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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
Can somebody post an instruction ? I did it before but now can't even find folder name in sbs text . Ctrl+F find nothing when i put folder name from there in the search. I assume the folder name "RENDER2" should be find-able in sbs file and replaceable to another one. But it returns nothing . How can it be possible ?I use Notepad+++ When I try to find by the filename iI get v="pkg:///Resources/Render_target_pass_Beauty?dependency=1431672173" . I am totaly lost now . Been able to do it just fine couple years agops. when I try to export7z anf replace bitmaps there it seems trying to collect all sbs files I ever had in my network . Takes forever .
Hello! I'm working on a material in Substance Designer and I'd like to test it efficiently in Painter. Publishing the .sbsar file to Painter is straightforward, but the process becomes cumbersome when I need to make adjustments. Currently, my workflow involves: Publishing the material in Designer.Importing the .sbsar file into Painter.Making adjustments in Designer.Deleting the old .sbsar from Painter.Repeating steps 1 and 2. This cycle is time-consuming, especially for minor tweaks. Ideally, I'd like a more streamlined workflow where changes made in Designer are reflected live in Painter, eliminating the need for constant republishing and re-importing. Is there a built-in functionality between Substance Designer and Painter that allows for this type of real-time connection?
I'm trying to use functions in the 2D transform node to allow users to rotate, uniformally scale and change horizontal vertical tiling of the opacity map. I have a value processor node connected to the 2D transform node that handles the rotation and scale. The 2D transform node's tiling mode is linked to an input paramter I've created. Everything works perfectly when I use my default parameters, but when I go to the preview tab the H & V Tiling input has no effect. The rest of the functions work as expected. Any help would be appreciated.
Hello, I've two issues I don't know how to solve. 1. I completed creating my marble material and when I plug the it into a base material node, in 3D view the cube is black and in 2D view is grey. (1st screenshot) However, if I plug the same material into each specific node output (roughness, normal, height), I can clearly see the material in 3D. I don't understand why. (2nd screenshot) 2. Now this marble material, I want to add it into a second graph and use it there, but it also comes out as grey. (3rd screenshot) [this happens even if I use the second method where I plug my material into each specific output] What am I doing wrong?
I'm creating a custom mask that is kind of like a variation on the UV Border Distance Generator. I have it workng how I want to with a sample in Designer, but I'm not extremely certain what I should make the input so it reads correctly. I have output set to mask so I believe that should work. Any ideas on what the input should be so that it references the UV maps? Or if anyone knows how the UV Border Generator was made in deisgner and can point me to that, that'd be great. Thanks!
大家好,例如,在图2中,如何制作“平均密度、随机位置、无重叠的点图”,我是新手,随机使用平铺采样器位置后,我不知道如何制作使它们不重叠。尊敬的社区专家,请教我,谢谢!
hello when using .sbsar files in blender and unreal engine:My .sbsar are immensely heavy with very large trees.any change in parameters the software stops for minutes.I heard that the size of the trees doesn’t influence anything.Is it possible to resolve this?both in Blender and Unreal with some specific configuration?all the .sbsar that I create have this problem.small or bigthey do not contain displacement channel thanks
What part of the amazing animated wood tile texture can be done in Designer? Can you array tiles over another mesh in Designer or export animatable textures? It seems to be showing something that Designer doesn't do; I hope I'm wrong.
When resizing the width of the Properties Panel, the content does not resize, and it goes off the screen. I would have to keep the width very large to be able to see the values on the far right (second screenshot).How can I change this?
HiI see a post about wood cuting material with substance material.Lost in the Parametric Woods (adobe.com)I go to substance sources, How can I know material can be used to create wood end-grain? I intent to use oak and pine in design furniture. wood end-grain is important. ThankTravis
I will not discuss the lack of local documentation in this topic, but will talk about the online version. Most likely, the problems described below are also present in other Adobe reference guides, but I am primarily interested in Substance Designer.1. Very cumbersome filling of documentation pages. Instead of focusing only on the reference guide, you put literally the entire Adobe site in it, including headers and footers, unnecessary sidebars, and so on, which only makes it heavier and obstructs the viewing of the documentation. I also looked at the code of the documentation pages and was filled with horror: who could have come up with this, there is so much unnecessary stuff there that you can safely cut each page by 90%, leaving only the documentation text and the necessary images.2. Your documentation developers probably don’t know what “frames” are, because for some reason they duplicate the same table of contents on each page, although this could have been done in separate files
Hi! Is there a way to scale the UI? It's very difficult to see anything on my 4k monitor. Thanks. (this is what I see)
Hello, Is there a way to save my UI layout? Thanks.
Hello, Why can't I have two instances of Designer open at the same time?
hello I have here a .sbs file with several graphs of various objects imported by .fbx .Is there a way to render all the outputs of several graphics that are in the same .sbs file at the same time?can be plugin or external software another question :How can I give names to the maps exported in the outputs in this order:the mesh name, its material names, texture names and suffixesexample:mesh_material_normal thanks
Hello, I have searched the Substance 3D Designer form but [perhaps secondary to my less than stellar search skills - and thus if this is a redundant topic post I apologize. ] I have not been able to find a discussion on creating gemstone, diamond, pearl and precious metal materials. Thus, if one [ or more disscussions,; perhaps topic specific, already exists, could you please kindly direct me as to where this discussion [s] reside. Thank you. Appreciated.If, if my chance, however, one [ some of these disscussion topics] do not already exist, then perhaps this is an opportunity to start one [ given interest in thesesmatter].Thank you,Andrewp.s. I have found some pretty applicable already made materials but the goal is to be ale to create one's own materials based on quite exacting and specific ways that the resultant materials would be used.
12.3.0 build 6140 commit 1fc36e80 Release (2022-09-29)(plz ignore if it's solved in the newer versions) Some nodes's output format (bit depth) is not working.The reason I need to constrain the values from 16 to 8 bit is to build a logic which is easier to deal when the pixel values are small.. It's a really cool thing. I wish I could share with the community but... the NDA 😥
helloIs it possible to place textures, rendered from outputs, inside a .fbx file in Substance Designer?to make it easier to open them in unreal.I've already tried .sbsar and found it very heavy, my textures have many nodes.thanks
Hi, I am trying to install MaterialX plugin to Substance 3D Designer to create Viewport shader for subtsance painter. Even after following the steps given in the link: https://share.substance3d.com/libraries/6111,the MaterialX Icon is not autogenerating while opening a new susbtance designer file.Intsallation is failling.
We are currently using the soon to be depreacted scripting API with the getGraphExportOptions callback but are starting to switch to the new Python API.But the only way I found to export is with the function sd.tools.export.exportSDGraphOutputs but this function seam to export all output in different files with the pattern $graph_$output instead of a single psd with all the output on different layers.How can we get the same output format with the Python API?
The Substance 3D team will be at GDC on March 18-22, at the Moscone Center in San Francisco. Our keynote presentation will take place on March 18; so will sessions including: The Art and Technology Behind Creating Characters for Baldur’s Gate 3, by Alena Dubrovina, Art Director at Larian Studios; The Environment Art Technology and Workflows of Alan Wake 2, by Miro Vesterinen and Benjamin Lindquist of Remedy Entertainment; and Tips & Tricks in Adobe Substance 3D Painter to Make Semi-realistic Textures, by 3D Character Artist Anna Beganskaya. March 18 is also the date of the famous Substance 3D afterparty: meet the teams who create the tools, and generally have an awesome time in a relaxed setting. You can register to attend the afterparty >>right here<<.
How to PDF convert to 3D module
Hi, I have 8K project and every time I export outputs using batch render (as it's more performance efficient) I get this super lowres renders even though I set resolution there to be 8K: I can get crisp renders only if I render from main "From Graph" window: I would render it From Graph of course but it's very often crashes as the project is quite big and I probably run out of memory fast which results in SD crashing. Is there a way to render my 8K outputs from Batch render window while still having all nodes being crisp? Thanks for any advice!
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