Substance 3D Painter
Let us know how to improve Substance Painter!
Some guidelines before posting:
- This place is dedicated to feature requests and/new ideas suggestions. It is not made for bug reports (you can use the forum or the bug reporters for this).
- Before to create a new ticket, make sure your idea hadn’t been suggested before (if so it’s better to upvote it)
- 1 post = 1 idea
Thanks
-
Merge Layers like in Photoshop
That acutally should reduce computation time. I decide which layer convert to bitmaps before exporting, because even en 2048 by 2048 some detailed layers can get really heavy to export, but that's because the package has to lay down all the information while exporting, that's not smart.
218 votes -
Painting on a Different UV Channel
Video game environement artists still use a lot of tilling textures as UV1. So we need to paint on a different UV Channel UV2 or 3 like this we will be hable to paint all over a huge object. Currently as we can just use the UV1 channel painting result on repetition everywhere ... So we can't create diversity.
196 votes -
Ability to draw splines on model
Similar to 3d spline paint tool in 3d coat but do something even better.
In its most basic form these splines can then be used as vector masks, that can be stroked to create lines or filled to create specific shapes
They can even be used as path for creating effects like stitches zipper in a non-destructive editable way and can be moved around on the model to position perfectly.
This can even be enhanced further by allowing us to save preset shapes that can be projected on to a model and further edited.
195 votes -
Lasso tool for masking and creating selections for us while painting.
I texture a lot of hard-surface items and the only way for me to get perfectly straight lines and consistent edges is to clean things up in 2D(which means relying on good UVs, which isn't always the case).
Having a lasso tool where you can toggle between soft and hard-lasso would be great, and even the most super basic marquee-tool as rectangle and round would be of help.
162 votes -
8k and possibly 16k texture resolution support
We are working with 3D scans and photogrammetry and current 4k limit is prohibitive in most cases.
I guess there are a lot of potential customers in film/TV/HQ rendering or even next-gen game industries who would say the same.
151 votes8K is started.
-
Improvement to Material Picker Tool - ability to pick from user-defined set of channels instead of all underlying channels
Current Material Picker Tool (Shortcut: P) picks all channels under the user cursor. Allow user to "lock" specific channels, so that it only picks for ex. "color" or "height" etc. (or combination of channels).
The "Color Picker" tool does this already with "Base Color" channel. The problem with Color Picker is that
A) it doesnt have a shortcut and has to be accessed via separate UI
B) can only pick color112 votes -
Scale smart materials
It would be handy to have some way to adjust the size of smart material. They sometimes have lots of layers and complicated hierarchy. And to change the overall size of the texture it takes lots of effort
109 votes -
Smooth Brush when we hold down [Shift]
Smooth Brush when we hold down [Shift] and change hdri rotate to [shift+ctrl] or something
i think this would be e very user friendly feature after you get uset to it because sometimes you want to smudge right after you paint something like in zbrush for example, when vertex painting it became second nature to smooth something instead of switching to the eraser then setting up the eraser to be smooth and pressure sensitive flow
109 votes -
Save camera view to make it easy to re-render a scene
It would be nice to be able to save a "view" to make it easy to re-render a scene, matching a picture you rendered once before.
Ideally it should include your environment (****/ground) settings too.
SCENARIO:
1) Paint a model.
2) Set up the perfect composition of zoom, camera angle, environment rotation, etc.
3) Render it, very likely using Iray.
THEN...
4) Do more painting, which involves zooming, changing orientation, etc.
5) Now re-render your "ideal" composition again.
SADLY...
6) You need to try to manually recreate the view you had in Steps #2 and 3.The ability to "Save…
104 votes -
Height map baker
Currently a height map baker is not supported in Substance Painter because they figure it has little to no use. I disagree.
Using a height map in combination with advanced particle brushes and mask generators can enable some advanced effects. One use case is curvature map directional extension, enabling more accurate dust accumulation in wide indents.
94 votes -
More height (normal map) controls - low/mid/high frequency, bevel shape (curve), NDO-style
Currently (v1.5) we can only set height's intensity. It would make height much more useful if we had fine control over how the height map is interpreted.
NDO is so powerful - has many presets for bricks, bolts, concrete etc. - just because it has the ability to control resulting bevel's shape. So it's easy to create a preset which adapts to a specific need.
B2M has simple separate low/mid/high frequency settings, which is sufficient for many situations.93 votes -
Scripting: import into shelf and assign to slot in layer stack
In order to fully automate fixing normal map baking errors by blending an averaged and non-averaged map, we need to be able to do this in scripting:
-Import textures into the shelf.
-Assign textures to specific slots from items on the layer stack.87 votesTo solve this issue, we will prioritize an implementation close to what we did within SD. We still keep this in our backlog.
-
export different texture size per texture
in some cases its not desired to have all textures at the full resolution, so it would be nice to be able to specify each texture size in the export template rather than having all exported at the full resolution and then needing to reduce the size in an external software.
83 votes -
Reload mesh button.
It would be nice to have a dedicated (plugin like) button that can reload project mesh on the fly. So that whenever I make changes to the mesh reloading the project mesh would be more convinient.
80 votes -
Gradient map
I would love a gradient map tool, just like substance designers. It is so awesome, and the baseline for almost all stylized work. Could be an option for fill layers, perhaps?
76 votes -
Color Picker with SRGB and Linear color codes
Currently we cant save a color to a palette or copy an SRGB/Linear hex color code to quickly apply exact same colours between programs and layers.
72 votes -
Better support for non square textures.
Substance Painters UV viewport is 1X1 texturespace.
So when working with non square textures you need to stretch the UV to cover 1X1 space.
Due to this Painter works from a stretched UV and that will stretch the textures placed on it.
A good example on problems you can get is when your trying to add a checker pattern to a UV'd sleeve on a shirt, in a bent arm position. Its a complicated shape, with folds and with a bend in the middle. So not always possible to keep it orientated horizontal or vertical.
Because of this your not…
67 votes -
Turntable render for Substance Painter 2
Loving the new IRay renderer, the ability to render a turntable would make SP1 and/or 2 the full package though :)
66 votes -
export to .sbsar
Ability to export/publish Painter textures to sbsar please.
66 votes -
Merge File
As an outsource partner I run into this regularly where someone makes an asset and its not all in the same painter scene. which causes extreme confusion and a lack of ability to look at an asset as a whole outside of marmoset.
SO! I propose that being able to merge painter files, much like you can merge max scene into one file.
I mean it couldn't be insanely difficult as each mesh element has its own separate material applied, therefore would display the same way in the painter scene as it would if it was set up that way…
65 votes
- Don't see your idea?