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Hi everyone, enjoying both designer and painter except for one issue at the moment. When I send a material from designer to painter, what's the best workflow? cause any tiling in painter (using UV scale) and the material seems to lose resolution quality which is understandable cause it's not tiling like in a shader. So what's the workflow to bring in a designer material, tile it to fit scale of model, do some manual painting and have high quality textures output from painter? Thanks much in advance!
Hey! How to repeat such a pattern?
Hey at work Im using substance Designer trough Creative Cloud Desktop app. Whenever it updates it revert to default templates and it deletes all custom templates I made. How to keep my templates
Hello all, I'm getting this issue when I launch Substance Designer where the UI wont load at all and remains invisible, the title bar and welcome screen do load. It seems to happen at random and there's times where it does load without issue. I can fix the problem by dragging the title title bar out of full screen and then the UI comes back but this always causes my layout to resize, which I have to realign each time. Any ideas?
I use the same substance graph in Unity and in Houdini. For some reason Houdini's Labs Substance Material node expects textures to be 16-bit while it's best to use 8-bit textures in Unity. Is there any way to automate the publishing of different SBSARs with different output formats? Currently I do it manually by setting the output format of the node before the Output nodes.
TDR Timeout and Recovery page for issues on Windows has a link "thipage" with instructions on how to fix the issue, but the link does not work. https://substance3d.adobe.com/documentation/sddoc/crash-when-rendering-graphs-215288194.html Can someone please post the instructions?
Is there a hotkey combination , Shift +something maybe?
is there a math approach , a function graph that could fix stretching and squeezing of an input image in Fx-map while using rotation. I see It's possible in transform node transform matrix of 4 values but I couldn't figure out how to do it with float2 in fx-mp 'pattern size'. is it possible at all?
I noticed a problem with Flood Fill to Gradient Node. Its Angle Variation parameter always was used by me to make gradient in every tile looks in different random direction. But in the newest version of SD it is just rotating all gradients in the same way. In fact, now it is no difference between using Angle or Angle Variation parameters.
Hi there, I'm attempting to open a new substance graph and the program keeps crashing. Am I doing something wrong?
Hello all, I'm unable to find any documentation or resources online on how to add custom environment maps in Substance Designer. There's a 2015 thread here, but the info there doesn't seem to match the current version of the app. Any help would be greatly appreciated!
Hello all, A new section is now available in Designer's documentation: Technical issues. This section covers common issues you may experience when using Substance 3D Designer. For each case, the symptom is described and recommended steps for troubleshooting are offered. Issues are grouped into impact categories, which currently are: Warnings and errors Application does not start Cannot create/load a project Crash when rendering graphs Parameters not working as expected Incorrect image output 3D View issues User interface issues Substance model graphs feature is missing These categories are available through a handy link in the Resources section of this forum on the right column, under the Common issues category. This section will be regularly expanded and updated with more common problems and solutions in order to provide a useful reference for you, with the hope of minimising downtime if the problem you encounter is known and easily fix
Hi All, Getting python recursion errors when trying to publish a relativly simple substance graph and it fails but generates the texture maps etc just fine. Tired to contact support but auto response said they were closed, so trying here to see if anyone else has had same issues while I start debugging it, can't see any other reported issues the same having a search about. [MSG][975][GPUInfo]Using GPU number 0: NVIDIA GeForce RTX 3090 [ERR][976][Python]Traceback (most recent call last): [ERR][977][Python] File "C:/Program Files/Adobe/Adobe Substance 3D Designer/resources/python\designer\appinterop\appinteropui.py", line 190, in __onActionTriggered [ERR][978][Python] [ERR][979][Python]self.__callback() [ERR][980][Python] File "C:/Program Files/Adobe/Adobe Substance 3D Designer/resources/python\designer\appinterop\appinteropui.py", line 481, in __onPublish [ERR][981][Python] [ERR][982][Python]pkg, publishParams, self.__uiMgr.getMainWindow()) [ERR][983]
Let's say for example I have folder with 100 images in it. I would like to perform some operation on those images in Designer and replace them (or save in another folder but with same filenames).Let's say I wanna blur every image and change it's levels. Is there a quick way way to perform these operations on all the images without manually connecting 100 input and output nodes and then renaming nodes, so the filename output will match? Blur and level values would be this same for every image. No need for variation here
Substance 3D Designer 11.3.2 has been released today. Here is the complete release notes of this bug fix version: Bug fixes [Substance models] Can't publish package that contains Substance models graphs [Substance models] Impossible to export a model graph in some specific cases [Substance models] Make parameters ranges more coherent [MDL] Crash when exporting MDLE file [MDL] Wrong .mdl file generated when a MDL graph contains Dot nodes connected to Exposed parameters [2D View] Optimize display of painting tools [Content] Inconsistent Output size parameter setup in template's source graphs [Properties] Labels of Soft/Hard ranges are wrong in the Property Panel for MDL and Substance models exposed nodes [Templates] Update default values of inputs in 'Sampler filter' template Features and Improvements: [Documentation] Update 'Iray' section
Looking for SBS modeling examples,is it possible to download procedural models from substance source?Im looking for 3d building set, like there is one in the substance source https://substance3d.adobe.com/assets/allassets/b5f8a504036dbd2b34a0b99cc5cd437988f9ef5f?q=building&u=buildingIs it possible to download procedural models from there or somewhere else? If not are there plans to expand it in the future?Where can I find the procedural modeling examples?
I want to make my own material blend and multi material blend nodes and would like a new preset become default one when I drop the nodes in graph pane. Is there a way to do so ?
Does anyone knows a full list of criteria necessary? Those 2 and 3 hotkeys work for default material nodes only but never work for my custom made ones .Whats the trick?
After the last update of the program in 3d view, the material stopped being displayed correctly, I can't understand what's the matter, please help me figure it out.Mac Os Big Sur Operating System
Hey everyone. So I'm exporting my sbsar to Unity but the normals have artifacts. What settings do I need to adjust in Unity 2021 URP to get them to look similar to Designer? I increased the resolution to 4096, but that didn't help. I also tried to change the compression as well with little avail. Any help would be appreciated. I'm also using the Substance Designer plugin/asset from the Unity store. Thanks!
Hi, Texture/Material Gurus.By the help of Substance Designer's Python Editor, I'm trying to draw/plot some complex sine waves such as "Squeeze Theorem / Sandwich Theorem" shown below:[squeeze theorem example]I'm trying to somehow use Matplotlib in SD's Pixel Processor to plot diverse functional graphs.But, a week-long intensive googling has failed to find a solution to import external or 3rd party Python libraries or api to Substance Designer. Its internal Python Editor keeps prompting error logs like this: [Numpy & Matplotlib are installed in the right directory. But, Substance Designer's Python Editor can't read\/recognize Numpy??] On my PC, I've installed all most every existing Python functional graph-drawing Libraries, such as Matplotlib, Numpy, Turtle, Tkinter, Sympy, Pysound, Graphviz, Plotly, etc. in the right directory/path recognizable for SD as a test.But, it seems like SD doesn't read or recognize those libraries, escpecially Numpy (which, I guess, the core library
Hi, following a breakdown on the topic, I've built a node tree to create these metallic tiles stacking on top of eachothers. My problem is that the entire thing only has one uniform color, while I want each tile to have a slightly different color, is there any way to achieve that?
Hey all, just starting out with Designer and I've run into an issue where any adjustments I make to the height displacement of my materials appear to either not be reflected in the 3D Viewport, or are very miniscule compared to the examples I'm following online. Examples:https://i.imgur.com/jWFHEfv.pnghttps://i.imgur.com/GUJCXTX.png Under the Materials tab: I've set Adobe Standard Material to "Tessellation + Displacement", the Height Scale is set to 1, and the Tessellation Factor is set to 16. I've also tried setting the Renderer to IRay but this doesn't appear to solve it. Any ideas as to why the height displacement is so minute for me? Thank you!
well I'm new to the designer and I decided to make a simple herringbone node, the idea is that the external "brick" has its dimensions changed by me to suit the pattern and it was working correctly with the brick I created for preview, I used a multi switch to choose between the "default" and a custom one but when I put the custom one it doesn't work right (follow the print, I use in a test graph the node created using the same brick of the preview, it is a ctrl+c ctrl+v than it's inside the node and it's still not working, I'm sending the node in case anyone wants to see it)
I'm trying to export a mesh made in Substance 3D designer as a Substance 3D model file. However, upon exporting, I get an error message.Here are the steps I'm taking and the error message I'm getting as a result: I create a mesh inside the new Substance model graph, and I have a node set as the 'root' of the graph. I go to export the mesh as a Substance 3d model file (by right-clicking the graph in the explorer tab, clicking export, save as Substance 3d model file) Then I get this error message: "Failed to export graph (Error: 'PreprocessFailed')" Anyone know what to do here?
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