Questions
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hello What is the configuration to have more speed in Substance Designer with this hardware configuration?Processor: AMD Ryzen 5 3600XT 6-core 3.79 GHz processorRAM: 16GBVideo card: RTX 2060 6GbHD: SSD M.2 250 Gb thanks
Hello, I am a newbie to Ds and was following a tutorial where they say to bring up the Invert Grayscale node and I type it in and get nothing. So I figured being a newbie , maybe there has been an update since this tutorial (which isn't very old from FastTrack tutorials) and the name of that has been changed to something else or I don't know which is why I'm here. Anything helps. Thanks!
I'd like to see more compression options in the EXR (prefs>proj>gen>exr>). Specifically DWAA / DWAB compression. Thanks! Also, can you also add more verbose documentation on your EXR settings please (see attached)? The current docs are a bit light on the subject. Thanks! Chad Ashley
Hi!I was wondering if anyone has ever created a texture generator for substance painter that uses the Tile Sampler as a base. The problem I'm running into when I use my generator in painter is that I want to use a painted input mask in the tile sampler but use triplanar projection for the tiling. I'm working with a model that has different texel densities across multiple UV shells so it would be best to use Triplanar projection in that case. But when I do that, my mask input also gets projected in Triplanar which messes my mask all up. Is there a way to make the tiles in the tile sampler use triplanar projection when taking a UV projected mask? I really like that the mask input for the tile sampler cleanly takes individual tiles out.Thank you!
Hello community, I feel a tad silly for asking this, but I just can't seem to figure it out and cannot find an answer online (likely due to bad search terms). I am wanting to creating tiling patterns, say a brick pattern, that uses different sized inputs in the width, but does not leave any space in the pattern, see attached example. I do not wish them to be completely 'random' as I'd like to input custom sized pieces. Running custom shapes through the tile sampler will leave a gap between the shapes, as expected I believe if I am understanding how its handling inputs. Thank you for any help and advice.
hello What is the most correct way to position a decal like the one in the image in Substance designer?the mesh I want to do this on is a box. maxresdefault.jpg (1280×720) (ytimg.com) How can I do this with a radial gradient node? thanks
It's been awhile since I have used Designer and I'm lost trying to find where the post process effect options are for OpenGL. In the past, it was either in "Camera" or "Renderer" - "Edit" you would have options to add depth of field, lens flare, color correction etc. Were these options removed? They were called "Yebis2" effects. Painter still has them.
We have just released a new version (13.1.2) to bring some improvements concerning frames, comments and nodes creation or positioning, and to improve AxF worflows. Look at the detailed release notes for more information. Improvements: [Graph] Do not place duplicated nodes on top of the original node [Graph] Improve alignment of comments attached to nodes [Graph] Improve comments move [Graph] Snap pasted/duplicated frames and comments to the grid [Graph] Snap new frames and comments to the grid [Content] 'Curvature smooth': Add a note about tiling support in the description [3DView][IRay] Allow int output to be assigned to enum parameter [AxF] Add properties about the clear coat model [AxF] Improve errors management during export [AxF] Improve GLSLFX and MDL materials for "SVBRDF" representation as stored in a AXF file [AxF] Remove 'CC No Refraction' property from 'AxF to AxF' template [AxF] Rename properties "properties.has_xxx" to "characteristics.has_xxx" [AxF] Update templat
I'm trying to create a volumetric material like here:https://www.artstation.com/marketplace/p/doBV0/3d-volumetric-wood-smart-materialhttps://www.artstation.com/marketplace/p/deVg/3d-volumetric-oak-wood I probably need to use a 3D Texture SDF node.I can't find any tutorials. Help me to understand.
Hi,I'm trying to randomly position my pattern with tile sampler but it's keep generating overlapped shapes.I would like to have only the non-overlapped shapes but struggling with how to do this. Is there a way to use position random without any overlapped shapes?
I have a problem, I use "Mask to Path" and "Path to Spline" Nodes in Designer to create a Texture Generator, when I import it in Painter, the whole Mask gets messed up.
Hello! I have been working on a material that is intended to be overlaid on other materials in painter. I have set up a mask output with the following settings:My issue is that when i import the material into substance painter, I have to set the mask output manually under the materials channel mapping. As you can see here, the channel defaults to <no alpha>. When i select my mask output from the dropdown, everything works as intended. How can i set up my output to be recognized by Painter automatically? Or am i misunderstanding and this is actually a problem on the painter end?
hey Is there a way to use the Height map in Substance designer without deforming the object as in the image? Does the same work in Unreal as in the image below? Is there a way to do this with Triplanar or another means?remember that I am only using procedural maps.thanks
I have three tileable, seamless bitmaps that I want to use in a “Tile Sampler Color” node to create vertical siding. I chose the “Tile Sampler Color” node so that I could iterate between each bitmap image to create a random pattern. The problem I’m running into is that the bitmaps get scaled or stretched. I have tried using “Absolute” under “Size Mode” and I end up with only one of the bitmaps showing. There has got to be an easy way to randomly assign my bitmap images to these planks. I can’t believe something so simple has to be so complicated in Substance Designer. I would use Substance Sampler; however, I am not happy with the latest version, and I don’t have enough control over what I want to do. I could also use a Flood Fill to move things around, but I think it would be much easier using “Tile Sampler” if it's capable of this taske What am I missing here? Thanks in advance.
Hi guys, When I activate display timings all nodes are at 0ms and I just can't figure out how to make it work. Thank you for your time.
Hello peeps my goal is gray scale luminance varience with the tiled bars, i need the base to stay white and black but im trying to use the flood fill to random gray to create my varience, for some reason flood fill dosent seem to work can canyone explain what the issue might be. also it seems like tile safe rotation in safe transform based on true or false can effect the outcome any idea why that is? thanks again peeps for all your help.
Basically I have a grayscale switch with multiple shapes the user could input, but I'm trying to find a way for the user to input their own shapes as well.Basically something like the SVG node, but the user could import their own in substance painter.
Before the end of the month, we just have time to squeeze in the March edition of the Substance 3D Community Digest! Substance 3D News The big news this month: GDC 2024 happened! And so we presented one of our world-renowned Substance Days! The big news: Our Blender plugin 2.0 update which was released recently, bringing in refactored plugin architecture, improved stability and overall performance improvement, new image formats to export textures, bit depth selection for each map type, Substance Engine selection support (defaulting to GPU), and much more. In Substance 3D Painter, some news for our spring release: Access Substance 3D Assets directly within Painter. Also, a preview of our new Text Resource, to add lettering to your surfaces. In Substance 3D Sampler: Text to texture powered by Adobe Firefly – provide a text prompt, and receive a selection of modifiable textures. This is available today in the Beta panel of CC Desktop! &nbs
I have no graph templates available when I click the add new graph template button. I saw another post about this issue on a different version, and I looked for the folder that should contain these templates. But no such folder appears to exist. Help please. I can't properly follow along on any tutorials without this. I am running the latest version of designer on a Mac.
Hi Team,I am having trouble publishing my graph to .sbsarBasically, it's greyed out, and I'm not sure whether there are any incorrect steps or actions.Please assist me with this.
Hello,I wanted to dive again in some automation, updating old tools I have created with SAT. As I have no longer access to them, I must manage to get the equivalent with only SD executables.I used sbsmutator to get a list of presets and outputs for each graph I fed into my pipeline. Does anybody know a way for me to get the same result without it ? I would prefer a non-python solution, as my pipeline is with only shell scripting, but any clue would be appreciated.
anyone know what might be causing this, i would guess its the noraml or height, but i dont see any of the wavyness in the maps.
I'm new to Substance Designer - is it possible to build a texture that follows the contour of the surface it's applied to, such as the plywood edge on this chair?
Hello, I'm searching for a method to capture an image from a top-down perspective of a 3D rendered material. This can be done on any canvas with a 256x256 size or similar. The goal is to avoid the lengthy process of rendering in Blender, Painter, zooming the camera at an angle, cropping a portion of the image, etc., especially when dealing with a large number of images. I simply want to create a top-down view of the 3D rendering with my specified canvas. Please note that I'm referring to 3D rendering, not the 2D substance rendering, which doesn't resemble the final product closely. Currently, I'm using Photoshop to import my material onto a flat layer. While it's nice to have control over displacement and lighting, it's quite buggy when it comes to retaining displacement and lighting values upon saving and reopening the PSD, even with saved presets. Additionally, working with lower resolutions, such as 128x128, and setting the material quality to something like Ultra res
March 2024 has brought another edition of the Game Developers Conference, the premier event of the gaming industry. The Adobe Substance 3D team presented Substance Days at GDC, and we were once again delighted to be able to meet so many of our 3D community in person, in San Francisco. Big announcements during our keynote presentation this year included: Substance Connector debuted at GDC this year. Take a photo of any surface; convert this photo to a modifiable 3D material in Substance 3D Sampler – and now, thanks to Substance Connector, send this material directly to Unreal Engine 5. Materials appear in UE5 in real time; they’ll load in your UE5 project, and can be modified there, right away. Available for UE5 right now, it will also boost artist workflows incorporating Blender, Maya, 3ds Max, and Unity in the near future. Wes McDermott discusses Substance 3D developments in our keynote presentation. On this theme of connectivity, we also a
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