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Not sure if this is a bug or a missing feature. I have a packed psd file ( actually I have hundreds of them ). RGBA are all used for different channels. But when I link it in Designer and try to separate the channels .. I get no Alpha channel .. I can separate RGB but A is always white. There's a similar issue in Painter when using theGreyscale Conversion Generator .. it only reads RG and B and ignores the A.
Steps:Designer 13.1.1 is crashing in the following scenario:- inside pixel processor, use a portal structure (data going into a portal output then a portal input)- create a package function, copy subgraph containing the portal output into that function: the portal dot node will loose its source reference inside the function (which is normal)- make the data flow pass trough the function and the unreferenced portal. Expected result: Designer would report an error (at least into the console) and not crashActual result: Designer crashes This scenario can happen when copy/pasting code from one place to another, if portals are involved and we forget to re-source them. This is how it happened to me. I have a sample graph demonstrating the problem if needed, but cannot attach it here.
Hi! The Tiling Mode settings of the Spline Mapper (both Grayscale and Color), aren't working for me.It always acts as if set to H and V Tiling, even if I set to No Tiling, Horizontal Tiling or Vertical Tiling.I expected it to work the same way as in the Spline Render (or any other node). Here's an example where P1 and P3 of a spline are positioned beyond the 0-1 range: What's also weird, is that the Spline (Poly Quadratic) switches its resolution to 2048x16 by itself in this setup and I can't change it to anything else.
Hi, every timeI try to post my material in the community assests, I get this message. No other information. The reason why I want to upload it is because I discovered the Substance Plugin for Unreal, which lets you have a faster workflow between apps. In a tutorial on how to use this plugin, an Adobe employee responded that if you want to be able to use the exposed parameters made in Designer in Unreal, you should first upload the material on the community assets. Then you can follow his steps (which was downloading the material, adjusting its parameters in Unreal). So I have two questions: 1. Is it really necessary to upload the material to the community assets?2. How can I use my exposed parameters (made in Designer) in Unreal? Because it's a lot of back and forth just for tweaking a color or a value in Designer and then reimporting it, and so on. Thanks!
Hello,I have been facing an issue where I am unable to achieve the same appearance for my normal map in both 3D and 2D views, despite setting it to OpenGL. Specifically, the 2D view displays the normal map inverted, resembling DirectX, while the 3D view shows the correct OpenGL normal map. To address this, I have tried adding a Normal Invert node, which corrects the 2D view to match the OpenGL normal map. However, this inversion also affects the 3D view, causing it to display an inverted normal map. My goal is to have both the 3D and 2D views display the OpenGL normal map correctly.
Hi everyone ! I'm working on different brushed metal for watch advertising and in some cases, especially for close-ups, a 16k version would be great. Theoretically, Designer can generate outputs in 16k but in my case, it wont. Too render in 16k, I simply select my graph and increase the output size (I have also increase the memory budget, the cooking size limit and the GPU cache limit). And it seems that it struggles on the same nodes everytime, which are the splatter circular and the tile generator. Does anyone have an idea ? Or is there known limits like in instance amounts on those nodes that makes them enable to render in 16k ? Thanks to anyone who will help me !
I found two issues with the recently released "Fit size to content" feature for frames. Both were found in function graphs, they may also exist in regular graphs. Selecting multiple frames with CTRL key and applying "Fit size to content" only rezises the first frame.Some frames created prior to the Designer version having the frame resizing features do not have the "Fit size to content" when right-clicking on them, even after converting the graph to the new format. This seems to occur in particular for frames embedded into other frames (but not necessarilly for the parent frames).
I want to make some changes to a material I got from the Substance 3d Assets Librarym, but I only have the option to import it to painter and not designer. It instead says that sending to this app is not available yet.Furthermore If i download it and open it in designer there is a lock symbol on the graph and I can neither see or change it.The following may be relevant:Both applications are installed to same directory.Substance designer was given a fresh re-install and this did not fix the issue.These applications are all installed and managed via adobe CC.I also can not send it designer through substance painter.
The Add Presets From File functionality consisting in creating an embedded preset from a preset file is not working.
Hi, I'm just experiencing MDL Graphs in Designer and want to use them in Painter or Stager. The exported MDL file indicates that version is 1.7.- In Stager a popup message saying this version of MDL file is not supported(this popup also includes a link to "Learn about the Adobe Standard Material" version of .mdl used by Stager, but this link goes to an inexistent page...).- In Painter, even if I add the MDL file in the \shaders\mdl directory, nothing happens. As I cannot change the MDL version, I am stuck to use MDL only in Designer, what is quite useless. Why this kind of feature is not maintained in version updates and when it will be available for the current MDL version ?
Every time I close Designer, the chosen shader switches back to Adobe Standard Material. So, each time, I have to go back, set the shader to metallic roughness, and, on top of that, I have to re-enter the specific parameters I wanted for this shader. In my 3D view I have a cube, although I had a plane (hi res).Why is this happening?Why doesn't Designer keep my settings?
I tried to renew my Substance 3D Education license by submitting a new request for a mail with my Adobe ID. But this mail was never received and no, it isn't in my spam folder. I can't resend the mail, because I now get the error: "UniqueID already exists" in the forms input field. I tried to reach out to the chat support but I was only told that the student license is not free for longer than 12 months and that I should try to apply for the license with a different Adobe ID. But this statement is in direct contradiction to the FAQ, which states: "The free Substance 3D for Students and Teachers license is valid for 12 months. If you are still eligible at the end of the 12 months, you can renew your student license following the same redemption process." Since other people have closed their post with the above workaround, I felt compelled to open a post myself to get a real solution to this problem.
it may not be a bug but to me it seems like a bug. definitely shouldnt be the default behaviour in my opinion. ive noticed that if i have 2 identical structured projects. specifcally i had 2 folders (core & main) in each project. the python editor as well as the plugin manager would load 1 project but not the other. on a rare occasion i even witnessed 1 project "bleeding" into another.. i.e i saw a print stmt from project 1 in project 2 console.to get around this atm, when i import any module that resides in a folder, i give the folder names a very unique name to ensure they never match any other project folders of which have modules i wish to import.
Designer is up to date.13.1.1 build 7509.PC. Expected result - A linked PSD should provide usable layers as resources. Actual result - it displays the layers with warnings rendering them unusable. The psd file has simple layers.All use transparency.No folders,No layer effects,Just 8 painted layers.Link it into Designer, it sees the layers, you can tick them.But on loading every layer displays a warning and cannot be used in the graph.The warning suggests its trying to find a .png thats obviously not there or hasn't been converted to. NOTE it DOES work if you IMPORT.Just not if you want to LINK.
These two identical tile samplers create different 2D images. How can I get the same thing?
Hi Adobe,With the new release of Designer my templates won't show up anymore in my template list.I think it's a bug but maybe I'm doing something wrong.ps: if I put the same .sbs inside <Program Files\Adobe\Adobe Substance 3D Designer\resources\templates> it shows up correctly.Thank you.Max
I'm not really sure what is happening, but I am trying to find the flood fill to position node and it is not appearing as an option for me?
The bottom screenshot shows what my 2x2 material looks like. The top one shows the same material at 4x4 resolution. Why does the base color change so significantly? Is this a bug? Is there a way to fix it? sbs file attached.
Hi,Ive been having a weird issue with designer where when baking mesh which has already being previously baked, it will produce textures with incorrect names & create an extra texture. This screenshot should show the difference, you can from the thumbnails on the second bake that the height map baked into what was previously the normal map, the world space normal into the thickness, etc, and an extra thickness texture with the _1 suffix was created. I didn't change any parameters or bakers between bakes, just pressed start render a second time after the first one was finished, without closing the baking window. Ive had this issue on multiple pc's on a few versions of designer, but this test was done on the 13.1.0. This is also not just a case of thumbnails not updating, this is one of the actual textures seen below, as you can see its a height map in what was previously my normal map texture. Really have no idea what's causing this, any suggestions
Hi. I was trying to recreate this texture from this tutorial, but there is a part at 4:13, when they used Alpha Source Mode, but that function is disabled for me. What can I do?Thanks!https://www.youtube.com/watch?v=PBkFaeKzhGE&t=298sThat function is enabled when it's not connected to other nodes. Once I add a connection that option is disabled. In the attachment you can see both.
Substance Designer 13.1.0Windows 11 Prior to version 13.1.0 you could hold shift and click on an output connector to reroute it, regardless of what it was connected to. However, that no longer works when connected to an output node. Please test for yourself and/or watch the video below: ps. I don't have permission to upload video directly, so here is a WeTransfer link: https://we.tl/t-aPOVWGxwoi
I am working in Substance Designer 3D 13.1.0 on my Macbook Pro m1 Max and I noticed very slow perfomance of NEON engine on some nodes, such as Shape Extrude, Voronoi and others. OpenGL works more fast now, but potential of NEON is hugeI hope that it will be fix over time
I am having issues getting the add-on for Blender to be enabled, I install the zip file Adobe_Substance_3D_for_Blender-1.0.2+default-176-any-multi and it appears in the add-on, but when I try to enable it it gives me this error. I have restarted the blender a few times after removing the add-on and trying to reinstall it. Blender 4.0Windows 10
13.0.2 build 6942 commit f2a4d8a0 Release (07/20/2023) Windows 10 Pro19045.3693
Designer won't give you warning If you are using a sbsar from higher version. It just output nothing. No error massage. I'm using 12.3.1 load this file ArtStation - Slope Blur HD | Resources (It requires 13.0).
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