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Why do we pay for "all apps" only for Adobe to ask for a seperate plan for 3d software?Substance is an Adobe App is it not? How am I paying for "all apps" yet not getting all apps? This is false advertising on Adobes part and is just downright a shady business practice.
I am trying to persuade chatGPT to write me a python editor script that would split big sbs files into separate ones for each graph each own except those used inside other graphs of same sbs to be included only in those splitted sbs files that may need them. Chat informed me : In Substance Designer 14.1.2 (build 8986, April 2025)Neither the sd nor substance_designer Python API modules are available in the Python Editor, so scripting graph/package management is not possible. Could somebody comment please
Hello!Would the demo file "Pipesdemo.sbs" shown at the 0:52 mark of Lourise's Intro to Splines video available anywhere?https://youtu.be/QDcDc_g3RLM?si=FpKOMSD2TdBrEbDY&t=52I believe the closest is the Quick Tip #24: Cables and Pipes sbs, but I would be interested in digging in to the more complete example shown in the brief clip above!
I'm trying to create a pattern that uses a line of shapes that starts dense and then spaces out as the pattern goes along. I have created an example in Photoshop to depict what I mean. Any help would be grealy appricited. Thank you.
Hi all, I premise that we do not use substance in our workflow and I hope this post is aligned with community rules.If anyone is able to create the attached texture, please email us at [removed by moderator] specifying the asking price for creating a seamless texture (with associated normals, roughness, displacement, ao..) The texture we need to use it for wall wall covering, so we would need at least 6-8k resolution and approximate size of at least 3x3 mt. Thanks to all
Hello,First of all, I am new to Substance Designer. I have been trying to follow one of the tutorials and there is one step to create subgraphs from a bunch of selected nodes. I also included Input and Output nodes with default settings. After that, I simply dragged and dropped the subgraphs into the main graph. However, every time I open the file, each created Subgraph have an icon "i" in a circle with the following warning:Notes: Referenced by loaded data(s). There is no info about what it means, it neither reacts to LMB nor to RMB, although everything seems to be working. I don't even know if I should worry about it. I tried to search Documentation on Adobe website and found information on other warnings/errorsbut but there is nothing about Referenced by loaded data. I would be grateful for any explanation on that Thanks EDIT: As a side note, when I double click on any subgraph and open it, I can't see anything but black textur
I'm trying to get a blue and white checkerboard pattern on the lycra. I don't care what platform - Designer, Sampler, Painter - as long as I can create the checkerboard on lycra. Thanks.
Hello!The embroidery filter included with Substance Painter (and Sampler) is incredibly well-made and useful for many projects. I was wondering if the original SBS file used to create it is available anywhere? It would be really helpful to have access to it for learning purposes and to adapt it for specific use cases.If it’s already available and I’ve missed it, please let me know!Thanks so much!Margaritis
Or I need to do it on my own ? Like selecting a range of splines and slide an image stripe randomly on each of them? Any other spline nodes that may help?
Is that what this pop up mean?"Adobe Substance 3D DesignerWe apologize for any inconvenience this may cause. We would like to inform you that the support for MDL graphs will be deprecated in a future release of the software. It means you won’t be able to create, edit or read any MDL graphs. To continue working with them, you will have to use an earlier version of the application. We understand this may affect your usage and appreciate your understanding as we work to improve the product"Or just Designer won't be an MDL authoring tool?
Hey folks, I have two computers on which I actively run Designer (one work PC and one laptop for personal use). I've noticed that while working with larger graphs at 2k or higher, the 3D viewport updates, renders, and responds to changes in the graph noticeably faster than my laptop, despite the desktop having less VRAM and a comparable GPU to my laptop. I'll post the specific hardware down below for reference, but I'm curious why this ends up being the case. It's a bit of an annoyance to jump from working on one machine that feels like a smooth experience to another machine that feels noticeably more sluggish on a daily basis. My only guess is that the laptop is forced to clock the CPU or GPU at a lower speed to keep the temperatures in check, but beyond that, I've no clue. Desktop HardwareCPU - Ryzen 9 7950X 16C/32TGPU - GeForce RTX 4070 12GB VRAMRAM - 64GB Laptop Hardware (Razer Blade 16)CPU - i9 13950HXGPU - GeForce RTX 4090 Mobile 16GB VRAMRAM - 64GB @ 5200 MT/
Hey! Does anyone know how I could possibly make cracks that look like this? I've been trying to do it using a combination of the scratch generator and cracks 3, slope blur and directional warps. I'm struggling a lot and can't get an idea on how to make it. Thank you in advance!
Heyhey, guys! :] For a personal project, I am trying to replicate a european rose chafer's iridescent texture in UE5 as detailed and precisely as possible. I already got the entire logic for the iridescence and almost everything else set up in Unreal but there's one thing that's still missing - the proper micro surface texture. So far I am using just a texture with very small bumps that's blended with a swirly texture in the shader, and it works decently well but it's still not quite what I am looking for. So, here's what I want to replicate: The first 3 pictures show the dotted nature of the microsurface, while the last 2 show the swirly structure on a somewhat more macroscopic level. So I'm trying to create a somewhat regular array of dots that follows a swirly structure. If you were to replicate that pattern with the described features accurately for your job, what would your approach look like? I've had several thoughts about it but
I heard mention on a video that this was possible, but unsure where to start. Wondering if someone has some ideas?
How can I make sure the export size of a image in substance player is matching the input image size? I don't want to have to set the size manually as I need to batch process a bunch of input images. At the moment I only see the option to set the export size manually, but not per image. The graph in designer works how i'd expect, the output matches the input file size. Changing depending on input image size cheers
Hi there,does anbody know a resource where i can download a substance plugin for 3dsmax 2020.thanks
Hello, I'm trying to create a Pentelic (off-white) marble texture in Substance Designer. I've already made an attempt, and so far, it looks okay, except I'm having trouble getting the beige/gold veins (supposed to be very subtle) to appear correctly. I found and looked at the regular marble tutorial posted on these forums, but it seems a bit too complex for what I'm trying to do.My ultimate goal here is to submit it to the Unreal Marketplace so I can try to get the 6-month Painter subscription offer they and Adobe have going, but the cutoff is tomorrow, so I don't think I'll make it in time.Anyone got any ideas?
I starting 3d designer in steam there is no error massage out put.but substance 3d designer 2022 steam worked in opensuse leap 15.6.I am really have no idea.please help me.
Hello!Im trying to make twisted wires in substance designer, Ive gotten the twists well enough with spline nodes.I cant figure out how to add colors to the splines/wires, everything I've tried adds color uniformly and not per-spline. Might anyone know how to solve this? Thank you!I've attached a screenshot of my current setup
Hello, I am a biginner with Substance Designer and I would like to import a normal map that I created with another app into Sunstance Designer. So, I did "Import Ressource -> Bitmap" and my map is now available in my project, but I am not sure if I have something else to do, to "inform" Substance Designer that the image is a normal map...I asked to ChatGPT, who told me that a new dialog should appear after the importation, in which I should be able to specify that my image is a normal map thanks to a parametter "Usage : Normal map", but for me, this dialog doesn't appear... Even when I select my imported image, a parameter pane appear, but I don't see anything allowing me to set my image as a normal map... Could you help me, please? Thank you in advance!
Hi, How to make the cell size depend on the entered grayscale map ?
hello, i got a big issue.I buy the indie version of Substance, on steam.Unfortunately, i can't open any materials, they all got a kind of locker next to the SBS.I can create mine but that's it.It's really problematic cause i should do notations for my students, and can't work cause of that.What a shame...Any solutions please ?
Hello,I'm trying to setup an Integration for Shotgrid in the latest substance designerand it seems like some of the module are missing from PySide6 libraries or at obfuscated behind the _find_all_qt_modules call. I have also tried pointing the sys.path and the PYTHONPATH to a local install of pyside6, and tried pip installing Pyside6 using designers python interrupter. I'm wondering if there is a setting that can be used or a way to have Substance designer see a full install PySide6 so that maybe the sgtk core can see this install when creating its wrapper. Two of the major modules that seem to be missing in the current install are QtWebEngineWidgets and QtWebKit. The issue comes about where when Shotgrid is conforming GUIs to PySide6 it error on the import of these Libraries. so just wondering if there is a way to have these show up in designer or point to an install that has them.
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