『アドビコミュニティフォーラム』に質問/トピックを投稿する方法
Feature Requests
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I have the need to use substance 3D Designer to make sequence frames of special effects. I hope to export sequence pictures in batches during the process of changing parameters of a node to form continuous special effects. I also used ChatGTP to try Python to solve this problem, but I could not solve the error when I called the API. I am a Chinese user, so there may be errors when using the translation software for the above words. I hope you can get a reply
I'm working almost exclusively with the Pixelprocessor and FX-Map Nodes in Designer, because these Nodes are fantastic to create custom tools and effects. But lately I'm touching the limits of both Nodes very frequently. I try to find workaraounds and hacks, which is fun but it brought up the idea of this feature in Designer. The Scripting - Node Let's call it Scripting Processor which actually allows the user to load a script and the Node compiles this into a "Pixelprocessor" or "Shader" like Node. Blender has a similar Node for the Shader Editor (Open Shading Language - Blender 4.3 Manual) which is fantastic, for shaders. In Substance Designer it should have more the behaviour of a Pixelprocessor, but instead of the Substance Function Input (which is unfortunately sometimes very limited, when it comes to complex functions) it could load a scripting file, which allows the user to create very complex nodes. It doesn't have to OSL it also can be GLSL or even py
It's so annoying to relocate files one by one. Make an option to relocate all files from same folder at once please.
When adjusting parameter values in Substance Designer with the mouse wheel, turning it normally changes the value in 1/100 increments, and holding the Ctrl key adjusts it in 1/10 increments.It would be great if there were an option to adjust values in 1/1000 increments as well—for example, by holding the Shift key while scrolling.
Could you please add callbacks to the Python API when a new package/graph is loaded/created/removed? There are such equivalent in Painter where we can be notified of various events related to the project content/creation/loading.
I often need to save 8 bit tga for a game and 16/32 bit pngs for archiving and using as input for other materials . Would be really nice to have it Designer .
It would be great if we could specify colors for referenced graph nodes from other graphs in the current graph in Substance Designer. Currently, referenced graphs are displayed in the same red color (#a21318) as default nodes, which is not very intuitive.While allowing users to customize the color would be ideal, if it disrupts the consistency of the user experience, it would be better to represent them with a distinct fixed color instead.For example, a highly saturated red color like #f01c24, similar to the bright green (#86f047) used for sbsar nodes.
Hi, I was wondering what would be the best way to recreate this kind of texture? Thanks
focusGraphNode() is only focusing on SDNodes, can you please extend the functionality to focus on any graph object (i.e frame, pin, comment etc.)?
Hi Substance team!Loving the new Substance Designer 14.1 update!One feature that I was really excited about was the alignment tools, but I find them a little bit hard to use right now. I am often selecting the bunch of nodes I want to align, hovering over those new icons and see which one I need to pick, click it and then repeat.It would be much better to have them appear in the Shortcuts panel to assign our own shortcuts to them.Personally, as someone who is working in Unreal, I am used to the Shift+WASD for the alignment of nodes and think that if it doesn't clash with any of the current keyboard shortcuts, this could be a good default keyboard shortcut for it. But the option to change them should still be there.I'm sure anyone working in Designer would agree with this!Thank you!
It would be really useful if there was an 'export all graphs' or 'export selected graphs' option. If I have a substance file with a bunch of graphs that I need to batch export, I'd like to select them all and do export selected, or something similar. I don't see any way of doing this and you need to run through them all one by one exporting, as it currently stands.
When exporting textures the export window stays open afterwards, and the program will not take any more inputs until it is manually closed. I do not see the point, it's just an extra bunch of clicking for no reason. Can we have an option to make the window disappear after you've exported and you can carry on. This might not seem like a big deal but with no option to batch export graphs you find yourself having to constantly close the window and it's just redundant clicking.
At the moment if you have let's say 3 texture nodes and you want to set a common property, such as, 'relative to parent' for example, you need to click the texture, change the properties, go to the next texture, click it, change the properties, etc...As they ALL share this common property why can't we just select all 3 nodes and change it once and have it apply to all of them? This applies for just about anything in the properties panel, this would be a great feature in my opinion, color/grayscale etc, etc.
Currently I see nothing like in game when set material roughness in Designer. That "panorama" default background HDRI produces so dull highlight spot for the sun being only 16 degree high I wonder how anyone could call it Phisycally based. I know we could check in iRay to get more adequate look but why we couldn't just have same "ultra" settings like in PAinter. I constantly do darker roughnes than necessary due to so dull preview in 3d pane.
Like one in Photoshop color settings. I can't export areas of a texture supposed to have specific gray values in -game shader is needed without some exte noise. It's too tiresome to fix it in Photoshop . If anyone knows a workaround please share. I tried to posterize the result in 255 steps before converting to 8 bits. Looks ok in 2d view but again noise after export.
Issue: Packed maps are not displaying correctly in the 3D view as intended. Details:In my case: ORM Map: R = AO, G = Roughness, B = Metallic Normal + Height Map: RGB = Normal, A = Height (or RG = Normal, B = Height) While the full texture is correctly applied to the corresponding material property, the specific channels (e.g., R, G, B, or A) defined in the Output node's "Usage" tags panel are not being used as configured. Instead, the entire texture appears to be applied indiscriminately. Steps to Reproduce: Right-click in the node canvas and select "View Outputs in 3D View." Each output routes to the correct material parameter (e.g., AO, Roughness, Metallic), but the individual channels specified in the Output node's "Usage" tags panel are not isolated as expected. This can be observed in the accompanying screenshot. Relevance: For game development, utilizing packed maps is a standard optimization technique to minimize texture memory usage. Accurate channel ma
I'm creating quite a few materials with exposed parameters using the Painter Filter (w/ additional mesh maps) template. This works great, as I can load a model in, bake the relevant maps (usually AO & curv), fine tune everything, then replace the baked images with my inputs and export to Painter. However, if I want to tweak anything after, I have to go through the process of swapping the links back to the bakes, editing, back to exposed parameters, export. Since all of these inputs are empty (black/trasnparent) by default, it would make a lot more sense for SD to default to your baked maps as an override to these inputs, or at least offer the option to.
When you edit a function, pixel processor or sub-graph would be nice to have slelected top level sliders always be available as on screen widgets so you can chang the math or blending and istantly check how would it respond to top level changes without necessety to go up and down all the time. I mean from value/pixel processor to main graph and back .
The way we could set a path specific for a graph . I have so many aliases alredy I am losing track of them. Could be an easy way to relocate the whole folder of resources at once.
spline bridge list is a very powerful new tool. itd be cool to have some randomize offset for spacing.
For example I have an alias "svg masks" and a path saved in programm settings . Now I want a second alternating version of same material by making the graph copy . And in that copy I want those masks be linked to another folder .Can we have the graph local path list for same aliases . The way "svg masks" be linked to another folder in the project . A tab in input parameters maybe ?
Please ,do it like in Sampler . So when I do 256x2k texture I could use just hires plane and not wasting my time to import specific mesh and switch back in forth from 3d package and Designer just to test how V repeating only looks . Or maybe just a scale gizmo for the plane so I could squeeze it in 3d view. Sorry for repeating request . I ak for this for decades.
Hello, I have a small suggestion to make for material height blend node.I would like the Mask output to be exposed as an additional output on the Material Height Blend. Often times after blending two materials together, I would like to use the mask to do some additional adjustments, for example to alter the normals, to be used to create additional masks. It is technically something I can do by myself but I would just like for this change to be made on the Substance team side so we don't have a duplicate material height blend node with this additional feature.It should be a really quick change and shouldn't have any impact on the node's performance. Thank you!
Hi Substance team! Really enjoying the new portal node and it's keeping graphs really clean and readable, it also encourages reusing nodes so it keeps the computation time down. I was wondering if there was a possibility to make portals dockable.Let's say something like this with a different color to differentiate it from other nodes. The reason I'm requesting for this is that, while moving things around, portals don't often get picked up when you drag nodes around unless you specifically marquee select them.It is often times more intuitive to grab the two nodes you want to move and just shift them to where you want them but at the moment, the portals would be left behind. This is also the case when trying to grab a node and holding Shift to expand the frame, but the portal gets left behind. My colleagues have the same sentiments about this which is why I'm making this request. It would be really great if something can be improved about this, thank you so much!
Hello, I already wrote inside another post, but no one responded, so I decided to write in a separate one Thank you very much for updating the Bevel node, it is really important for me!I also want to ask you about small fixes of Bevel Smooth node. Make a third output for exporting the general mask (after smoothing and offset mask)Add the ability to make the background white, in the "Direction/In" modeIn the "Maximum Distance" parameter, for me personally it would be very important to have a divider or change the Steps of parameter change. Since I often use values like 0.003, which have to be entered manually. Since the minimum step on the slider is 0.01
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