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たとえば、矩形の画像データが読み込まれると、画像は正方形に変更されます。これを改善する方法があれば教えてください。
Hi,I am trying to do something very simple. I have 3 logos (imported them ) and trying to expose the parameters so i can switch them in CLO3d. Attached an image of the issue. When i bring the sbsar file , it appears as white, the expose parameters are there but it doesnt work. I also tried to expose the input number but didint work either.. Any idea where i am doing wrong? Thank you
Hi,How i can add an image when i publish an sbsar file? Attached an exampleThanks
We have just released a new version (13.0.2) to mainly solve a few bugs in the content introduced in the 13.0 version (splines) and bring some improvements in the Home Screen. We have also added a new system variable to access to the Physical Size in function graphs. Here is the full change log for this new release: Added: [Function graph] Add $getPhysicalSize system variable [Home Screen] Support opening SBS files by drag and drop [Content] Spline Mapper/Spline Flow Mapper : Add 'Non-Square Correction' parameter Fixes: [Home Screen] Do not display Home Screen when a file is sent from another software [Home Screen] Wrong status for Designer icon in the Windows toolbar [Content] Atlas Splitter: Description is incorrect [Content] Incorrect reference value in 'Linear to sRGB (luminance)' function [Content] Numbers display tool does not support non-square resolutions [Content] Point List: 'Point number' parameter has incorrect minimum value [Content] Shape Drop Shadow: Shadow can
I have a color ID mask, I'm using color to mask node to extract BnW masks from it, however the node doesn't seem to work with green color. Am I missing something? Is that an expected behavior? Couldn't find it in documentation.Nodes and settings:It works fine with red tho for example:Is there a way to extract the green text? My solution for this doesn't feel like it's a good one. I've recolored it all to red and masked by luminance. Color to mask cathes edges of other shapes tho, so I've had to blur them and run through a histogram scan
I am using Unity 2022.2.10 and imported the Substance 3D plugin. When I import an SBSAR file it always imports/generates textures as .tga format files. Is there a way to change format of the textures to PNG in the settings of the substance plugin for unity?
Hi guys,I wonder if any of you know how to get this kind of RGB gradient inside substance designer.thank youMax
Big issues, while trying to bake a 10x10 poly plane from Maya into Substance Deisnger. I know this a bit much for a Substance software, handleling 100 poly is hard. So I've imported a poly plane, that was conformed to my high poly, a wall (almost flat). But inside Designer, the window "Bake model information" do not show up, and no error message in the console nor the logs. The "proffesionnal" contact / support, do not "work" on the week-ends. So I try to find a response on this forum. But I'm not a big fan of this methode, because the community will do Adobe's job, for a software the user are paying for...
In Designer, I created a simple Grunge texture and want to use it as a texture (with exposed parameters ) in Substance Painter. In its texture category, my problem is that when I export the sbsar file, Substance Painter recognizes the package as the base material, but I want it to be added in the texture category (texture below) In previous versions of Substance Painter, we could manually use the category, but in newer versions, I can't change it manually.I'd appreciate it if you helped fix it.
I see Designer support huge list of bitmap formats but I have troubles to find a convenient one. I prefer to keep height in same image alpha. You never loses the height that way and it's easy to store and manage as RGBA since normals and roughness are totally derivative. But it seems only png format is working ok that way and it takes forever to export from Photoshop with extra trouble of applying alpha on a layer transparency.Is there a good alternative ? It seems doesn't read alphas in exr at all. Does something weird with Tiff like spoilng RGB /color part. PSD files work ok but take forever to read on Designer side and so on. Does anyone know a convenient way? I mean a file format in RGBA style to export from Photoshop and import in Designer?
Hi !I'm a 3D material creator.I want to take a real fabric and photograph it in 8 different directions under the same intensity of light (clockwise) and then extract the PBR maps in substance designer.I used the template provided by the software to extract the maps, and the results were amazing. I was able to see very fine details, but unfortunately I found a major flaw. (See attached image) I have gone through numerous node operations to fix this, but I have not been able to do so, and I have come to believe that this was intended and built in when the "multi angle to normal" node was designed. I would like to ask the developers on the forum for their opinion. As you can see in the attached screenshot, the top and bottom of the normal maps are inverted, is there any way to fix this?Best,Pat Kim
Hi,For example :graph.newNode("sbs::compositing::uniform")Creates a new uniform node in my Substance Designer graph, great. Besides uniform, which other ones can be created this way? I've been trying to find a function that returns the complete list of nodes. The closest one so far seems to be :node.getDefinition().getLabel())This returns Uniform Color And 2nd question, is it possible to spawn a graph from a sbrar imported resource?Thanks!
i have a problem with creating a smooth low poly texture in substance designer.plz see this below image : this is the texture i wanna create. but i cant do that.this is my texture in substance designer :as you can see, my texture color is totally flat. but in the target texture, we see that this texture is not flat. we can create such a texture in substance designer?my texture is flat and i wanna create a non flat low-poly texture
Hi all, i'm new to substance however have made many textures in the past through mroe trditional means, I was hoping to make this parametrically although i'm not sure where to start! any suggestions please as i need to make a large version of this to span a mesh and right now I don't have enough to work with. I've tried going down the route of Midjounrey however it starts to get lost in form. thankyou all
In substance 3d designer I have a square tile that needs to change colour from taking a sample of the colour of a disc shape beneath it that has a colour gradient across it. The point the colour sample shall be taken from shall be the centre of the square. The disc beneath it could be rotating beneath the sample point with the discs centre point offset from the centre of the square. The colour of the square needs to update at a max of 60 fps.
Hi, I just wanted to find out if there was a way to edit the default settings for the iray photoreal renderer rather than having to go in and alter the settings every time we load a package to work on.Also, is there any way to access/alter other options not available in the UI?
The image below is a musgrave noise map created by the Musgrave Texture node in Blender. I was wondering how would one recreate a musgrave texture (like the one in the image) in Substance Designer?
Hi, i recenly subscribed to Clo3D, what would be the ideal plan to subscribe to to download 3D fabrcics.Thansk Stevie
Hi there, When I import an sbsar material and apply to an object it is not showing the intended 3d mesh topology of it's normal or height map at the edges of the object in the scene. However when the same material is opened in Substance Painter it displays on the object as it should. Please see the following pics. Umar AR
The Flood Fill to position node gets the position of each tile but when using this node with the Flood Fill to Index node, how can I along with the value processor get the position of the tile then if the tile position changes, using the Flood Fill to Index get the new tile position ? Between the Shape Data Table and the Shape Data Table size, I don't know which would return the tile position before it changes so that this same tile position is recorded after it changes ? In other words, if you have twenty tiles; index 0-20 and tile 13,14,15,16 position tile changes I want to record this change and what is it's new tile position and tile index ?
We are trying to build a plugin for setting each node properties more convenience, for some reason we need to know that the user change the current selected node to other node. Need to be a callback function. We excepted to do this by Python, or any other possible method to achieve this, appreciate!
When changing the resolution, anisotropic noise changes, meaning the lines it creates all change colour like if one were to change the seed value on it. This is undesireable behaviour for my purposes. Is there any way to stop this from happening or is this just a hardcoded part of anisotropic noise? Here are some images in-case my description is insufficiant. The only difference between the two images is that one has a parent resolution of 2048 x 2048 and the other has a partent resolution of 4096 x 4096. But the lines are different colours, like I changed the seed value (but I did not change it). This is undesireable behavour and I would like to know if there is a way around the problem. Although now that I think about it, I could probably manually create the same effect. It would just take more time.
Hello!I'm combining Splines into a group and want to select a specific spline from that last node, but when I add the Spline Select node and change the index value, there's nothing. Is there something I need to activate in the indivudual splines that allows them to be seen in the Spline Select node? Also, will this also work if I connect the splines together (Connect start and end)?Thank you!
We have just released a new version (13.0.1) to mainly solve a few bugs in the content introduced in the 13.0 version (splines) and some fixes in the portal node feature. Here is the full change log for this new release: Added: [Content] Spline (Poly Quadratic), Point List: add name of points in the Preview output [Content] Spline Mapper: add a parameter to offset the cylinder profile center [DotNode] Sort the list of input portals alphabetically Fixes: [Content] Incorrect result in several Spline nodes when using uniform distribution [Content] Minor errors in Spline & Path nodes' tooltips [Content] Quad Transform on Path: p01 and p10 default values are switched [Content] Quad Transform: result is incorrect in a specific situation [Content] Spline Circle: 'Flip direction' result is incorrect when not using Uniform distribution [Content] Spline Circle: tangents are incorrect when adjusting the spiral and size parameters [Content] Spline Flow Mapper: black streaks in
I tried to recreate the blur from this tutorial https://youtu.be/Ggoy8G90oDI?t=300And see nothing. Could somebody show me what I did wrong in attached sbs Can I do something like slope blur with it? I think I understand the concept of loop but nothing I tried really working .
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