Substance 3D Designer

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Thanks

  1. Add 3D View shader parameters to prerefences

    Please add these settings to preferences. Having to change the shader parameters back to my preferred settings ie, OpenGL etc each time I swap shaders in the 3D View is annoying.

    3 votes

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  2. Drop in node with spacebar "search" feature adjustment

    Currently, when you use spacebar search feature to add a new node into your graph while having an input/output connecting line selected, it adds the node at the half way point of the selected connection line. It would be nice if it added it relative to your mouse cursor instead. Sometimes your graphs become so large that you have to zoom the graph view out and then back in pretty far to select the node you just added and then drag it into the position you originally wanted.

    3 votes

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  3. Easier to see nodes that use custom parameters

    Would it be possible to make the nodes using custom parameters more clearly visible when using the Using Custom Parameter search function of the Node Lookup Tool.

    At the moment they're rendered as normal with the others being dimmed. This works if there aren't that many nodes in a graph, but when the graph is fairly complex these can be difficult to see. Something like a yellow border around the highlighted node might help greatly in quickly locating them.

    4 votes

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  4. SVG node: fill gradients

    Substance Designer

    SVG could be used for more than just flat shape masks.

    Several Substance Designer tutorials appear to be a long series of steps in which people painstakingly create shapes in SD with gradients that could be achieved in seconds in a vector program and imported as an SVG, if the SVG node handled gradients.

    4 votes

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  5. Prevent switching 2D/3D tab

    I tabed 2D/3D view, and primarily stay with 3D, but EVERY TIME when I click some node, it switching active 3D tab to 2D — extremely annoying !

    2 votes

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  6. Copy nodes between versions of Designer

    please make a way to open new substances in the old as preview or copy nodes especially if there are no new nodes. I currently am using both 5.6 and 6 and it is a nightmare

    6 votes

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  7. Bevel edge material

    Coming from archviz I found very useful the option on a material to bevel hard edges without going through the high/low poly baking process like in vray
    http://docs.chaosgroup.com/display/VRAY3MAYA/Round+Edges

    7 votes

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  8. Node based baker & Profiled baker

    Node-based baker:
    if I can make a graph that is going to control how my mesh is baked. I can use it for all my meshes with personalized control over all the baking parameters. So I plug in the lowpoly, I plug in the highpoly. I choose to bake these textures with these settings. And I can add another output or parameter on the fly to further improve the automation of the work. When I go to my next mesh, use same setting, but all maps are downsized to 512x512. Off we go.

    Profiled Baker
    if I have one setting…

    5 votes

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  9. Bake alternate UV data to additional texture maps

    Being able to bake additional UV channels into a texture that can be used to generate flow maps, uv texture maps and other methods of distorting a texture to fit a UV map of a mesh. For a detailed description of a different use of this, read: http://www.valvesoftware.com/publications/2011/gdc_2011_grimes_nonstandard_textures.pdf

    They go into the shader side implementation of these ideas, but some do apply to Substance rendering too. It has similarities to Tri-Planar shading, where other data is used to map textures to a mesh.

    Thanks!

    4 votes

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  10. Work on isolated object like screws/bolts and then move/place them on the main texture

    Currently its like working on the whole map isolating the rest of the areas using mask. I would like to create a small object like screws regardless of position, the final output can then use to move transform to place it wherever needed.

    4 votes

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