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Im sorry but after upgrading to 15.0 I am super confused? When I rotate my camera in the renderer I get this effect and I can't seem to get tesselation factor to work (yes, I know it got moved...) despite playing with the settings like before nothing updates. I am following a designer tutorial verbatim and their renderer looks completely different than mine, and I have followed this same tutorial on previous versions of Designer and it looked 1;1. Is it bugged? I never had this ugly render issue before the new designer update. I dont know if there is something I am missing but I can't be the only one struggling with this. Any guidance is appreciation, maybe I am making a dumb error lol
Hi,Whenever i change scene or renderer in Designer the app just crashes. I've tried a bunch of stuff such as reinstalling Designer, GPU drivers, fiddling with a bunch of the settings within Designer to no avail.Aside from that, it works fine - i can make as complex a texture as I like and open and close different files without issues. But turning a cube into a cylinder is crossing the line.Specs:LaptopGPU: 4080 CPU: Ryzen 9 7945HX32GB RAM
Hello, folks.I want to dilate a pattern gradually using Bevel Smooth's Dilation and getting lots of artifacts. Have a couple worakarounds (more like hacks really), but would still like to know if that's intended behavior or am I doing it wrong. Attaching mask and source maps so you can test it out. Distance is Gradient Linear 1.
HelloDoes Substance Designer work correctly with open meshes?Are there specific procedures for using open meshes?Thank you
Hey all, I have a creature coming out of the sea and i want to make a running water drop/streaks shader to add to my displacement to give it that feel of water run off. I found this from many years ago but am not sure how to make it. Has anyone any tips or pointers on how to build such a setup? https://www.youtube.com/shorts/RYaVlfPv8VU
I recently watched this presentation https://www.youtube.com/watch?v=DEuYcOWNV2k&t=1895s, but I can't figure out what exactly the node chain is used in this example to achieve such realistic corner damage? I would really appreciate any help.
I.e what input would work. what atomic nodes? Blur for example? or distance ? pixel processor? Is there any templates or presets for photoshop?So far I fugured out it works on powerx 2 format and acept RGB layer luminosity as grayscale input. what about using separate channels , like R as greayscale and GB as 2d vector and A as a slope ? I seems can't find any info and sometimes it looks like working just fine. As a nice live filter. Other time doesn't work at all.
This is a scanned grayscale image of leather grain. How can I use Substance Designer to create such realistic and natural creases.
Just a quick mention that the Substance team's own Technical Artist Louise Melin has just posted a superb breakdown of her stylized Project Lepidora that we’ve used for the splash screen of the latest release of Substance 3D Designer. You can find Project Lepidora on Louise’s Artstation page. Louise has made her project files downloadable, as well as providing a walkthrough of her process – and even drawn up simplified illustrations of each different section of the node graph, to help you really get to grips with the reasoning behind each choice. So, go ahead and download the material, play around with node parameters, and see what you can take away.
Description:Currently, the Substance 3D Painter JavaScript (and Python) APIs provide access to layer stack data such as creating, renaming, moving, hiding, and selecting layers and groups. However, there is no exposed function to control the UI expand/collapse state (the chevrons) of groups (folders) in the Layer Stack.Steps to Reproduce Limitation:Open a project with multiple groups/folders in the Layer Stack.Use the JavaScript API (alg.layerstack, alg.texturesets, mapexport.documentStructure, etc.) to iterate and manipulate layers.Attempt to programmatically expand or collapse groups → no API is available to do this.Why this is important:In projects with many nested groups, manually expanding/collapsing them is time-consuming.Plugin developers could create useful tools to quickly expand or collapse all groups within a selected texture set, helping artists manage complex stacks.Improves usability and productivity by reducing repetitive manual UI interactions.Similar to how APIs allow
I've spent more time than I anticipated.. After creating my LED board generator (which is much more complex than this simple problem) I though this would be a piece of cake... but alas.. In the end I want the bounding box of an arbitrary shape (whole shape, if the image got two disjoint shapes, then the total bounding box)So naturally the easiest (not the most efficeint I presume) way I could think was, Scan the input from all four sides and stop at the first pixel encounter.. But I just couldn't.. from any one side. Attaching my failed attempts along with an SS for better explanation.
Hello, A new glossary is now available in Designer's documentation. It lists specific words used in Designer's interface, as well as relevant concepts. Glossary Feel free to suggest additions to this glossary. A link to it is added in this forum's list of useful links under 'Guides', on the right side of the page. We hope it is useful to all of you, beginners and experienced users alike. Happy learning!
For the 15th anniversary of the launch of Substance Designer, the Substance team has dug deep into the story behind the software, exploring its journey from academic research to the award-winning procedural powerhouse driving games, film, and design all around the world. Discover The Story of Substance Designer right here!
Hi How can I make this plastic polished by cleaning as shown in the image?Would it be those circles that follow the incidence of light when it moves? Thanks
hello In Blender there is a node to randomize any parameter of a procedural texture when we have two or more objects with the same material.example in the attached image filefor example: having different positions of the procedural texture on two or more objects with the same material, varying the appearance of one object in relation to the other. How can I do this in Substance Designer?loading a .fbx file with two objects with the same material?randomizing or changing the position of the procedural maps in each object with the same material? thanks
as you can see here, this height map has artifacts as if it was an 8 bit map, but this 32bit float. Also did all the correct settings in blender such as setting OpenEXR, Standard View Transform and not Agx. also set export to be 32-bit float, and rendering in orthographic view. Is there any way to fix this?
im using shape nodes to drive height on a PBR material, and when i use anything other than a straight linear gradient, i get a pixel border edge. This seems to occure when i use a Transform2D and offset a shape off the canvas.
Hi. I wrote a simple script for sbsrender "C:\Program Files\Adobe\Adobe Substance 3D Designer\sbsrender.exe" render ^ --input "F:\SD_Test.sbsar" ^ --output-path "F:\TestPath" ^ --set-value "$outputsize@11,11" ^ --output-format png And it outputs 256x256 textures even though the output nodes are 2048. I tried everything. Is it possible it's locked to 256 without the enterprise license?
Hi everyone,I’m trying to reproduce a word-based pattern similar to the attached reference. Each word has been saved as an individual .png (2048px square exported from Illustrator) and imported into Designer.I started experimenting with Tile Sampler, but I can’t manage to align the words properly without unwanted overlaps. I also tried using what I know about Flood Fill, but I still don’t get the result I want.My questions are:Can Substance Designer realistically be used to create this type of layout (words aligned into a structured block without overlaps)?If yes, which nodes or workflows could help me achieve this? Even just a hint or direction would be really helpful. Thanks in advanceThanks in advance for any guidance!
I'm trying to get Substance 3D Automation ToolKit with no luck.I already understood that it used to sit under Developer Console -> Packages -> Tools according to this discussion, after digging all over the place, I've deduced that there's no 'Packages' option.Trying to use pysbs according to the beginner guide also yielded no results.I tried to install pysbs according to the guide, and by using homebrew and got a whl file that after installing it provided only info folder, with no data folder.In addition, any attempt to change the <version> in the whl path according to the versions in the release notes has failed.Any help would be highly appreciated.
Hi, I have enterprise license of the Adobe creative suite, including Substance 3D designer. But after installing the Substance 3D designer, I cannot find Substance 3D Automation ToolKit. Any idea how I can install it? Further, I cannot find "sbsmutator.exe" either, and is it also part of Substance 3D Automation ToolKit? Thanks a lot for your assistance and help,andLooking forward to your reply!
Hello How should we proceed with using displacement when exporting from Substance Designer to Blender? My question is regarding mesh subdivision in Blender?How should we handle the mesh that used tessellation in SD when exporting to Blender? Thanks
Hi there, I've been using substance designer to help me with distributing patterns with gradients to be used in an application that animates based on RGBA values. It's been helpful, but the default flood fill mapper node doesn't seem to have options to change pixel filtering. As the animation is based on the RGBA values of my final texture, the filtering causes artifacts that are out of time. I would like to have a flood fill mapper with nearest filtering. I think that I see where in the pixel processor functions for the mapper I might be able to edit this in; however, I'm somewhat new to designer and I haven't been able to find a way to easily create an editable copy of the flood fill mapper. If anyone has any ideas for how to correct my filtering or go about editing the existing function, I'd very much appreciate it 🙂 The filtering present from the mapper node:Resulting artifacts in final application:
My 3d view in substance designer is completely black, due to the missing default state file in the project settings. does anybody know how to fix this? I tried uninstalling, but that didnt work.
Here is a Embroidery Generator I made in Designer and showcasing in Painter, hope you like it.I showcase more on this project on my ARTSTATION page : https://www.artstation.com/bbgzla
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