Substance 3D Painter

Let us know how to improve Substance Painter!
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- 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).
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- 1 post = 1 idea

Thanks

  1. Export masks as bitmaps

    It could be handy to be able to export masks as bitmaps.

    I was thinking of using SP to paint some terrain texture for a game.
    Usually terrain doesn't have a big texture for the whole surface, and use texture splatting.

    That's basically fill layers with masks. But at run time you only use the mask and the texture is the tiled original texture used for the fill layer (and not a baked one).

    Having a way to export the masks would be enough to being able to use SP for terrain painting.

    7 votes

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  2. Toggle for Perspective/Orthographic View

    This has already been posted on the forums, but I'll post it here too as I find this important.

    Having orthographic view while for example using alphas for adding details would be essential. This would minimize the distortion in many cases and could help on regular painting as well.

    38 votes

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  3. Add detail maps (tileable textures)

    It would be really useful to be able to author the detail textures at the same time as the main textures. Or at the very least to apply detail textures whilst painting.

    When I say detail textures, an example would be a tileable normal map, eg asphalt which is not limited by the resolution of the main texture set.

    3 votes

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  4. Exported images are only scaled up low-rez document size

    when viewing low-rez, just so things are faster, and wanting to export a higher rez, it just scales up the low document size.

    so i guess the idea is to view low-rez images and export high-rez without having to make the document size 4k and have to wait for it to load in the viewer.

    1 vote

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  5. EXPORT WINDOW - with "copy settings to all" option and optimised for 20-40 texture sets.

    the export dialogue box needs to better organised for handling complex models. Currently, it is among the biggest time waster in the workflow

    1. User should be able to set up what texture combination and what at resolution to export ONCE, and copy these settings to all other texture sets, rather than going through it dozens of times. Imagine, sometimes 30-40 texture sets, with 5-6 clicks each = 150-200 clicks, that could be done with 1.

    2. Once all textures are exported, often users need to tweak and reexport 1 or 2 texture set. But currently, users need to disable the export…

    3 votes

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  6. Stamp Tool!

    Would LOVE to see a stamp tool similar to, say, 3D-Coat's implementation.

    One mode has the location locked, but click-dragging allows you to scale or rotate the stamp.

    The other mode has scale / rotation locked, but you drag the stamp around to place it.

    6 votes

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  7. Normal Map channel

    Wouldnt it be better for painter to support normal map for our custom materials. generating *.sbsar file is a bit annoying and personnally i prefer using QUIXEL`s normal map generators and photoshop tweaking to create a normal map.

    1 vote

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  8. Curve draw and straight line

    Curving Draw with straight line draw is powerfully drawing for substance painter!! Please. :)

    17 votes

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  9. Mode for NM and AO clean up

    Every NM and AO baked map ever has needed some post bake clean up. This is a huge annoying part of building game textures. Currently you need to use the fill layer, and place your NM or AO maps into the base colour channel to see and work on them, then export them out and then re-import and assign them to see the fixes affect. This could be much more streamlined. As it is apart of just about any assets creation. Would be great to be able to see the fixes while you make them.

    5 votes

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  10. sub surface scattering channel

    Have a new channel for shader that would be sub surface scattering , it's a feature becoming more and more used in today games.

    18 votes

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  11. ID map picker like DDO

    I would love to have the ability to circumvent some of the setup when working with an ID map - something like in DDO where in 3DO you hold C and Shift click a color and it will bring up a material for you to select. Being able to click on an area of your model with its ID map, have it automatically create a layer masked to that area and possibly have the color of the layer show that it is corresponding to that color on the ID map. This would smooth out and speed up the awesome process…

    2 votes

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  12. Auto Save

    This is a MUST HAVE feature for those of us who paint all day without saving sometimes. Hey it happens. I can be away from my computer and something happens while I am gone

    40 votes

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  13. Additional texture mapping options

    Currently the only texture mapping option is UV, and it would be very helpful if we had access to some other types. Cube projection mapping would be particularly useful when applying textures to models with visible seams.

    3 votes

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  14. invert mask color by holding ctrl or alt.

    I am often have to invert my color from white to black - it would be cool to have some option for quick invert during editing

    7 votes

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  15. when I zoom in using the middle scroll it should use the mouse location as the center point.

    when I zoom in using the middle scroll it should use the mouse location as the center point.

    The other way (the way it does it now) seems to make no sense.

    Zoom, move around a bit, Zoom more, bit more fiddly moving.

    Finally get the thing you want.

    Easy to improve.

    I can teach a kid. "HOLD ALT.", "SCROLL TO THING YOU WANT BY POINTING AT IT" I can not teach them the other way, it's too infuriatingly counter-intuitive, and harms productivity, thus is non-rewarding. Tough to teach.

    Couple of lines of code :)

    Votes anyone?

    17 votes

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  16. Vray and Arnold Shader

    Vray and Arnold Shader: This would facilitate the workflow a lot.

    Because the export of the textures and replace in Arnold or VRay needs a lot of adjustments in the shader itself.

    34 votes

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  17. Ability to choose a layer as an image input for a Substance.

    That would allow for instance to create advanced substance materials, with effects driven in real time by painting on a layer (that is set as an image input in the substance).

    4 votes

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  18. Additional shaders

    Need more shader options in Substance Painter including:

    Phong, Cook Torrance, Beckman, Blinn, Flat, BRDF, Layered

    21 votes

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  19. Draw straight lines by holding a key

    Similar to photoshop where you can paint straight lines by holding Shift

    23 votes

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  20. Allow for changing the default location of the materials

    The location: Users***\Documents\Substance Painter\shelf\presets\materials

    is no good for me.

    I do everything from the D: drive other than run the OS.

    Please allow us to change the Users***\Documents\Substance Painter\shelf\presets\materials location to one of our choosing?

    There is no room on that drive for that.

    10 votes

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