Substance Painter

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  1. 319 votes
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    started  ·  78 comments  ·  Flag idea as inappropriate…  ·  Admin →
  2. Hide Selected geometry

    for we can select and hide parts of geometry

    158 votes
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    21 comments  ·  Flag idea as inappropriate…  ·  Admin →
  3. 3d Mouse Support.

    Support for 3dConnexion mice for navigating while painting.

    141 votes
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    backlog (low priority)  ·  86 comments  ·  Flag idea as inappropriate…  ·  Admin →
  4. Export Render to texture from 2D view(Combinde texture as complete map)

    Export complete texture map by 2D view.
    Be able to setting up to custom render texture size and bake output with custom export path.

    Some idea suggest to bake complete map function menu in to export all channel menu.
    Korean almost graphic user working for mobile game ... It is really need for mobile game graphics workflow.

    122 votes
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    started  ·  53 comments  ·  Flag idea as inappropriate…  ·  Admin →
  5. Merge Layers like in Photoshop

    That acutally should reduce computation time. I decide which layer convert to bitmaps before exporting, because even en 2048 by 2048 some detailed layers can get really heavy to export, but that's because the package has to lay down all the information while exporting, that's not smart.

    119 votes
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    under review  ·  6 comments  ·  Flag idea as inappropriate…  ·  Admin →
  6. 8k and possibly 16k texture resolution support

    We are working with 3D scans and photogrammetry and current 4k limit is prohibitive in most cases.

    I guess there are a lot of potential customers in film/TV/HQ rendering or even next-gen game industries who would say the same.

    110 votes
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    17 comments  ·  Flag idea as inappropriate…  ·  Admin →
  7. Painting on a Different UV Channel

    Video game environement artists still use a lot of tilling textures as UV1. So we need to paint on a different UV Channel UV2 or 3 like this we will be hable to paint all over a huge object. Currently as we can just use the UV1 channel painting result on repetition everywhere ... So we can't create diversity.

    107 votes
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    under review  ·  9 comments  ·  Flag idea as inappropriate…  ·  Admin →
  8. Ability to draw splines on model

    Similar to 3d spline paint tool in 3d coat but do something even better.

    In its most basic form these splines can then be used as vector masks, that can be stroked to create lines or filled to create specific shapes

    They can even be used as path for creating effects like stitches zipper in a non-destructive editable way and can be moved around on the model to position perfectly.

    This can even be enhanced further by allowing us to save preset shapes that can be projected on to a model and further edited.

    106 votes
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    backlog  ·  13 comments  ·  Flag idea as inappropriate…  ·  Admin →
  9. Color Palette

    I would like to have a color palette were I can save all my base colors. At the moment the color picker doesn't quite pick the colors from my model 100% due to shading and maybe some other issues.

    Maybe add the palette to the Base Color color window.

    100 votes
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    planned  ·  26 comments  ·  Flag idea as inappropriate…  ·  Admin →
  10. Symmetry center based on object pivot point.

    The symmetry system don't work properly when I'm using multiple meshs to bake each part separately. When I am exporting all separate objects together, the Substance Painter create a bounding box covering all objects, but it would be better if the symmetry center was based on a pivot point from one of the separated objects (having the ability to choose which object).

    89 votes
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    started  ·  8 comments  ·  Flag idea as inappropriate…  ·  Admin →
  11. Lasso tool for masking and creating selections for us while painting.

    I texture a lot of hard-surface items and the only way for me to get perfectly straight lines and consistent edges is to clean things up in 2D(which means relying on good UVs, which isn't always the case).

    Having a lasso tool where you can toggle between soft and hard-lasso would be great, and even the most super basic marquee-tool as rectangle and round would be of help.

    88 votes
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    backlog  ·  11 comments  ·  Flag idea as inappropriate…  ·  Admin →
  12. uv unwrapping within painter

    Hi! It would be great to have a UV unwrapping sytem inside Painter.
    This way you could work the whole time inside of SP and not jumping from your 3D app to SP.
    Thanks for listening!

    77 votes
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    under review  ·  19 comments  ·  Flag idea as inappropriate…  ·  Admin →
  13. Scale smart materials

    It would be handy to have some way to adjust the size of smart material. They sometimes have lots of layers and complicated hierarchy. And to change the overall size of the texture it takes lots of effort

    68 votes
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    backlog  ·  6 comments  ·  Flag idea as inappropriate…  ·  Admin →
  14. More height (normal map) controls - low/mid/high frequency, bevel shape (curve), NDO-style

    Currently (v1.5) we can only set height's intensity. It would make height much more useful if we had fine control over how the height map is interpreted.
    NDO is so powerful - has many presets for bricks, bolts, concrete etc. - just because it has the ability to control resulting bevel's shape. So it's easy to create a preset which adapts to a specific need.
    B2M has simple separate low/mid/high frequency settings, which is sufficient for many situations.

    68 votes
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    under review  ·  1 comment  ·  Flag idea as inappropriate…  ·  Admin →
  15. Scripting: import into shelf and assign to slot in layer stack

    In order to fully automate fixing normal map baking errors by blending an averaged and non-averaged map, we need to be able to do this in scripting:

    -Import textures into the shelf.
    -Assign textures to specific slots from items on the layer stack.

    67 votes
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    9 comments  ·  Flag idea as inappropriate…  ·  Admin →
  16. Save camera view to make it easy to re-render a scene

    It would be nice to be able to save a "view" to make it easy to re-render a scene, matching a picture you rendered once before.

    Ideally it should include your environment (****/ground) settings too.

    SCENARIO:
    1) Paint a model.
    2) Set up the perfect composition of zoom, camera angle, environment rotation, etc.
    3) Render it, very likely using Iray.
    THEN...
    4) Do more painting, which involves zooming, changing orientation, etc.
    5) Now re-render your "ideal" composition again.
    SADLY...
    6) You need to try to manually recreate the view you had in Steps #2 and 3.

    The ability to "Save…

    62 votes
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    planned  ·  14 comments  ·  Flag idea as inappropriate…  ·  Admin →
  17. Smooth Brush when we hold down [Shift]

    Smooth Brush when we hold down [Shift] and change hdri rotate to [shift+ctrl] or something

    i think this would be e very user friendly feature after you get uset to it because sometimes you want to smudge right after you paint something like in zbrush for example, when vertex painting it became second nature to smooth something instead of switching to the eraser then setting up the eraser to be smooth and pressure sensitive flow

    60 votes
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    under review  ·  11 comments  ·  Flag idea as inappropriate…  ·  Admin →
  18. Improve readability of layer stack by indentation and colorization

    Added indentations of child layers and folders and additional colorization of a folder and its children should help improving the readability of layer stacks.
    Please see this thread for more detailed information:
    https://forum.allegorithmic.com/index.php?topic=2935.msg13621#msg13621

    57 votes
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    started  ·  11 comments  ·  Flag idea as inappropriate…  ·  Admin →
  19. Warp Tool ala Mari

    ...basically adding "Liquify" abilities to the already existing Projection Tool.

    See video:
    https://www.youtube.com/watch?v=eGuiSuZAjoM

    53 votes
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    under review  ·  11 comments  ·  Flag idea as inappropriate…  ·  Admin →
  20. Improvement to Material Picker Tool - ability to pick from user-defined set of channels instead of all underlying channels

    Current Material Picker Tool (Shortcut: P) picks all channels under the user cursor. Allow user to "lock" specific channels, so that it only picks for ex. "color" or "height" etc. (or combination of channels).

    The "Color Picker" tool does this already with "Base Color" channel. The problem with Color Picker is that
    A) it doesnt have a shortcut and has to be accessed via separate UI
    B) can only pick color

    52 votes
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    planned  ·  13 comments  ·  Flag idea as inappropriate…  ·  Admin →
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