Substance 3D Painter

Let us know how to improve Substance Painter!
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Thanks

  1. Create or buy Sculpting app

    I think creating or buying something like Nomad Sculpt and slotting it into the Substance ecosystem would just be awesome. Bonus: vr support

    1 vote

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  2. Allow UV tiles (UDIM tiles) to be renamed

    With the new Substance Painter UDIM workflow, UV Tiles appear in the Texture Set List with their standard sequential numeric values (1001, 1002, 1003, etc).

    I'd like the ability to rename these tiles, or alternately add a textual name value to appear next to the tile number. This would provide a nice usability benefit to remember what the purpose/use of each tile is.

    4 votes

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    5 comments  ·  Flag idea as inappropriate…  ·  Admin →
  3. Cylindrical Projection

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

    4 votes

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    completed  ·  0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  4. Cylindrical UV Mapping

    Ability to apply Cylindrical UV mapping. i.e. on a barrel, or a sleeve, etc

    It should work like Triplanar with manipulators and such, but cylindrical, like you can do in 3dsmax. . .

    2 votes

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    completed  ·  0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  5. RTX support

    Allow support for RTX to speed up the baking process (similar to designer)

    12 votes

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    completed  ·  1 comment  ·  Flag idea as inappropriate…  ·  Admin →
  6. Please update bad advice in documentation

    In https://docs.substance3d.com/spdoc/gpu-drivers-crash-with-long-computations-128745489.html, one of the suggestions is "Disabling the TDR completely -> Set "TdrLevel" to 0 ( not recommended )". Even if it says "not recommended" this suggestion cannot be safely done in a PC running DX12 applications. For DX11 application TdeLevel=0 effectively is the same as an infinite timeout, however with DX12 you also get page faults which go through the TDR handling mechanism. When these are triggered, it will cause an unrecoverable PC hang. A number of substance painter users in our production had followed this advice and it took us a number of weeks to track…

    1 vote

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    completed  ·  1 comment  ·  Flag idea as inappropriate…  ·  Admin →
  7. bake curvature from mesh

    Right now the curvature is generated from the Normal Map which leaves artefacts and gaps. Since a lot of smart materials are driven by curvature maps, curvature from mesh would be a crucial addition to painter's bakers.

    28 votes

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    completed  ·  4 comments  ·  Flag idea as inappropriate…  ·  Admin →
  8. Copy paste / Drag and drop sub layers and mask layers.

    We can already reorder sub layers... However, being able to copy and paste any sub layers/mask layers (filters, fills, levels) is kind of missing. Also, being able to drag and drop them from one layer (or mask layer) to another would be nice.

    139 votes

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    completed  ·  28 comments  ·  Flag idea as inappropriate…  ·  Admin →
  9. Same features and UX for SBSAR materials between Painter and Designer

    If you have ever created a SBSAR material for Painter you may have noticed that the experience of using it in Designer and in Painter is pretty different. There is a bunch of specificities in Painter you have to know in order to make it work as you wish – when possible – and once that done you discover that the UI of your material is not exactly what you had at the beginning in Designer.

    Not only this is disturbing (after all it is the same material that is manipulated) but as a material designer it requires quite a…

    37 votes

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    completed  ·  0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  10. instances and blending modes

    When I instance a material or smart material and have the blending mode on the original set to anything other than it's default I have to change the blending mode of each channel in every textureset I have it instanced to, because the instances have their blending modes set to default again. For instance, If I instance a material whose basecolor I want to be multiplied over what is below, I set the blending mode to multiply. But when I instance this material to any other textureset, It comes in as normal and then I have to go through all…

    2 votes

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    completed  ·  1 comment  ·  Flag idea as inappropriate…  ·  Admin →
  11. Orthographic snap

    When rotating in orthographic view holding shift to snap to 90 degree angles. Makes it quick and easy to place logos and such.

    3 votes

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    completed  ·  1 comment  ·  Flag idea as inappropriate…  ·  Admin →
  12. Python API

    Add a python api Painter similar to the one implemented in Designer.

    Regards
    Bonsak

    18 votes

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    completed  ·  1 comment  ·  Flag idea as inappropriate…  ·  Admin →
  13. Radial Symmetry

    Radial Symmetry..

    19 votes

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    completed  ·  0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  14. Alembic import

    A lot of VFX and animation studios now have their pipeline based on Alembic at most steps.

    1 vote

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    completed  ·  0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  15. Change 'Abort' to 'Cancel'

    Hi,

    Could you please change your 'Abort' button to cancel? It'd be nice to not be reminded of my abortion in dialog boxes.

    Thank you :)

    1 vote

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  16. Assign Baked Mesh Maps (Normal, AO, ID, etc.) to different UV Channels

    Is it possible to implement feature, which allows to select / assign individual Baked Mesh Maps (Normal, AO, ID, etc.) to different UV Channels than UV1?
    It is not necessary for Baker functionality, just for already baked / pre-created textures.

    4 votes

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    1 comment  ·  Flag idea as inappropriate…  ·  Admin →
  17. Decimal separator "," should be accepted

    In English, the decimal separator is "."
    However, other languages have "," as the decimal separator.
    On the numpad, there is no ".", but ",".
    Having to go to the keyboard to enter a "." instead of "," is quite cumbersome.
    All other softwares I know accept "," as well.
    Substance Designer / Painter should do the same.

    5 votes

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    completed  ·  0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  18. Copy content from paint layer to its mask

    I ran into a case where I wanted to copy the content of my paint layer then create a fill layer and paste the paint layer content in the mask channel. Even if it was originally color it could still be pasted as gray scale into the mask channel.

    17 votes

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    completed  ·  1 comment  ·  Flag idea as inappropriate…  ·  Admin →
  19. multiple selected layers create folder

    add the functionality that if you have multiple layers selected and click the "create new folder" button, painter automatically puts those selected layers into the folder.

    1 vote

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  20. Triplanar improvements - rotate, offset and scale in 3 axis

    When using triplanar mapping on basematerials and textures it would be useful if you could rotate, scale and translate the projection in 3 axis, and maybe even visualize it in the viewport like a box mapping gizmo. This would be useful if your texture has any kind of grain going in one direction and you want to line up 2 of the sides on your object to have the same direction.

    4 votes

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    completed  ·  1 comment  ·  Flag idea as inappropriate…  ·  Admin →
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