Substance Integrations

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  1. Katana Integration

    Katana is the most widely used package for Lighting and Lookdev at major film vfx facilities ( MPC, ILM, Sony, etc ).

    There is also now a Windows version available that should widen its use amongst freelancers and smaller studios.

    All major renderers are available for it ( Renderman, Arnold, V-ray, 3Delight and forthcoming, Redshift )

    Would be great to see substance integrated into Katana.

    2 votes

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  2. Lightwave integration

    Full Substance Painter in Lightwave integration.

    3 votes

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  3. World Machine Substance Integration

    It would be interesting if Substance became integrated with World Machine to add greater PBR world surface texturing capabilities.

    4 votes

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  4. Procedural Material support for Universal Apps for Windows

    Procedural materials are currently not support by Substance Designer in any Windows Store Apps. This includes their mobile platforms, ARM architectures and the new Universal app builds which will be pervasive in Windows 10, Xbox One, HaloLens, tablets and et al.

    It would be really great to provide this capability and bring true procedural materials to these platforms from Substance Designer, (which it does so well) versus static baked textures.

    4 votes

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  5. I would love to see Substance integrations for AnimeStudio Pro (2D cartooning) and Poser

    Recently I've been using AnimeStudio Pro for creating 2D sprite animations for Unreal Engine 4 and Unity.

    I feel it's a great package for creating 2D artwork, especially for animated characters (using bones and dynamics) etc.

    The vector art ASP creates is gorgeous; squishy vectors with bitmap and gradient shading for the fills.

    In addition to the bitmap and gradient fills for the vector shapes, it would be cool if I could use a Substances for the fills, which would bring to ASP all that Substances provide - beautiful texturing PLUS animation of any exposed tweaks etc.

    Likewise, seeing recent…

    2 votes

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  6. Auto-compute on/off switch for sbsar in Unity 5

    Currently sbsar's recompute each time they are selected and appear in the Unity Inspector. It would be nice to have a switch (bool) to turn this off in a sbsar once you no longer wish to tweak the sbsar, to prevent this time consuming event occurring so frequently.

    1 vote

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