesome to have them in the 3D view also. These are already available in Designer and Sampler, but not in Painter, where many tools could make use of them.
Hello substance 3d painter developers and hello community. I would like to start a feature request.A Baking Graph: the idea is rather using naming convention to bake high-poly into low-poly which is sometimes can be confusing to beginners (at least it was for me) the baking graph by attaching the high-poly meshes nodes to low-poly nodes , this way we can have better visual control of what's going on.
Hi,Would it be possible to have the renamed user channels show in the export textures windows with its new name?Currently renaming a user channel in the texture Set Settings panels (for exmaple from user0 to Mask1), is not propagated to the export texture window.When creating a lot of custom channels it becomes difficult to see which user channel is the right one to use when creating outpust maps. One side note could If this is not possible could we at least have the user channels listed in numerical order.Currently it goes like this:user0user1user10user11....with user2 being below user15Thank you.
Hi,Would it be possible to have an extra tag in the export texture windows that uses the Input maps name?Something like $InputMapThis would remove the need to manually define the image type (like baseColor, roughness...)I made another request about renaming the user channels in the Export Textures windows (https://community.adobe.com/t5/substance-3d-painter-ideas/user-channels-naming/idi-p/14635612), this new tag would be working very nicely for all the customs maps exported via user channels.Thank you.
The exact same feature that Marmoset Toolbag has: You can add premade texture maps to the High Po
Hello, we need a regular font tool, similar to the text editor in Photoshop and in Substance Designer.The predefined fonts in Painter are rarely suitable to use because the font don't fit the objects we are texturing. So to get a proper font we need to go to photoshop, type in a bunch of text and export into different files, import and then use them. This is very much back and forth process in order to see how it looks and its no ideal. So its better to have the option to choose the desired font directly in Painter. So what we need is EXACTLY as the Text Node in Designer with the same functionality, I need to be able to change font type (Like any other software) change size, rotation, alignment, size. Please add this as this is extremely useful. Thank you 🙂
While it is neat and useful to place paths in 2D, it would also be valuable to use the tool on the 2D view. Since our paintbrush materials are already in Painter, it's vastly more difficult to add 2D shape painting via a round-trip into Photoshop or Illustrator.
In certain cases it may be useful to have the mask of a layer to follow the same projection as the layer it is attached to. For example, when using Warp projection and projecting a Fill layer with a number of vertices, we may need the mask to follow the same transforms.There is actually a way to do this using a Substance material with an Opacity channel with User Data set to "IsAlphaChannel = True". This enables to use Warp projection on material with opacity channel, the latter masking all the other channels as well. I would like this feature to be possible in Painter without the need to use an external Substance.
Hello Adobe! I think this is a universal problem and pain - the inability to update changed geometry with an identical UV, without breaking the brush strokes. I hope that your team will do something like the "reproject by uv" option, so that the uv space was used when reprojecting onto updated geometry. For commercial work this is now the most important feature for me - the convenience of changing the mesh during the texturing process
Substance Painter is often used with a tablet, so Maya navigation with middle mouse button is not suitable. The way Zbrush does their navigation is perfect for Substance Painter, so this should be an option in preference.
Paths right now exist in some kind of vague order super position of being both on top of and behind brush strokes that as a user I don't understand what's going on. As a programmer I can make a guess but. Let me give a common example:I'm not sure of the shape I need, but I want to fill that area, flexibility to change my mind is key. So I use a path to define its outer edge. Now when I go to quickly paint the back fill area it turns out I've painted over top of the path, silly me I didn't notice in time to undo so I have to erase it, but I erase the path that I still wanted. There's nothing I can do, the path is gone. When I duplicate the path all of the painting changes gets duplicated with it. It's like there's some extra information stored into this path I can't interact with. But if I start drawing a new path, then copy the verts and copy the brush I get the path back in full form.From a user point of view the definition of the path is external to the painting commands and there's
as title.
as title.easier for copying over stuff. instead of dealing with the hassle of exporting smart materials.
Good!It would be cool to implement a $channel or $User0-$User1to automatically rename the channels
All related to projection painting is super inconvenient in Painter. The warp projection haven't changed a thing. I believe nobody use it really. Even in Blender it's way easier. I can't even scale that warp projection precizely because it does only from the image center , not with arbitrary center of transform i could do in any image editor. Messing with mesh deform is quite inconvenient either . Would be so much easier to save a camera /frame bring it to photoshop and use puppet warp and photoshop transform gizmo where you can set center to scale and rotate around at exact pixel you want . I used same feature all the time when I used Mari . it's so much more convenient . For example I have a building facade photo and want to scale a window to match specific model window .
like it's in 3d max uumap modifier. So if I have a wall I could fit projection to the wall and then to bitmap dimetion if necessary . Right now I have to manually do it and it's tremendously inconvenient . Or let us chose another UV set on object please
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