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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
Modulation of rotation along scatter on spline node - similar to how it works in tile sampler using a greyscale image to control the curve amount along the spline. Randomisation of start and end for 'Scatter on Spline' node - this would help for example when creating networks of branches for trees, giving a more randomized look. A way to mirror duplicates in the 'Scatter on Spline' node with offsets etc.
1. quick , working on 2d view gradient tool + gizmo like in Photoshop for quick linear or radial gradient that would add its node automatically . 2d screen preview for curve node nodes placement maybe. 2. vector soft style path/shape draw with easy selecting each object . Current svg node is inconvenient and ancient as hell. Or an ability to import each vector layer same way psd layers do in psd importer. Just not so slow please. 3. copy/ paste working for quick pasting something without search for file with ability to re-link later if necessary. just for a sake of quickness. 4. vector shapes draw with material fill and feather edges quick option . I recollect old Creative house Expression which have
Shape splatter is cool but lacks proper antialiazing for things like grass plants , small twigs , tiny leaves, moss etc and never look as real as proper 3d render when it goes to few pixels only details . Or require huge extra resolution Designer would just die from or anyway would be slow as hell vs modern gpu renders like Cycles , Redshift or Octane on something dencely populated. Please make cryptomatte masks extractor and support of multi-channel exrs so we could composite rendered ellements easily. I use Blender compositing pane currently to export masks and layers as rgba pngs but it's one extra annoying middle step when you tweak something in objects scattering . Would be so easy if Designer could just read exr directly and extract all necessary masks and AOVs on its own. ps. in fact I would love
Please Adobe makes such option in Designer like any other 3d packages do have. I know there are 'alaises" but they are inconvenient as hell. I am asking for the option for years and wonder is that any technical troubles to do so. Make it an option please if it agains some designe rules. A question the programm asks. Mybe pithon script I could ask chat GPT to do that can work on sbs file directly ? Just give us some instruction how to do it.
I can't tolerate Substance painter. Struggle with it for years and never felt homy in it. Once you accustomed to nodes you can't really go back to layers. Besides there are much better brush systems around than what Painter offers. I can't do a nice "roll" brush in Painter for examle Zbrush or Corel Painter can. Or do auto cavities masking zbrush can on the fly with pressure involved like a real world brush, without wasting your time on complicated masks tweaking that always look sort of robotic vs what simple human touch could do just by your own hand intuition. Or Rebelle brushes with true looking flows and streaks way ahead of SPainter or Corel Painter ones . But even using Substance Painter as a mask painter it would be so much more convenient to just copy/ paste masks to Designer and assem
If you open a SBS file and one of its dependency is not in the location where it was last found, you will see a popup like this: ---------------------------File not Found---------------------------The following dependency could not be loaded:D:/../../GameDev/Unity Assets/Substance Source/SBSAR/scifi_interlocking_slider_panels.sbsarIt was requested by:D:/GitHub/Gravia/Assets/Materials/Substance/Gravia/Areas/MilitaryWing/Personnel/Surfaces/Corridors/MilitaryWingPersonnelCorridors.sbsDo you want to specify a new location for this dependency?---------------------------&Yes &No--------------------------- Seeing this occasionally isn't terrible, but there have been times when I've restructured my drive storage, and decided to move by SBSARs to a new path. This creates a monumental effort of having to manually relink all of the dependencies the next time I open the SBS. I would really like to see a feature where SD would first look in my specified Library fol
See Houdini for a great example of a fantastic set of nodes layout tools
I have 20 or so files imported i want to turn to greyscale. ATM I have to change them all one by one, surely there should be a way to turn them all the greyscale at once if they're are all selected?
Today, when a graph has an exposed parameter which is not used inside the graph, it is not present in the SBSAR form of the graph. This prevents using parameters to only control the visibility of other parameters. In some cases, we may want to make visible parameters based on the state of another parameter, even when this other parameter is not used in the graph. Unfortunately the current SBSAR processing is not making this possible. We can workaround this by using a fake node so the parameter is used into the graph, but that is not convenient and impacts the graph processing.
Like ones in Blender : Ctrl + stroke across a line kills the line . Shift+ stroke accross several lines maks a sharedd pin . I hate mouses . They make my wrist sore. Please Adobe add those two simple additions.
When I drop a node from a library to my current substance I would very much like to have an option to embede it into file? Maybe something like ALt +drop. I mean to be able to edit it localy without changing the original. It would make my life so much easier. Without my tools libraries being a huge mess of versions with minor differences I couldn't eve remember what was what. Without a huge redundunt buggage that exact node would come with if its host sbs has a lot of other things.
Today presets are accessed through a combo box. When a Substance has dozens of presets, going to the next preset is a pain: open the combo, scroll the last preset used, select the next one. I'd like to be able to easily move from one preset to another, with keys or previous/next buttons. Also, after selecting a preset, there is nothing in the user interface show which preset has been selected. At some point we may have forgotten which preset was selected, hence the difficulty to go to the next or previous one.
Would be awesome to make Designer work with Mac's touchpad gestures for graph panning/zooming. The way it works now makes at doable but pretty difficult to do basic navigation. Cmd/opt + right click drag is very non-user friendly.. Hopefully Im not the only one using Designer from a macbook.
I would like to remove the limit on the number of samples and the number of Blades in the non uniform blur node. 16 and 9 are small, and artifacts are often visible.
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