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I am trying to do a procedural model where the mesh deforms a bit when necessary . Without re-doing textures. Like in this example. Certain texture space squeezing to the right is expected because I want the center point keep it's coordinate in texture. But how can I make top and bottom triangles keep it straight? I appreciate any idea how can it be compensated for alredy built texture ? I can pre-bake each triangle having its own vertex color . It's sort of automatic in Blender and use colorID it as a mask plus distorted UV exr as distortion vector but what's next?
物質デザイナーできらめく線で構成されたパターンを作りたいのですが、どのノードを使えばいいのかわかりません。少し大きめで、風の模様のような模様感がありながら、線で構成された模様を思い描いています。画像や動画でお見せいただければ幸いです。画像を添付しました。
Nearest vs bilinear and repeat vs non repeat ?Or only way is having 4 samplers and switching between them with if else ?
I'm trying to figure out a method to create this tile pattern I understand that a lot of people manually create the shapes that make up the tile but is there a way that I can upload a file of the shapes and substance designer automatically recognize them/give the option to color the shapes?I was thinking that I could image trace 1 part of this pattern in adobe illustrator and upload it to substance designer as a vector but I'm not sure how to do that. From there, I'm assuming I could just use the transform node for the other 3 parts since they're just reflections of each other.The ulimate goal is to be able to expose the proper parameters and replace the input image according to whatever tile pattern I'm trying to recreate.I hope that makes sense. Any help is appreciated, thank you.
Hello, Im pretty new to susbtance designer. I was following a tutorial to create two fabrics, one in top of the other one by being masked by a black and white image. It seems everything looks correct, and the image that I imported from google works just fine as a test, but when I imported a black and white image that I was trying to use as my actual pattern, it just didnt work, and the connection appear in red .Im attaching the setup of the work, and the two images that I was testing. thank you!
Hey guys, Is there a way in designer to generate a mask by slope angles of the terrain height map? Here's the height map I have: Can I generate a mask in areas that have angles let's say from 0 to 20degrees? Just for a reference here's how it should look like: Thank you very much!
Hi All, I have exported textureres (two Textures Sets) from Painter that I am blending together in Designer. I have an issue, that the luminances/brightness of my Base Color Map. After the Material Blend node, it appears darker (all other maps are fine). I have tried all blending modes for the Base Color with no success. Both Base Color maps are exported from Painter with the same settings. I have Inputs for all maps connected to a Material Blend, only the Normals maps are first combined using the Normal Combine node. I would really appreciate any help and suggestions. Many thanks
Hi there, I want to export UDIM sequence from the Substance Designer output node. I work with imported geometry, and I can link my resources as a UDIM sequence. I can apply it on a graph but can't export UDIM sequence from my output node. I can batch export output as bitmaps for each UV Tile from the resource folder but not from the main graph, where all the output nodes are being stored. Could anybody help me to understand this? Thank you! Cheers! Jarka
For example in shape splatter I have scattered things sort of sampling the background and residing on top of it . In "Scatter on spline" all the things are laying on a plane. I tried both "spline height multiplier" with "spline sample height" node before and "heigh input multiplier" but both just send things beneath the backround. Not that I couldn't do it separatly with black background in "scatter on spline" node but still wonder am I missing something and there is an option to do it in the node alredy?
I tried to publish sbsar file but error is happen...ㅜㅜㅜ I searching for this but there is nii hint for resolution.. Error:[WARNING][Cooker]Can't find subgraph:Subgraph Url: pkg:///hbao?dependency=1297162667From Graph: pkg:///Substance_graph?dependency=1489676287 [2][ERROR][SBSCooker]Can't find subgraph:Subgraph Url: pkg:///hbao?dependency=1297162667From Graph: pkg:///Substance_graph?dependency=1489676287[ERROR][SBSCooker]Cooking fail [Error 13]v
Can I use adobe products to create 3D dynamic wallpapers for smart phones desktop and tablets? if so what adobe programs?
hello How do I make Substance Designer recognize multiple objects imported with a single .fbx file to make variations in textures? as in the attached image: thanks
hello I have an object that I didn't apply bevel to the modeling, it has sharp edges.How can I create a bevel using the procedural texture in substance designer?thanks
hi, you know when we drag out a new connection from a node, the node list pops-up. and in this list the nodes available are specific to the node connected to the connection we just created? well i was wondering if this information is available? i would like to work on a plugin that utilises this information.regards,phil
helloHow can I know the maximum resolution I can use in Substance Designer in relation to my computer? Do you have any calculations?regarding triangulation:When we open a mesh in Substance Designer, triangulation occurs.How can I speed up this process?Can I do something in the modeling in Blender to speed up this step? thank you very much
Hello! I’ve been trying to troubleshoot an issue and I was hoping for some suggestions to try and fix this issue. I built a package that accomplishes several QoL functions. Inside the package/graph it functions perfectly. When linked to any other graph, including its duplicate, quality loss causes several functions to cease working. Pictures included show some examples of this loss comparing outputs in original graph and to linked results. Top two are the results after being linked while bottom two are the original results. The section I have for scanning dark values via histogram scans tends to be dropped after being linked- and the section I have that introduces samples of colored noise tends to blur towards singular color values.The graph uses only atomic nodes, heavily reliant on scans and blends. I’ve tried changing the graph properties output format and resolution to absolute, adding transform nodes after inputs to inherit parent properties, and upping bit depth to double the gra
I want to somehow expose an Input Value Node in my graph (so it can be adjusted by the user) that's currently driving the scale values of two shape nodes, but I can't find an "expose as new graph input" button on the Input Value Node. I'm a SD newbie who just learned about input values and I'm eager to use them!
helloIs there a resource or plugin in Substance designer to have a procedural Gradient Noise, like in photoshop in the image below? thanks
the cottage is mostly done in substance desinger, displaced in blender and finished in unreal engine
hello Can anyone explain to me how to use this link resource? [Link removed] I already managed to put it in the library and on the chart.but the Color Pick never appears in its parameters. Do you have any secrets? thanks
Can I use textures exported by Substance Player for my business for free?
I want to control Visible if based on the output of the Value Processor.Is there any way to achieve this?Is this possible using python?
Recently i made a simple ambient occlusion switching graph, so that i can choose whether i want to use HBAO or RTAO with a simple press of a button instead reconnecting nodes. What is not clear to me is how the final cost of a switching node is calculated.For the switching to work do substance need both HBAO and RTAO to be calculated? Because if i open the graph and recalculate it then it shows both the HBAO and RTAO timings, thus you could deduce that it actually needs both to be ready when needed. *1st attachment shows thisBut if i would instantiate this graph into another and use it that way, choose HBAO for the ambient occlusion, then in that instantiated form the timings indicate that only HBAO got calculated in the end. *2nd attachment shows thisHow does Substance Designer handle computation costs for nodes when using a switch node to toggle between computation paths? Is computation only performed for the active path, bypassing inactive paths?Or does it only calculate t
Hi, what's my best option for producing a higher quality version of the distance node's output? I need something that oversamples the boundary between black and white.I'm trying to create a signed distance field texture in substance designer from a threshold black and white mask generated from noise. Using the distance node and some blending, I can get something that is pretty close to what I need, but the issue is that the distance node doesn't have the capability to oversample along the boundary between black and white, and thus, it produces pixel artifacts. To illustrate the problem, here are three images.Black and white mask:Signed distance field remapped from [-1,1] to [0,1]SDF visualized by normal In the last image you can clearly see the problem with this approach. The boundary between black and white doesn't contain enough information, and so the distance node produces streaking artifacts. Simply increasing the resolution alleviates the problem somewhat, but it never truly
Hello Substance 3d Community.First of all, I would like to say I am very new to using SD and my learning has largely relied on YouTube tutorials and anything else I could find online so please bear with my lack of knowledge.I have a material which makes use of a number of alphas that I can choose between via a multi switch node. These alphas are used to create normal, specular, glossiness and diffuse with various nodes editing them in-between. I attempted adding another output node where I'm outputting the results of the edited alpha as-is, but after export, it's impossible to drag the material to the alpha input in painter.I worked around this by creating a separate package, including my alphas and relevant nodes and exporting said graph with unspecified type so I can import it as alpha in painter. This means I need to match the settings of both alpha and material however and is simply a hassle.So my question is: Is it possible to somehow include an alpha/brush in the material export?
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