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Participant
September 18, 2025
Answered

Can’t access displacement shader in Substance 3D Designer

  • September 18, 2025
  • 2 replies
  • 243 views

Hi everyone,

I’m new to Substance Designer and I’ve run into a problem I can’t figure out. No matter how many times I create a new graph and select the Metallic-Roughness preset, I cannot find the option to choose Translucent + Displacement (or any PBR shader) in the 3D View.

The only material available is AdobeStandardMaterial, and it’s always marked as “default (overridden)”. I don’t see any way to load other shaders.

I’ve searched for solutions, but most tutorials show that by choosing the Metallic-Roughness preset, the PBR shader options should appear automatically. In my case, they don’t.

Has anyone else had this issue, or knows why this is happening?
It’s really frustrating and I’d appreciate any advice.

Thanks in advance!

Correct answer davescm

To use alternative shaders you will need to go to the renderer tab and switch the renderer to the old OpenGL rendering engine.

Dave

2 replies

Participant
November 13, 2025

 

⚙️ The New Height System in Substance 3D Designer

In recent updates, OpenGL and Tessellation have been deprecated and replaced by a new GPU Path Tracer renderer (and Vulkan backend).
This means that height and displacement are now handled differently — through microdisplacement rather than classic tessellation.


🧭 Step-by-step: Adjusting Height in the New Renderer

1️⃣ Use the GPU Path Tracer

  • In the 3D View, go to the top bar and open the renderer dropdown.

  • Select “GPU Path Tracer” (or sometimes “Vulkan Renderer” depending on your version).

  • OpenGL renderers still work but are no longer recommended or supported.


2️⃣ Open Renderer → Edit Settings

  • Go to the 3D View menu bar and click:

     
    Renderer → Edit Settings
  • This opens the Render Settings panel.

You’ll see several categories like:

 

 
Lighting Material Displacement Render Sampling
 

3️⃣ Configure Displacement

In the Displacement section, you’ll find the new height controls:

Setting Description
Enable DisplacementTurns on true microdisplacement in the path tracer.
Height ScaleControls how strong the height map appears (the displacement intensity).
Displacement Mid LevelAdjusts the “zero” point — useful if your height map appears floating or sinking.
Subdivision / QualityControls the microdisplacement detail level (like tessellation, but adaptive).

⚠️ Note: The new system does not use tessellation — it subdivides geometry dynamically during render (similar to Blender Cycles or Unreal Nanite).


4️⃣ Make sure your graph has a Height Output

In your graph:

  • Add or check an Output Node with:

     
    Identifier: height Usage: Height

Without this, the renderer won’t know which map to use for displacement.


5️⃣ Fine-tune your height map

If your height map looks too weak or too strong:

  • Insert a Levels or Histogram Scan node before the Output to remap the value range.

  • Keep your height normalized (0–1 range) and adjust only via the Renderer’s Height Scale.


✅ Summary

Old (OpenGL) New (GPU Path Tracer)
TessellationMicrodisplacement
Height Scale in material settingsHeight Scale in Renderer → Edit Settings
Fixed geometryAdaptive subdivision
OpenGL rendererGPU Path Tracer / Vulkan renderer
davescm
Community Expert
davescmCommunity ExpertCorrect answer
Community Expert
September 18, 2025

To use alternative shaders you will need to go to the renderer tab and switch the renderer to the old OpenGL rendering engine.

Dave

3D LinaAuthor
Participant
September 18, 2025

Wow, such an easy solution! Thank you so much 🙏 Learning new software can be really tough… I can’t believe I didn’t find that info anywhere and almost broke my head over it! I’m really grateful!