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I have attached two images. On is a screenshot of my material inside Designer. That's the one with the cube. And I've attached a second image that is a screenshot of what that same material looks like in Painter. No other materials are active or are being blended. It should be a 1 to 1. How do I fix this? PS. I have the Steam versions of both these softwares latests 2025 versions
Was using Substance Designer to transfer/bake textures from one UV to another.Previous version (v13.1.2) was using 512x512 tiles in baker, while current one (v16.0.0) uses 64x64 pixel render tiles and takes way more time to complete same task.Is there some kind of hidden setting that I have to change in order to achieve same performance from 2026 version of Substance Designer compared to 2023 ?
Tessellation settings (resolution/factor) missing from the the main renderer settings but do appear in the material settings on the openGL renderer. This has persisted for the last 2 versions of SD
From what I see so far it still have same disadvantages over FXmap node as before: Stepped aliazed Z combine, bad aliased alpha for small details like small twigs , grass blades etc . It has quite a lot of redundant stuff I would never use probably , like SDF or maybe just don’t understand how it’s useful yet. So if somebody could share experience what’s new and cool there I would be appreciative.
I am trying to create a packed texture - Color_AO In some cases I don’t need an AO and so I want to pack the alpha channel with all white so my in game shader will still render correctly When I plug a uniform white into the alpha and export the alpha channel is not exported It will only export the alpha channel when I have some value range in whats being plugged into the Alpha of the RGBA Merge node I am exporting as TGA in RAW color space
I can already create a graph input parameter of type Float4 through Python.The problem is different:I cannot make the corresponding Input node become Float4.What I need is the Designer UI Input node whose editor shows 4 float components, not just a graph parameter of type Float4.What I observed:Creating the graph input as Float4 worksCreating the Input node worksBut the Input node still behaves as a plain float/value input, not as a Float4 inputSo my question is:Through the Substance Designer Python API, is it possible to change the type of an Input node to Float4?More specifically:Is there an API call to set the Input node type to Float4?If not, is the node type determined only when the node is created?If it is possible, what is the correct Python API sequence?I am asking about the Input node type itself, not the graph input parameter type.
Hello readers, I have two nodes with two values. The perlin noise scale is tied to the strips, but I need the perlin scale to be 4 times smaller than the value number strips. I also tried multiplication and float=0.25, but nothing changed.
Hello In the new Substance Designer 15:Is it appropriate to load an entire scene, with dozens of objects, to create materials/textures in the same file/project?Is there a risk of the software crashing and becoming slow? Thank you
I’d like to set up a substance designer file as a template so that it can be viewed but not changed. Is there a way to set it as read-only? The default graphs are read-only, so I figure there’s a way it can be done.
I’m having an issue with Substance Designer’s script path setup. When I set a path using an environment variable, only scripts placed directly under that root directory are recognized. Scripts located in subfolders are not detected, which makes it difficult to organize modules in a hierarchical folder structure. Because of this limitation, I’m unable to properly separate and manage my scripts. Is there any way to make Substance Designer recognize scripts inside subdirectories, or is this a known limitation?
HiI’m creating some dynamic ribbon materials, but I’m running into an issue where a visible seam appears where the end piece meets the middle section when the material is used in Painter.Specifically, there is a line of differently colored pixels in the normal map at the point where the pieces connect. I’m not sure what is causing it, but it consistently shows up when the material is used.To rule out problems with my node setup, I started from the “Leather Strap Ribbon” template and modified it from there.At first, I thought the issue might be related to my use of 2D Transform nodes with tiling disabled, but even with a very basic setup (as shown in the top image), the seam still appears.One thing I’ve noticed is that the problem always occurs at the “End” section, never at the beginning.Anyone have an idea what I might be causing this?
Is it possible to send the vector patterns drawn by Illustrator to Designer for use?
Hi there,I didn’t open it since 1 month, but impossible to launch Substance Designer now, which crashes just after launch opening a report log window. I’m on a Mac M2 Sequoia15.7.3. I though it was maybe du to the last update then I uninstalled Designer, delete preferences, and installed an older versions but, surprise, it doesn’t work neither… I can't understand what's going on, if you have any idea ;-)JA
I tried to download a zip file, but I can't download it: "This XML file does not appear to have any style information associated with it. The document tree is shown below". What's the problem?Link: https://attachments-us-west-2.insided.com/2815e52e-cc6b-11f0-b9d7-88aedd688ac4/3DWood_Version_4a.zip?Expires=1771170845&Signature=WBaXZskxMrRpXkkT~CVnRSQ4jCk9-CksFC9RbyU2JHBnu0if3IidJHs~sfpN1U9GS~Foq05mInpB7pne4hOJvoYg2WYxJhP5BeeWkjYSAvGy2Wrc8MaDD7P6txabdxpCrhpfAaebbskAjOhBmoPBHaIVHIDjv5YiKrk9P3uhp~McQNhwCsvb73UVUpfkH-boHHJvHijFHadTqSnv3pK-OUodNYHeOtFMskFY0xfB23-B0YJQ1OjyFrFtU2ubmQa230HyoxUrnhUCL2pEjEzCXs4YafWE54E2n1kI8D6HQMB~W4c0q4XsiKQ1JkVPpenmKgpnPWUNni2kL0cdObqM7w__&Key-Pair-Id=APKAJODP2KXSV47YM4AA
As my graphs are getting more "spaghetti-like," I’m really struggling to keep the wires organized.I know we have the "All Rectangular Links" option in the settings, but honestly, it’s a bit too much for me.Is there any way (maybe a hidden setting or a plugin) to get "Partially Rectangular Links"?What I want is a hybrid style: keeping the smooth splines for the most part, but having the ability to "snap" certain sections or specific node connections into rectangular angles. I want that clean look without the rigidness of the "All" mode.
Hi, I am trying to get up and running with Substance Designer, and I notice the default renderer has been updated since I last used the software. I am working in a fresh scene, and trying to visualize my height/displacement in isolation. My renderer is set to the GPU Pathtracer, and I have increased my tessellation values on a Sphere 2 tiles. However, rolling the lights in the 3d viewport just removes any visibility of the displacement, and I can really only see it in the shadows. I have attached a screenshot for your viewing.Is this a bug or user error on my part? Lastly, is there a way to isolate a node in the 3d view so I can see each change one at a time? I was looking at documentation and apparently 1 or 2 on the keyboard is supposed to do this, but in my case it just toggles the link creation mode.Thanks.
I’m baking out textures from a source mesh to a target mesh using the Transferred Texture baker. One of my source textures is RGBA. But when I bake out the texture output is RGB. How can I bake out RGBA? Do I need to link the source texture to an alpha map in the source material? If so, this is quite tedious since I use alpha in both the Diffuse and Roughness maps.
I am trying to update my workflow in Designer by sending images for final composition, crop, export and archiving to be done in Photoshop. So I need the files be looking same in Photoshop. I want to keep 16bit integer format at least and want a quick one to update and save inside PHs smart objects. I Did it with pngs before but they slow as hell in PHs .Tiff looks much quicker but I seems couldn't get rid of extra gamma correction in PHs. Is there a way to export tifs as is without any profile attached? The way PSH would use default srgb profile without asking anything or recalculating colors ? For some reason I thoght RAW is the way but looks like it doesn't .
Installed Substance Designer Painter, Stager Stager runs fine, Designer, Painter keep generating error 205 messages. Have installed , uninstalled, rebooted, logged in to ACC, logged out. No Joy. I am signed into my ACC subscription. I have signed out. I have signed in, have signed out. It appears that Substance app is not finding my subscription. I cannot even sign in our out from the app. I keep getting the error code 205 popup. Selecting the contact support brings up a 404 page error. I have disabled my Anti-virus many times I have tried different browsers. Anyone? Anyone? Bueller???
Hello,Why does the UV image appear as shown in the image when importing from Blender to SD?It's a normal sphere created in Blender and mapped using the command: smart uv project. Abilio5EC9_0-1769101849084.png These "cuts" don't appear in Blender.Abilio5EC9_0-1769102037245.png What's the problem?How can I fix it? Thank you.
Everything works normally for generic graphs, but Input Color won't show up in Painter, does generators allow only grayscale inputs or am I missing some setting?
Hey there,I’m working with the wonderful PBR Renderer node (pbr_render2.sbs), customized to prerender PBR textures into a single "unlit" color texture with neutral lighting and AO. Surprisingly, it works quite well, but I’ve run into some core issues. Feeding prebaked World-Space Normals to replace the standard projection causes:HDRI projection behaving incorrectly (inconsistent and partial)Visual glitches, like noise or lighting appearing from belowThese are the most visible problems. There may be deeper issues especially since, from what I understand (now), this is fundamentally a 2D-based node which makes full 3D simulation likely impossible. Do you think there is a way to modify the PBR Renderer to respect World-Space Normals and fix HDRI projection without rewriting underlying functions? Any advice would be greatly appreciated.Thanks!Filip37028751ebx4_0-1768229772580.pngFilip37028751ebx4_1-1768229949991.pngfgjfghfhg.png
I am trying to create a material for Japanese roof tiles and it always comes out incredibly flat. I have tried to put the Tessellation factor and the Height in the render settings higher and beyond the recommended values to see what happens and it has barely changed anything. So it shouldn't be a geometry issue or that the settings are simply too low (I hope). I've attached an example from a tutorial (red tiles) that does something similar and their height shows up a lot more pronounced. The other pictures are what I have in my project. I would like to achieve a lot more movement in the silhouette of my material so it looks like actual tiles and not like a flat puzzle. I've tried a bunch of suggestions I have found online and followed tutorials, but I was unable to make it look right. Is it maybe an issue with the settings for my graphics card? I have a NVIDIA RTX 3060Ti so I don't think it's not powerful enough, but perhaps it's not being used correctly?Substance recomm
Hi, I'm new to Designer, and have been following tutorials to pick up the basics.I have run into an issue where if I change the resolution of the work that I'm doing to try and preview the project in 4k, (upping the resolution from 2k) the client crashes. I downloaded some project files from the internet to see if it happens with someone elses work, and it doesnt crash with theirs, so I'm assumming i have a combination of nodes or settings in my project that are causing the problem. Can anyone advise how I should go about troubleshooting this?
Hi, I'm having trouble exporting my 3d scene. I am seeing the hi-res plane properly, with height displacement and all the right textures applied on the override material. When I export scene as any file type (fbx, obj etc) it is an empty flat plane. All the tutorials for exporting scene are like 4 years old, and the interface is slightly different. I'm using Adobe standard shader (i think). any clues?thats my first material btw 🙂 image.png
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