Substance 3D Painter

Let us know how to improve Substance Painter!
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Thanks

  1. Paintable Mesh Maps

    After baking the occlusion or curvature map can have some funky problems, most of the time stemming from intersection. You could fix that by exporting the mesh maps, editing them in a different program like photoshop, importing them back in painter and replacing the originals. But why can't we just edit them in painter on the fly and rebake with the edits made.

    1 vote

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  2. 2 votes

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  3. 2 votes

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  4. HotKey for all effects been collapsed (Hidden)

    Please, make hotkey for all layer effects and mask content will collapled (Hidden) in one time! This constantly interferes with project navigation, and closing one by one is not at all convenient, and the effects do not collapse at all!
    https://i.imgur.com/nLM45RZ.png

    1 vote

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  5. Sub categories for materials

    I don't want to have all my materials in a single collection. I want to be able to keep my own materials and variations in a separate folder from the default ones, and be able to put downloaded materials in their own folders..

    10 votes

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  6. udim tile visibility toggle

    Hello! It would be great if there were a visibility toggle on each udim uv tile, so that when working on one specific area of a detailed, multi tile texture/shader only the tiles being worked on would need to be loaded into ram.

    1 vote

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  7. Render in Iray looks like not not using NVIDIA DLSS

    Is Iray using NVIDIA DLSS?
    Looks very noisy and I wish that DLSS is activated.
    Because with RTX 3090 is almost taking the same amount of time as my old GTX 1080Ti.

    1 vote

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  8. Keep settings input boxes active after hitting enter

    After entering a number in a settings input box (for example: Roughness: 0.5) and hitting enter, keep that little text box active so that a new setting can be entered immediately by just typing, not having to click back into the input box to activate it again.

    Unreal Engine does this and it lets you make quick minor iterations without taking your eyes off the model (especially if using the 10-key pad of a full size keyboard).

    It's such a minor change to make but it would be so convenient!

    1 vote

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  9. To be able to store baked maps on disk (not inside the substance file)

    I'm working on a asset that has almost 40 udims. When I bake the utility maps needed for all those udims (some needing 8k) my file size increases to 20GB+ because all the maps are stored in the substance file.

    I'd suggest an option in the preferences where one could choose a seperate location for those maps so every substance (and autosave) doesn't have to be so large.

    This would save time on saves and autosaves (right now it's taking 3+ minutes on a 20+ GB file) and would also make me save the file more often, which reduces time…

    36 votes

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  10. Merge layers button with photoshop plugin

    Right now when you want to export using the photoshop button, all the layers go with it but all I need are the maps (diffuse, metalness, etc) exported into seperate psd files. I know there's an export to psd's when exporting your textures normally but this one is all merged into one psd file. It would be even better to just have it done with one click. Thanks!

    1 vote

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  11. ID color picker location

    When you rebake your maps after reimporting a corrected mesh the colors of the ID map changes. This cause all the layers that used color selection to break.
    If the pick color remembered where you did your pick color it could update easily all the colors for the masks.

    8 votes

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  12. 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…

    62 votes

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  13. Check Painter Version in Python API

    There ought to be a way of checking the Painter version in the Python API.

    Similar to what exists in the JavaScript API:
    alg.version.api - JavaScript api version
    alg.version.painter - Substance Painter version

    3 votes

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  14. The Magic Wand

    Would really love to see The Magic Wand from Photoshop make its way to Substance Painter. Imagine being able to have a paint layer with multiple colour values and Magic Wand the areas of interest.

    Then create a mask and mask that on the layer. Super evident if you're making tileable texture sheets or even trim, better yet have it in a high to low bake pipeline. Now that would be heaven. 

    I've added an example image of what would be a handy tool in the 2D layout with painting directly to the UV map, along with a workflow that…

    3 votes

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  15. 2 votes

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  16. Python API - UV Tiles workflow

    Hi, there is currently nothing insinde Python API documentation to handle UV Tiles !
    We can handle channel pretty well but not having anything for UV Tiles makes it quite useless.
    For example resolution is now depending on 2 factors : Texture Sets and UV Tiles

    And more general thing it would be great if the API could be updated with more stuff, it is very limited for now ! Thanks

    4 votes

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  17. Rotate environment map upside down

    Sometimes i am texturing lights which are pointing from top to bottom and it is very hard to texture it due to bad lighting... i cant rotate environment map so i have to flip models which is very unpractical for long term...

    1 vote

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  18. Support 16-bit for EXR texture export

    In VFX, it's very common to use EXRs at 16-bit, and it is usually the default bit-depth when using them.

    Please add support for 16-bit EXR texture export.

    Also, I'd like to echo Stu Tozer's request to provide compression scheme options:

    https://forum.substance3d.com/index.php?topic=25551.0

    10 votes

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  19. Baking ID map from UV islands

    Something I would really like is to be able to do is use UVs to generate the ID map. Often that is what I use to generate random vertex colors, so this would allow me to cut out that intermediate step.

    1 vote

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  20. Bake Setting & Export Settings is useless in v 6.2.2 Build 661

    It is nice to have the window marked in the file attachment number 1, but it was much more useful to have the selected one in older versions bake and bake all. This window should be used, for example, if we want to bake 3 of them. Bake one of the favorite options and bake all. It seems unnecessary to see the save settings button in the file attachment number 2 and it closes when I press it, it is very meaningless. It would be great if it was a Save Preset button, but the big buttons at the bottom…

    1 vote

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