Substance 3D Stager

  1. Support for Apple Silicon M1 hardware for Substance 3D Stager

    Stager should run on the latest Apple mac hardware.

    17 votes

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    10 comments  ·  Hardware  ·  Flag idea as inappropriate…  ·  Admin →

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    Hello everyone! I’m very happy to say we have not only gotten M1 Rosetta emulation working for Stager but were also able to quickly get it working on Dimension as well.

    For anyone who is interested in early access to help us test this version of Dimension or Stager, please use this invitation link to down the build from our prerelease program:

    https://www.adobeprerelease.com/beta/84B24C36-9306-4AC4-8D7F-5188FF267621/participate/8CD91A3E-C035-48AF-DFF8-3C0B03B87DA1

    If you have any issues using the builds, please leave a comment on the prerelease program forums so we can track the issues!

    If all goes well we will roll this out officially in September as new Dimension & Stager releases.

  2. Batch rendering - Multiple files

    We should have batch rendering feature for different files a well, so that it can be possible render different multiple scenes in automated batch mode without any user intervention

    2 votes

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  3. Without LUT support, Stager is pretty useless!

    Stager really needs to support LUTs and the LOG tonemapper like in Substance Painter. I want the look to be closer to what I see in Painter, but since we use LUTs that is near impossible. Please support LUTs in the same manner as they are supported in Painter. PLEASE!

    2 votes

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  4. Reduce extreme file bloat

    I have a Stager scene with one FBX model (800Kb) and a few textures. No custom environments, just one camera, nothing special. The file size of the Stager scene is 552Mb.

    What the heck is getting stuffed into that file?

    1 vote

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  5. Counter-intuitive but necessary...

    We must have the choice of exploding a group of objects that are, by default, cast into the virtual Group by Instancing. Decoratively, iif you change one you change all of the instances. This practice can greatly reduce the Geometry load of a scene. Useful in recreating the Acropolis's many columns.
    But...
    If for some artistic reason you need to change the Shader on an individual column, you must first, remove this geometry from the hierarchical instance or Group.
    The ideal, is to be able to fetch one single item from an Instance, and make it the top node of…

    1 vote

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  6. Counter-intuitive but necessary...

    We must have the choice of exploding a group of objects that are, by default, cast into the virtual Group by Instancing. Decoratively, iif you change one you change all of the instances. This practice can greatly reduce the Geometry load of a scene. Useful in recreating the Acropolis's many columns.
    But...
    If for some artistic reason you need to change the Shader on an individual column, you must first, remove this geometry from the hierarchical instance or Group.
    The ideal, is to be able to fetch one single item from an Instance, and make it the top node of…

    1 vote

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  7. Add more transform control over decals

    When a non parallel surface exists like Conical distribution decals needs to be adjusted to that deformation.

    Of course this can be done with the right UV maping, or deforming by eye in PS. But if just could drop a decal and being able of deforming right there would be very usefull. Thanks =)

    1 vote

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  8. Render every layer as a psd / png file or batch .ssg files

    Hi, I have different bottles in one file, the only difference is their label.
    All lights, cameras, and other stuff are the same.

    Now I have to press render for the bottle "Label A" then click on the eye symbol to deactivate the layer, then click on the eye for the bottle with "Label B", press render, and so on...

    In PS you can select your layers and right-click "quick export as png", it saves every layer as a png file with the layer name.

    Watching render ~50 bottles in 5 languages with a lot of clicks :(
    Did I…

    12 votes

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  9. Deformation tools are required in order to modify stock objects.

    Deformations are an essential tool in modern animation and scene-setting because even a simple tweak to a model can make the difference between whether or not it has stage presence or not.
    From simple envelopes and meshes to more detailed hierarchal chains, 'def' tools are a basic requirement.

    1 vote

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  10. We must be able to take a 'stock' object - a fly - and articulate it's wings, legs, abdomen etc.

    While Stager seems to be bound to serve the needs of 'static still-life' art making, it is nonetheless crucial that it provide animation-like control over a models constituent parts - the wings must articulate. The entire object needs to be constructed with correct rotation axies so that the model isn't just a grouped collection of parts but a hirerarchal system.
    Rarely is a detailed model in anything but an ordinary 'pose.' And, rarely is this pose particularly expressive. Without this capability, it will be difficult to wring expression from our $20 models.
    Ask an animator.

    1 vote

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  11. Some sort of discount for having both plans

    I mean after having personal feelings and then reading the comments of other users, being a ux designer as well as freelancer during a pandemic I can honestly say paying $30 for the cloud and another $40 for this is incredibly steep and also undesirable, when they’re free programs that like unreal engine, free (exceptional quality) quixel assets and blender or finding a combination of cheaper workarounds with lesser known options. Part of being a small business I have to evaluate my priorities and paying almost $100+ a month just for one brand of software isn’t the most attractive or…

    9 votes

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  12. Save custom render settings

    It would be great if I could save a custom render preset that overrides the camera size default, CPU threads and number of samples instead of having to manually type all those options every time I want to make a render.

    Thank you.

    11 votes

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    This should be relatively easy to add custom render setting presets! However camera size is not currently attached to the render settings since you can do multiple resolutions at the same time with different cameras. We will evaluate!

  13. Preview SBSAR Materials in Library

    Currently there is no way to preview SBSAR materials in the library. Would be nice to be able to build a custom library of materials and not second guess grey balls.

    5 votes

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  14. 1 vote

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  15. Add post-processing rendering settings as in Painter or Designer

    Add post-processing rendering settings as in Painter or Designer

    2 votes

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  16. Bake lighting and ray tracing in stager

    I’m hoping this is a feature that will be implemented sooner than later, but having the ability to bake lighting and ray traced textures on exported models within stager would be a game changer. Thanks Adobe

    3 votes

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  17. add the ability to mirror objects

    add the ability to mirror objects

    2 votes

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  18. Video Rendering

    Video Rendering

    1 vote

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  19. Wireframe Camera

    It would be very interesting to have an option in the camera to leave only the wires on display, either with the function fully visible and hidden. Similar to other 3d programs. It helps a lot when you have a lot of assets or technical stuff. Thanks.

    4 votes

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  20. Non perspective (camera) view

    Sometimes it's very handy (for example when placing objects) to have non perspective (camera) 2D views. Front, back left, right, top and bottom view can give a perfect view of the situation. Also for product and architectural images it can be very nice to render them in a non perspective view.

    5 votes

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Substance 3D Stager

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