Substance 3D Designer

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Thanks

  1. Value Processor: Get size of input images

    A simple node where you select the input image from a dropdown (like in the sampler nodes) and get the size as a float2 vector. A toggle to get the size as log2 would be nice, too.

    Only $size of the current node is available in Get Float2.

    4 votes

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  2. String operators as function nodes

    The use of strings in function nodes is currently very limited as is even stated in the docs: https://docs.substance3d.com/sddoc/constant-nodes-142770194.html
    "It's main goal is to function as a final output for the Text Node."

    What I find myself needing are:
    - String input values (as node in substance graph, and input value to node)
    - Cast to string for integers and float
    - Concatenating strings (+ operator)
    - length of string

    nice to have:
    - multiplikation (concatenate same string x times, if x < 1: trim string)

    setting a string variable with the sequence node also doesn't seem to work.

    3 votes

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  3. Simple math in numerical parameter fields

    Designer could greatly benefit from allowing numerical parameter fields to be subject to simple math manipulation.

    i.e. If someone wanted to change Perlin Noise 'Scale' from default 32 to some multiple, they could just type 32 * 4 and hit Enter instead of having to mentally calculate the answer and type 128.

    Other applications have this feature such as Cinema 4D and Houdini. It allows the user to maintain their speed while working without being slowed down by simple math.

    9 votes

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  4. Shadows in 3D viewport

    It would be great to have Open GL shadow rendering in viewport, same as substance painter/alchemist have. It gives us better representation of material than without it. It is cumbersome to switch between Open GL and Iray just to get better idea of shapes you are working on.

    5 votes

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  5. Multi Colored Node links based of frame colour

    If you create a frame around a few nodes and give it a color, whatever node come out of that frame, the grayscale links will inherit that color. So if you make your frame red, the links are also red. This would really help possibly make the spaghetti a lot easier to read. This would be a huge boost to readability with the new magnet feature you added recently.
    This applied to mainly Substance Designer.

    3 votes

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  6. Pen Tool for making curves

    A simple pen tool for making curved lines that can have thickness adjustment. this would be instead of using a ton of warp nodes

    7 votes

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  7. custom shortcuts Substance designer

    i would like to have the option for custom shortcuts for the Nodes in Designer it would be faster to work with. Most of the time you are using the same nodes over and over again. For example setting the B Key for the Blendnode and so on would speed up everything.

    3 votes

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  8. Allow 3D, 2D view, & graph editor to zoom horizontal

    Similar to other 3D packages like Maya and C4D, navigating the viewport with zoom can be done by holding Alt and right click dragging horizontally or vertically. Dragging up and right = zoom in. Down and left = zoom out. Designer only has up and down.

    Adding horizontal zooming makes moving between software less jarring, especially for new Designer users.

    4 votes

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  9. Better Ghost Nodes

    Ghost nodes are my worst enemy. They do a decent job of showing us where the original node was and how it was connected, but not much else. I'm not sure if this is possible, because it depends on what data is stored inside of each module/file. But here goes anyway..

    It would be extremely useful if it were possible to see what variables were exposed for a Ghost node - to see how it was wired in. The easiest way to pull this off (again, if it is possible) would be to leave it alone - just leave the…

    6 votes

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  10. prorender

    Use AMD Pro Render instead of iray for pathtracing. Pro Render supports both Nvidia and AMD cards as well as great support for Mac using Metal2 backend.

    24 votes

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  11. Drag and create new node like in Unreal Engine 4

    I just worked a lot with UE4 blueprints and recently back to SD and noticed that to add nodes is not really handy. So maybe you could add a similar system like in ue4. For instance when you click and drag the circle to add a new node po previous and then just type the name of the node you need and it will automatically connect it to the previous node. It's simple but very handy. You no need to connect nodes by hand

    8 votes

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  12. Allow smaller cloud node scales

    I've encountered a number of graphs that use a Transform node after a Clouds (1/2/3) node to "zoom in" the clouds to achieve specific effects. Unfortunately, this creates the side effect of breaking tiling and requires other nodes to try to fix that.

    Instead, it would be very helpful if the cloud nodes could have additional lower scales - the default Scale of 1 (and the minimum) is still fairly "medium density" in terms of detail. I'd like to see the same cloud effects, except 2x and 4x "zoomed in". In other words, the equivalent of a Scale 0.5 and…

    3 votes

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  13. Ability to retrieve graph input parameters from package functions

    Graph input parameters currently cannot be retrieved from within package functions (leads to "variable not found" error) even though at runtime, the variable would be resolved if the function was called within the proper graph. Also, there is no way to make global functions part of a graph (which would probably solve the problem), functions can only be at the package root or associated to an input parameter. This makes things inconvenient as some init code using graph input parameters cannot be made into function, hence need to be repeated in every location needing them (i.e. when duplicating an fx-map…

    4 votes

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  14. Instant typing focus

    Something that would really speed up workflow is immediate typing focus when selecting (clicking) nodes that have a single type-in control (especially function nodes, like constant values).

    In addition to selecting, it should also happen immediately after creating these nodes. But I think newly created nodes are selected immediately anyway.

    The only issue I can see this causing is interference with hot-keys while such a node is selected. But as long as hotkeys are typical (eg, ctrl + key), it shouldn't be a problem. No different than trying to use a hotkey immediately after typing something into a typical control.…

    3 votes

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  15. Frame/Comment shortcuts?

    Recently I needed to update my old sbs files where there were a lot of nasty nodes. So I reorganized all structures with using of frames and comments inside. After 10 minutes of making stupide clicks I came to the conclusion that it would be much faster to do everything with shortcuts such as this done in unreal engine 4. For example, the comment is button is "C", frame is "F"? It is not clear why no one asked for such a simple function.

    3 votes

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  16. A corner tag to make it easy to resize frames. Rather than mousing over the corner and missing.

    A corner tag to make it easy to resize frames. Rather than mousing over the corner and missing

    4 votes

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  17. Better light and rendering tools

    The lights in Substance Designer are very poor. You can only activate two, and you can only move one light (never the other, which is stuck in place even if you activate it). The one light you can move is very awkward and difficult to move already.
    I would like to have rendering tools built into Substance Designer that are absolutely worthy of being in the best material authoring software. movable, rotatable spotlights and point lights, among other things, would be very convenient and professional.

    9 votes

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  18. Transfer Textures Form UDIM meshes

    If you have for example VFX mesh with 10 UDIMs it's quite tricky to transfer textures to real time mesh that has only one UDIM. It would be amazing it texture transfer baker would support texture loading per uv tile or material. By doing so it would be possible to make low poly, low cost mesh from high end one.
    And don't get me wrong I am thinking of plane simple baking here. Like you transfer height details to normal map you could transfer same just from the texture of "high poly" (UDIM mesh) to a non udim one.

    5 votes

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  19. Link Node

    I think there would be a huge benefit in having a node that links to other software, specifically ZBrush and Painter.

    For ZBrush, the node would connect to a ZBrush session and allow for users to generate height information from the session. It can also send Designer's height data to allow for sculpting within ZBrush. This would be great for easily going back and forth between the program, while organizing the sessions for their various purposes like establishing the base forms, modifying shapes, or final touchups at the very end. I see many studios (Sony Santa Monica and Blizzard, as…

    3 votes

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  20. Export at higher resolution

    I like working at 2048 for speed and efficiency on my fairly powerful computer. It would be nice to have an export at 4096 option, instead of having to manually upres the entire graph before exporting.

    4 votes

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