Substance 3D Designer

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Thanks

  1. 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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  2. 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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  3. Math expression evaluation in Functions and Pixel Processors

    When writing functions, or pixel processors.

    It becomes rather cumbersome, hard to read, very prone to human error and pretty much breaks your flow when you have some mathematical expression and then need to break it apart into nodes.

    Being able to outright write simple expressions would be incredibly beneficial (in a similar form to Nuke or Houdini).

    I.e:

    sqrt(x*x + y*y) + min(x, y)/max(x, y)

    Bonus points for a ternary operator:
    (x < 1) ? (1 - x) : 0

    Even if it was just limited to taking in explicit floats, and outputting a single float, that would be…

    1 vote

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  4. Output node has output pin

    a useful organizational feature i would personally like to see is that the output node has an outgoing pin to keep graphs clean and a bit easier to work with. i use designer more for game effects textures than pbr materials. i usually use outputs mid graph but continue to edit that chain further for a different effect. it would be nice to not have an off shoot node for every time i need something in the chain. a dot note deoes not really help much in this case either just more clutter

    it feels like a really simple change…

    1 vote

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  5. 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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  6. Gradient Editor

    Add ability to set color(grayscale value) of selected pin(s) by picking it from the screen.

    1 vote

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  7. Make all basic nodes adding a new pair of input/ouptput with a slider

    Without exposing parameters ,creating subgraphs etc.
    Simply adding new in/out for making same operation to another input.

    1 vote

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  8. Make height default primary input in material nodes

    Base material have normal primary, other diffuse one . In metallic workflow diffuse in unused and empty thus scale is not transferred properly.

    1 vote

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  9. Graph view option: Zooming in around mouse cursor, out around the view center

    Hello, new Steam user here! :)

    I want to propose a mechanism that exists in the games Supreme Commander and Planetary Annihilation:
    Oftentimes, zooming is implemented around the cursor for both zooming in and zooming out.
    From the games, I am very familiar with zooming in centered on the mouse cursor and zooming out centered on the center of the whole viewport. At first it seems counter-intuitive to use two different pivots like that, but it really contributes to a more pleasant navigation.
    Normally you want to zoom in to a detail in the view, and zoom out overall to…

    1 vote

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  10. Suppress update reports

    Could an option be added to Designer to automatically suppress update reports? We've all seen these pop up when a scene is either from a previous version or references older nodes. I'm sure some like to see this pop up, which completely blocks Designer from doing anything until its dismissed, but personally I'd be happy to never see it again.

    1 vote

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  11. 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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  12. 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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  13. 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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  14. 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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  15. 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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  16. Bevel mode that simultneously rounds concave/convex corners

    Currently the 'rounded' option in the bevel node only produces rounded bevels in some circumstances. If the bevel is positive, convex corners will be rounded, but not concave. If the bevel is negative, Concave corners will be rounded, but not convex.

    I think it would be better if this mode rounded both concave and convex corners regardless of negative or positive bevel, or if there were a third option for this behavior.

    2 votes

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  17. It would be helpful if split is included in tile generator and split can be influenced by greyscale input map

    It would be helpful if split is included in tile generator and split can be influenced by greyscale input map

    1 vote

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  18. 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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  19. 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

    7 votes

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  20. Add more pattern inputs to Shape Splatter

    Shape Splatter is limited to 8 inputs. Could this be improved please? I would ideally like to see a 16 inputs or more.

    2 votes

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