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Hello, I would like to propose a small improvement regarding the color picker and the OCIO implementation. We are currently having an issue where by default the color picker uses an inverse transform of the View and this is not artist-friendly at all. I believe instead it should simply use the "color_picking" role. Here is the proposal: If the "color_picking" role is declared in the OCIO config, then the "top colorspace menu" should read that. I believe this would be the correct implementation of this role.If the "color_picking" role is not declared in the OCIO config, the behaviour of this "top colorspace menu" can stay as it is. Does that make sense ? (I have attached an image for reference). Thanks !
Hi all, I wanted to request the addition / implementation of a small coordinate manager tool, to allow numeric positioning of any selected (control) points and / or bézier handles. I feel like multiple tools could benefit from this. Most notably the path tools (paint/ smudge / erase along path) and the warp projection grid come to mind. I'm trying to paint a character right now and am quite frustrated that this feature is missing. Setting up a precise symmetric warp projection is pretty much infeasible right now, as the only means of doing the same (mirrored) transformation to two opposing grid points is to use snapping, which severely restricts the possible outcomes. The surface tool can't be used on symmetric stuff at all in that regard (correct me if I'm wrong). Furthermore, a coordinate manager would be incredibly helpful to manage path points, e.g. if you want to mirror a path in 3D space. Just activating the symmetry on a path isn't always going to be the righ
I find the "--split-by-udim" Command line is only support the old UDIM!Can add new Commandline to Support the New UDIM??
Hello!I'm an entry level 3D modeller using Blender with Substance Painter and other illustration/image processing software for texturing. However due to my physcial space limit, I could not afford a larger screen tablet for texturing. Personally has been using Substance Painter for the last 2 years, it has been rough but very helpful in my production pipeline. Even though the slowest and inconvenient part is Substance Painter, I stil use it daily on a 15" Wacom Screen Tablet with resolution at 1920x1080 . The thing I would like Substance Painter to improve is the UI on the current version (same as the 2022),With the use of keyboard it's still some times frustrating to remember the mapping. The brush settings I thing it could be eaiser to just make it a drop down slider to change tthe size, flow, opacity, spacing and distance. Just showing the value will be more than enough to knowing what settings I'm in. Settings like mirror toggles and other can be shown on the scree
Currently the only way to identify layers that share a group is to choose one of the limited number of colors available for a layer, with members of the "folder" being assigned a slightly darker shade of the same color. This is better than nothing, but PLEASE implement an indented display similar to Photoshop so that's is very, very easy AT A GLANCE to see which layers are groups and which layers are the group members. With complicated projects with lots of layers, this is currently not the case.
After using the Paint Along a Path feature to draw a shape, I sometimes find that I need to slide the shape that I've drawn "up or down a little" and this is an excercise in frustration. While it is possible to select all of the control points in a shape, it is not possible to move them all as one. Simply being able to shift points along global XYZ with the arrow keys would be a huge improvement. As a follow-up, adding the ability to "maintain snap to face" would be a bonus, but more difficult implementation. Imagine a circle of path points around the base of a cone. Selecting any number of points and moving them "up" would hopefully cause them all to simply translate upwards; projection depth would determine whether they still leave paint on the surface.But with "maintain snap" enabled, the initial "closeness" of the points to a surface would be checked, to determine if each point is snapped onto a face, and if so, the direction to that face. As the Up key is pressed, each p
We need uv-based-painting-layers. The keeping the stroke approach (Non-destructive) is nice for some.But much more important than that for a characterArtist is being able to work on a model that needs changes in its geometry for example when texturing a head with closed mouth/eyes you often need to tweak the textures with a version of the head where the eyes/mouth are closed. It is utterly terrible for so long now not being able to do that with the workflow substancePainter is forcing on us. There is no technical reason i can see that would prohibit those layers. It is just the question of a mindset. This should be really remedied. It is really annyoing having to switch to mari for those cases.I hope the devs find it in their hearts to free us from this pointless pain 😉
Substance 3D Painter has already an option to show the grid and the mesh’s Wireframe inside Display settings. The idea is simply to display these options directly in the viewport to make them more accessible. 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.
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.
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