Substance 3D Painter

Let us know how to improve Substance Painter!
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  1. bent normal baking in painter

    For instance as an export map under output templates.

    4 votes

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  2. decal mirroring. symmetrical planar projections

    The issue ....
    Placing decals on vehicles is a pain because we have to do it twice. If i place a decal on a wing I want it automatically placed on the opposite wing as well. While i can projection paint with symmetry, I can't use the decal tool with symmetry

    The solution
    Add the option for symmetrical planar projections. With this feature any planar projection is automatically duplicated and mirrored across the centerline . included should be an option to flip the UVs on the symmetrical projection to fix mirrored text.

    4 votes

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  3. If a paint layer exists in the mask stack, painting on the main mask should be disabled.

    or better yet, the only way to paint in a mask should be on a layer. So many times I've unintentionally painted in the main mask layer only to have to go back a erase all my strokes manually since "clear mask" removes the entire stack. There should be at the very least an option to only clear the main mask layer and leave the stack intact.

    1 vote

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  4. Cylindrical Projection

    Add a cylindrical projection that works like tri-planar to the Fill option.

    4 votes

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  5. Fine-tune slider increments

    Currently, we have shift+ moving the slider gives us control to 0.1 on the slider. Can we get Ctrl+Shift to get even finer control to 0.001

    I find when placing repeated textures that need to be super exact location-wise, this gets a bit tedious.

    2 votes

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  6. Access to output settings for GLTF export

    Its an amazing feature to be able to export to GLTF and for the .GLB file to be generated.. but it is endlessy frustrating that the texture output settings can not be accessed.. It seems like it would be easy and within the philosophy of the software, to let us pick which maps and set the resolution and file type for what gets packed into the .GLB file..

    1 vote

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  7. Default starting layer

    Most users that I know delete the basic layer on their objects and then start with a fill layer.

    Can we make a fill layer as the default starting layer or a fill layer with a paint effect already applied?

    Maybe have a option in the preferences to start with either a Paint or a Fill layer as the default starting layer as a option

    4 votes

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  8. Splash screen disable feature.

    It is a bit annoying to not be able to skip the splash screen on SP loading. It is a pretty picture, but it prevents usage of computer in the meantime, while SP loads. It is especially annoying when you are working in a hurry.

    7 votes

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  9. Autosave fails when hard drive fills up

    If your hard drive fills up, autosave will get stuck causing all work to be lost. It should be aware when the hard drive where autosaves are located is too full and not attempt to autosave if there is not enough space, and warn the user that there is not enough space to save the autosave file.

    Or be able to cancel an autosave that is in progress.

    Also, a setting to limit the number of autosaves for a project.

    Also, something to not autosave when nothing has changed in the project.

    I can't believe this happens! The feature that…

    5 votes

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  10. MaterialX Support

    Support for Lucasarts MaterialX.

    4 votes

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  11. Ability to add filters to instanced materials

    Can we get the ability to add filters or masks (or anything you could add to any other layer) to an instance of a material?

    For example, if you have a striped material that is used on multiple parts of a model, with only the direction changing between them, then it would make sense to instance the material then apply a Transform filter to it. Right now you can't do that, so you end up stuck copying the material in order to change the rotation value. This compounds as changes are made throughout the project as any change you make…

    1 vote

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  12. Clear and visual "save" confirmation please! Thank you. :)

    When you hit "save", you can see a pop window or progress bar to show that it successfully saved the file.

    1 vote

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  13. Export - Merge Texture sets map with same udim name

    Since new uvTiles workflow, TextureSet became more a way to sort and optimise speed in Painter. So it happens that 2 texture sets share different elements but on the same uv tile (UDIM).
    Having an option to merge exported uv tiles (UDIM) without worrying about Texture Set would be really great !
    A bit like zbrush do, you can tell zbrush to merge map from different subtool if their udim corresponds. Because Subtool are only use to sort thing inside zbrush, but at export we don't want that to split all our map.
    In this case replace Subtool by Texture…

    1 vote

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  14. Custom Plug-In Directory Paths

    At my studio, we need to distribute a set of custom Substance Painter plug-ins to all of the artists. Substance Painter doesn't provide any mechanism to load plug-ins outside of the standard Windows path at %userprofile%\Documents\Allegorithmic\Substance Painter\plugins.

    We want to avoid modifying modifying %userprofile% or placing files in the users' Documents folder, which is outside the realm of the directories that our pipeline typically manages.

    Most DCC software allows you to specify custom plug-in paths. Can you expose a command line argument or environment variable for additional plug-in path loading?

    3 votes

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  15. Object scale value for USDZ and glTF on export from Painter please

    USDZ or glTF export sometimes got the wrong scale. It's a paint to rescale the base medel and get painter to redo the paint strokes on the rescaled model plus you need to rescale low and high lopy in order to be able to rebake again.

    3 votes

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  16. Please add interior cube map shader with presets, for windows.

    Currently there’s no way to do this that I know of besides creating textures and shaders in Unreal. While I’m texturing building windows in substance I add glass but then later after export replace that glass with a custom shader so I can fake an interior. It would be perfect to do this all in substance painter. Upload a cube map and use it to fake an interior. This shader could be added to the current shader selection set.

    1 vote

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  17. Add grunge size modifier in the mask editor

    The dirt generator as well as the metal edge wear generator have a setting to change the size of the grunges. Mask editor doesn't have this setting.

    1 vote

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  18. Implementing a Search Bar

    would be nice if you can implement a search bar so its easier to find layers.

    1 vote

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  19. Use a fixed-width font in text consoles

    This is partially just a stylistic norm, but in many cases it also makes the output much easier to read (printing data structures, etc.)

    This applies primarily to the Python console, but it would be a nice option to have in the Log window as well.

    1 vote

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  20. Projection tool to/from external editor (Substance Painter)

    Something that works similarly to the projection tool of Blender or the Zapplink tool of Zbrush: position the model the way you want and open the canvas in an external editor, whether it is Photoshop or anything else.

    You can select the channel to be opened in the editor with the drop-down list in the upper right corner of the 3D view (Base Color, Roughness etc). Then whatever you painted in the editor will be projected on a regular layer (and on its corresponding channel) once you're back in Substance Painter.

    I understand that Substance Painter has its own set…

    2 votes

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