+1. Substance Designer lacks so many small conveniences form any regular image editor I still often prefer Photoshop even for procedural materials (with a help of Filter Forge)
Another few most annoying ones: no scaling around precisely placed center of transforms. no mesh/curve/puppet wrap or any kind of image deforms no node bypass similar like on/off layers or smart object adjustments in Photoshop no saved gradient library with quick access within gradient map node (like with Adjustments>gradient map in PS) . To be honest the hole node library is pretty inconvenient. very few truly scalable noises.
The whole approach with "hidden" node interconnections and behavior with some Relative to something and exposed functions turns even my own sbs files into puzzles I sometimes have to waste my time to figure out how I did it some time after. No other node based system I work with: Fusion, 3d max, Blender ever make me such problem. I still have to use SD, using it for years actually , but each time it annoys me immensely
It's not actually that it's too sensitive per se. What's happening, at least as far as I've discovered, is that instead of saturation being a scale/multiplier, it's actually doing a linear shift in the saturation (you'll note that with a fully saturated color, you need to shift the slider all the way to the left, whereas a low-sat color goes to grey very quickly, as you've demonstrated in your original post).
That's not to say this isn't annoying, mind. I've done up a custom HSL node to fix thia behavior at work (works closer to how we're used to). I'll recreate it at home and share it up if you'd like.
For the gradients, it's definitely inconvenient not being able to save gradient swatches, but what you can do to work around this (still not as convenient, mind) is to create a custom node that contains all your gradient presets, with a dropdown to select.
It's not fixed, since we didn't touched at it at all. I will see how we can improve that, because our current implementation can feel a bit odd indeed.
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Another few most annoying ones:
no scaling around precisely placed center of transforms.
no mesh/curve/puppet wrap or any kind of image deforms
no node bypass similar like on/off layers or smart object adjustments in Photoshop
no saved gradient library with quick access within gradient map node (like with Adjustments>gradient map in PS) . To be honest the hole node library is pretty inconvenient.
very few truly scalable noises.
The whole approach with "hidden" node interconnections and behavior with some Relative to something and exposed functions turns even my own sbs files into puzzles I sometimes have to waste my time to figure out how I did it some time after. No other node based system I work with: Fusion, 3d max, Blender ever make me such problem.
I still have to use SD, using it for years actually , but each time it annoys me immensely
That's not to say this isn't annoying, mind. I've done up a custom HSL node to fix thia behavior at work (works closer to how we're used to). I'll recreate it at home and share it up if you'd like.
For the gradients, it's definitely inconvenient not being able to save gradient swatches, but what you can do to work around this (still not as convenient, mind) is to create a custom node that contains all your gradient presets, with a dropdown to select.
btw looks like they fixed it!
I will see how we can improve that, because our current implementation can feel a bit odd indeed.