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I'm using the tile sampler node to create the tiles; although, I would like to fill the shape in red whether that is one single large tile or two smaller tiles. I'd like to know numerous methods to which to accomblish this, if numerous methods exist ?
Hello everyone,I tried to create a material in Substance Designer for used it in Substance Painter, with a lot of exposed parameters. In the preview interface of Designer everything is ok, but in Painter some parameters are missing, specially the recent exposed parameters.Is it possible that it's come from the abusive number of exposed parameters in my material ?Regards,Lucille
I am working on a Python-based Exporter that will interface with our Version Control software and Content Management systems to Check Out, Add, and Configure Textures output by a Graph.I have been able to get some rudimentary support for this working by adapting the code found here:export modulesd.tools.export.exportSDGraphOutputs(aSDGraph, aOutputDir='', aFileExt='png')Export the textures of the output node of the specified sSDGraph :param aSDGraph: The graph that contains the outputs to export :param aOutputDir: The output directory used to save the output’s images :return: True if succeed else FalseHowever, this code doesn't seem to use the information defined in the Export Outputs... options.Is it possible for me to Query the Destination, Pattern, Output State and Exported Color Space parameters with the Python API?Thanks.
Whenever i try to use the filter (dependencies) from any material taken from substance library and use it in my material.Iam Unable to export sbsar file or the exported sbsar file is empty doesnt have any information.While exporting .sbsar iam getting this warning below One or More Package Dependencies Are Not Saved.I Dont have any errors in dependency manager as well. Can someone help me with this.
how do I get the computation time to display at the bottom of the nodes?
I am trying to get a custom font into Substance 3D Painter so I launch Designer to create a custom one. However, when I look for the font in the font dropdown it isn't there. Any help?
Hi, I recently posted to the Painter community about a question I had with glass and how the material under it can be seen through glass. (Solved: Re: Material under glass in Painter - Adobe Support Community - 12617183). I want to create a material which is a combination of glass and metal. the top layer is glass and the bottom layer is metal. Looking at it directly, the glass is a see through and the metal underneath the glass can be seen. This is my aim. I am not able to achieve this as the opacity is decreased, the material underneath is not visible, as shown in img: op decreased. I have included a refernce to show what I am trying to achieve as shown in AIM. The center region of the table in which the glass overlaps the wooden base. This is what I am trying to achive as a material.
Hi all,I have been using the normal to height HQ node for a little while now with great results. I recently dove into the node via ctrl + E and into the Pixel Processor down to the math nodes themselves. I was wondering if this is possible to edit and play around with the nodes at this level? It seems to be in read-only mode and I cannot seem to change it. Just curious as I would like to find out more about how the node works. Thanks.
How can I get a bunch of different size circles packed together closely (but not touching)?Something like this (which was created manually elsewhere):
Hello, in this tutorial https://www.youtube.com/watch?v=Ggoy8G90oDI it is shown how to use while loop to make a blur effect in Pixel Processor. Parts of the nodes setup are clearly seen but the upper part is not zoomed during the tutorial and is not easy to guess. Can we have that project available somewhere to download ? Thank you !
我从 .sbs 获得了图标,但我找不到来自 .sbsar 的功能。
HelloWe mainly use sampler to generate maps that will be used in Twinmotion.We have selected a surface in the Substance resources whose name is "Larch Wood Parquet Bond"We have noticed that for this specific surface there is a bug: the normal map (but also the Ao) does not correspond to the basecolor.This bug seems to come from the "parquet bond" filterWe loaded the .sbs and opened it in DesignerBut our skills on this software are very insufficient to understand exactly why the filter does not work correctly.(On the other hand, we have isolated the "larch" part of the .sbs and generated a .sbsar which does not present the problem of this match between the basecolor map and other maps (normal, AO, etc.)Can you tell me the best way to find help to understand the problem in the "parquet bond" filter?I thank you in advance
I don't understand why people are not talking about procedural material creation using Generative AI! It could open gates of infinite possibilities, what if we can create AI variation from nodes output or we can previsualise before even getting started in desinger. What do you guys think?
Hello, currently I want to have more then 20 outputs for my multi_switch_grayscale. I tried already a couple of things. I added more blend nodes, change the outputs to 20+ and higher.change the Visible if to 20+ But my multi switch doesn't change after 20, it stays on 20, even it has way more nodes connected.Did I forget something to change?
dave got another question when i select "inherit for parent" in an L16 it goes to L8 even tho the primary input is L16 why [Moderator note : Thread split from separate discussion on AO)
is uv only a projection a 3D model's surface to a 2D image for texture mapping or can i have for example, a number of uv mapping, like hey i have 2 uv's? is that possible and what that even means? 2 projections of the texture thanks in advance, dave 😄
1. what is this for, what i type in.2. how to use this. for what. are all the maps necessary? what if i dont include some? will the texture be incomplete? missing elements (height/oclusion/or i need all in order to create a texture?) whats a float4? .0000? there are some of my questions thanks for reading
differences? lol
Anyone knows why this shadows appear ??when i export the texture to blender the same thing happenspls help
How do I convert HDR maps to Sky Dome maps? I want to convert a 2048X1024 HDR texture to a 2048X2048 dome texture How can I meet this requirement?
can i use a bitmap for importing a texture/img to the graph? does it have other usages?
what is a noise generator?
i understand output, but i dont understand inputs yetwhy they do and why theres 3 types i can see one is for greyscale, other for color and other for int/number
for what would i need to define a random seed in a node, adds randomization?
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