Integrations

How can we improve the Substance Integrations?

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  1. "Bake to new Material" in Modo’s Substance integration

    Allegorithmic’s Modo integration provides the useful "Bake to Disk" function, that allows saving baked image files of each effect layer to disk.

    I’d like to have a feature "Bake to new Material" that essentially bakes the images clips to disk in the first step and secondly bakes a new autonomous material in Modo:

    - The effect layers of the new material should be linked with the baked image clips
    - The material should inherit the properties of the original material
    - It becomes an independent Modo material without pointing to the substance integration

    This feature should be available for all…

    1 vote
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    under review  ·  1 comment  ·  modo 701 /801  ·  Flag idea as inappropriate…  ·  Admin →
  2. Add glTF material support to "Substance in Modo"

    Modo introduced its glTF material shader this year and I’m looking forward to a "Substance in Modo" integration with glTF material support!
    Currently this is a missing link in the glTF workflow.

    It could be implemented similar to the existing Substance support for Modo’s Unity, Unreal and default material shader.
    Modo’s glTF materials however require a single image clip with channel-packed maps for Occlusion, Roughness, Metalness (ORM workflow).

    In the course of the ORM workflow, it’d also be nice if the "swizzling" option is set to active and to the corresponding RGB channel in the glTF Material when creating an…

    1 vote
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    under review  ·  0 comments  ·  modo 701 /801  ·  Flag idea as inappropriate…  ·  Admin →
  3. WebGL integration

    Using Emscripten to integrate substance engine for WebGL. This will allow to use Substance Engine for browser game on desktop but also on mobile where the little size of the subtances could be a huge advantage for streaming assets.

    2 votes
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    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  4. Bridge to Rhino3d

    Rhino3d or .3dm files are the only way / best solution to flatten / unroll a surface for my needs in card modeling. But when converted to a rhino nurb to use all the flattening/unrolling functions all UV information is destroyed and needs to be rebuilt. Using anything else such as pepakura designer will work but the quality of the end results are poor to say the least. Once the object is flattened you are extremely limited and have to resort to a vector program to texture your card model. The best way is to paint in Rhino3d on the…

    3 votes
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    1 comment  ·  Flag idea as inappropriate…  ·  Admin →
  5. 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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    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  6. Channel Packing in UE4 for substance plugin

    Functionality similar to Substance painter's UE4 packed preset where the AO, Roughness, and Metallic maps are packed into a single texture.

    7 votes
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    under review  ·  0 comments  ·  UE4  ·  Flag idea as inappropriate…  ·  Admin →
  7. Substance plugin for Isotropix Clarisse iFX

    It will be very cool to have opportunity to import Substance file to Isotropix Clarisse. They have PBR system shaders

    10 votes
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    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  8. after effects element 3d

    talk to the video copilot team to get substances into element 3D. the ability to animate substances in after effects would be awesome

    2 votes
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    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  9. Painter integration with DAZ Studio

    DAZ Studio has a terrific bridge (GoZ) with Zbrush and it would be so useful to be able to have similar integration with Substance Painter. DAZ Studio also uses Iray now, which I know already has been implemented in Designer and is planned for Painter.

    3 votes
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    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  10. Lightwave integration

    Full Substance Painter in Lightwave integration.

    3 votes
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    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  11. Substance Blender integration

    Full Substance in Blender 3D ntegration.

    34 votes
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    under review  ·  4 comments  ·  Flag idea as inappropriate…  ·  Admin →
  12. World Machine Substance Integration

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

    3 votes
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    1 comment  ·  Flag idea as inappropriate…  ·  Admin →
  13. 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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    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  14. 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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    0 comments  ·  Unity  ·  Flag idea as inappropriate…  ·  Admin →
  15. Shader Forge compatibility

    Shader Forge is great to build shader in Unity, but sadly I cannot set a substance material to use a shader forge generated shader.

    Don't know who (Allegorithmic or ShaderForge) should take care of this, but it would be nice to find a solution, cause I am using both on a daily basis.

    7 votes
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    0 comments  ·  Unity  ·  Flag idea as inappropriate…  ·  Admin →
  16. Amplify Texture 2

    Not sure if Allegorithmic can work with these guys for sbsar support possibility. http://amplify.pt/unity/amplify-texture-2/

    5 votes
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    1 comment  ·  Unity  ·  Flag idea as inappropriate…  ·  Admin →
  17. Full Substance Features to Unity 5

    Support more features from Substance Designer in Unity please:

    - Visible If on Output nodes (makes for far cleaner Unity Inspector)
    - When a input image mask is left empty in Unity Inspector, it processes as a full white mask when it should treat it as optional and ignore it like SD does.

    14 votes
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    started  ·  2 comments  ·  Unity  ·  Flag idea as inappropriate…  ·  Admin →
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