Substance Designer

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How can we improve Substance Designer?

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  1. prorender

    Use AMD Pro Render instead of iray for pathtracing. Pro Render supports both Nvidia and AMD cards as well as great support for Mac using Metal2 backend.

    7 votes
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  2. Link Node

    I think there would be a huge benefit in having a node that links to other software, specifically ZBrush and Painter.

    For ZBrush, the node would connect to a ZBrush session and allow for users to generate height information from the session. It can also send Designer's height data to allow for sculpting within ZBrush. This would be great for easily going back and forth between the program, while organizing the sessions for their various purposes like establishing the base forms, modifying shapes, or final touchups at the very end. I see many studios (Sony Santa Monica and Blizzard, as…

    3 votes
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  3. Better light and rendering tools

    The lights in Substance Designer are very poor. You can only activate two, and you can only move one light (never the other, which is stuck in place even if you activate it). The one light you can move is very awkward and difficult to move already.
    I would like to have rendering tools built into Substance Designer that are absolutely worthy of being in the best material authoring software. movable, rotatable spotlights and point lights, among other things, would be very convenient and professional.

    6 votes
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  4. A corner tag to make it easy to resize frames. Rather than mousing over the corner and missing.

    A corner tag to make it easy to resize frames. Rather than mousing over the corner and missing

    2 votes
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  5. Export Displaced Mesh

    It'd be great to have an option to export the displaced mesh exactly the way it looks in the 3D viewport (or with translation for iRay view as those always differ).

    Use Cases: A quicker path to a 3D print.
    Especially when you're designing real world materials it would be great to have a tangible example when getting a render signed off on. Or just to quickly create prop pieces or stamping tools for specialty costumers.

    Substance Designer Path:
    1. Mesh goes into Substance Designer
    2. Deformation is dialled in
    3. Export to OBJ

    Traditional Path:
    1. Export Height Map …

    6 votes
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  6. Drag and create new node like in Unreal Engine 4

    I just worked a lot with UE4 blueprints and recently back to SD and noticed that to add nodes is not really handy. So maybe you could add a similar system like in ue4. For instance when you click and drag the circle to add a new node po previous and then just type the name of the node you need and it will automatically connect it to the previous node. It's simple but very handy. You no need to connect nodes by hand

    1 vote
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  7. Compilable FX map

    On FxMap-Quadrant node, there is a option named Pattern Varient. However, we don't use this most of the time, because it only works with very specific pattern in Quardrant-Pattern parameter.

    So, here is my suggestion.

    1. At very beginning of FX graph building, we should choose a node on its properties view.
    2. The node must not have any input nodes, and have only one output node.
    3. If complie is available, complie the Fx map node on Substance Designer.
    4. After the complie, we can use every parameter of the node that we chose at step 1 in Quadrant…

    1 vote
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  8. Emphasized Frame View

    It can be difficult to read frame notes when opening a new graph with all of the node connection lines going everywhere. In addition small frames are quite easy to miss through the node spaghetti. Possibly, with the press and hold of a hotkey, everything but the frames could be 'dimmed' so the frames might be easier to spot and read.

    1 vote
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  9. Instanced Noise Nodes

    Implement something similar to a docked node (possibly greyed out, or with another appropriate symbol) that is an 'instanced' copy of a noise from somewhere else in the graph. Would help to reduce node spaghetti from reusing noises for optimization which get all over the place. If you change a parameter in one of the instanced noise, like scale, disorder, whatever, then it would update all of the instanced noises that are tied together in this way. Hope that makes sense!

    1 vote
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  10. Quick export

    So when texturing with designer I often make small changes and want to see them ingame, I dont want to turn auto export on and I dont want to open the export window and press the button everytime because I have to close it as it wont let me edit my graph with it open. can we have a hotkey to just export the current open graph textures

    2 votes
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  11. Clone a node

    Add the ability to clone a node, like you can do in e.g. Nuke. From Nuke's documentation:

    "You can clone nodes in preparation for pasting them elsewhere in a script. Cloned nodes inherit the values of their parent, but unlike copied nodes, they also maintain an active link with their parents’ values. If you alter the values of one, the other automatically inherits these changes.

    Clones are helpful for maintaining consistent setups across multiple elements. For example, you might use clones to apply an identical film grain setup to a series of elements shot on the same stock. Should you…

    3 votes
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  12. Mac Magic Mouse

    On the Mac, when using the apple mouse to manipulate the Graph view, it is easy to accidentally zoom the Graph view, which is very distressing! ! !
    Is it possible to disable this operation or reduce the sensitivity~

    1 vote
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  13. Search / Find Text in Comments and Frame Contents

    It's great that Allegorithmic added the ability to search by text within nodes, but what also be helpful is to search text that's in comments and frames (and their descriptions).

    2 votes
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  14. Bitmap painting on both 2D and 3D view in Substance Designer

    Substance Designer: The idea is about being able to paint both ways when using a bitmap node using the same brush selected in the bitmap node. This way detail placement would not be tied to procedural placement (triplanar projection) across UV shells anymore, allowing a better detailing workflow. Painter and a layer based workflow is not my thing, I'm a node-type of person and this feature would speed up the workflow a lot.

    1 vote
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  15. Export at higher resolution

    I like working at 2048 for speed and efficiency on my fairly powerful computer. It would be nice to have an export at 4096 option, instead of having to manually upres the entire graph before exporting.

    2 votes
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  16. Ruler

    Introduce a ruler with unit selections for metrics, inches, pixels etc. similar to photoshop.

    10 votes
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  17. Transfer Textures Form UDIM meshes

    If you have for example VFX mesh with 10 UDIMs it's quite tricky to transfer textures to real time mesh that has only one UDIM. It would be amazing it texture transfer baker would support texture loading per uv tile or material. By doing so it would be possible to make low poly, low cost mesh from high end one.
    And don't get me wrong I am thinking of plane simple baking here. Like you transfer height details to normal map you could transfer same just from the texture of "high poly" (UDIM mesh) to a non udim one.

    2 votes
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  18. Place Panorama Shapes by clicking on a surface in the 3D view.

    It would be nice to be able to place the center of a Panorama Shape by clicking on a surface in the 3D view via bouncing raycast.

    6 votes
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    backlog (low priority)  ·  1 comment  ·  Flag idea as inappropriate…  ·  Admin →
  19. draped sphere scene for fabric dev

    Would it be possible to add another scene in Designer similar to the draped sphere that you have in Substance Source for fabric? It would be very helpful when developing materials for soft surfaces like fabric. Thank you!!!

    4 votes
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  20. Tile Generator node

    When you input a custom pattern into a Tile Generator it should automatically use that pattern instead of you having to change it in the settings after cr4eating a pattern

    1 vote
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