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I have(had?) a permanent license for Substance Designer, Substance Painter, Substance Alchemist, etc. This permanet license was purchased just before the Adobe acquisition.I'm at a loss as to what happens with my legacy Substance products and how they'll continue to operate in the future. While I am aware there is the option to migrate to Adobe's ecosystem of products, my question regards this migration as another topic. I am only interested in keeping the permanet license and products I already own. I have an account with Adobe, of course. I have(had?) an account with Allegorithmic. Thank you so much for anyone willing to respond. You have my appreciation.
Like the graph shows above, I was expecting the output of the D_warp node to produce same width bricks with relatively same offset distance for each pixel, but as a result while the intensity went higher , those brick widths went more and more narrower. So what happens to those pixels in the upper part of the bricks?
https://store.substance3d.com/blog/your-smartphone-material-scanner We follow this above tutorial to take and convert 8 photos taken in 8 angles, then run the import and export with the preset sbs file. Now we want to automate the importing of the 8 photos and exporting to 3D file. I saw the Substance 3D Automation Toolkit and Substance Designer API. Which one is good for doing the job? Regards,Dick Chan
Hi everyone, I'm running Unity 2021.2.2f1 using HDRP and the latest Substance asset. I have a Substance with seperate diffuse, normal, metallic for my characters head and body. I labeled and identified each output accordingly (Head Diffuse, Head Normal, Body Diffuse, Body Normal, etc.). I create a sbsar file and import it into Unity. When I expand the Substance it creates a material, and 2 exported textures: Skin - mask and Skin - normal. How do I get it to create all the output textures? If I select the "S" and choose 'Gererate All Outputs', it does not label each output as I have identified above. How do I get the textures to export correctly with the appropiate naming? Also my character has two materials; Head and Body. Should I create another "Substance Graph" by hitting the + button when selecting the red "S" in Unity for my two materials, or just create materials in Unity and manually assign the exported textures? Thanks for your help.
Hello. So I am trying to create a docker container that utilizes the gpu.But when it goes through the sbsrender with the engine set to ogl3 it does not generate an output.It seems to boot up but that is about it.Here is the report it gives me: [INFO][SBSRender]Will load engine located at "/opt/Allegorithmic/Substance_Designer/plugins/engines/libsubstance_ogl3_blend.so.1". [INFO][SBSRender]Results from graph "pkg://XXXX" into package "/usr/local/lib/python3.9/dist-packages/XXXX/dem_height_upscaler.sbsar" : [ { "identifier": "XXXX", "outputs": [ ] } ] and here is what it looks like when using the cpu version: [INFO][SBSRender]Will load engine located at "/opt/Allegorithmic/Substance_Designer/plugins/engines/libsubstance_sse2_blend.so.1". [INFO][SBSRender]Results from graph "pkg://XXXX" into package "/usr/local/lib/python3.8/dist-packages/XXXX/dem_height_upscaler.sbsar" : [INFO][SBSRender]Results from graph "pkg://XXXX" into package "/usr/lo
Hello guys ! I'm fairly new to Substance Designer, it's been less than 2 months that I started using it. For one of my projects, I created a roughness map with a lot of dirtiness but I can't seem to find why it doesn't show up in Cycles. As you can see, it kind of show up in Look Dev, but it's just flat in Cycles. Does someone have have an idea how to correct that ? Thanks !
Hey guys. first post here.I am trying to use Substance Designer and I followed this tutorial.For some reason that for the love of me I can't figure out, my viewport refuses to look like it does in the tutorial. I followed every step directly but it just looks awful: If I zoom in on the 3D viewport, you'll see jagged edges and "low topology" in the viewport object. this is how it's supposed to look like: Needless to say, I googled it and tried many things before posting. PLEASE, if you know what causes this, please please please let me, know this is very frustrating.
I want to have a subsection of my MDL shader tile at a different rate from the rest of my Substance outputs. I have a version that works perfectly when I have the MDL graph open and choose to "Set as Material Definition in 3D View". However, the differently tiled portion of the shader is totally ignored if I output that same shader as a regular MDL file and use it as my material in the normal 3D View process. I've tried exposing the texture inputs (for use with a Sustance ouput) as well as just as a input where you can load a regular texture from the computer. Either way those inputs do not produce any change in the rendered results. I'm not sure why it would work perfectly from the graph, but not when using as an MDL file.
Hi guys. I am having trouble getting the same results from the Tile Sampler with the Tile Sampler Color. So the issue is the overlap. Since the Tile Sampler Color needs a custom alpha map (right?), i'm not able to getting proper overlaps.Blending mode in the grayscale version is Max, and in the color version it is Alpha Blend. Is there any clever way to get the exact same alpha map like the grayscale Tile Sampler uses? Would be so great to solve that, i'm spending days being stuck. 😉
I've been following various SD tutorials, including the official Adobe ones. The problem I'm having is that all of my textures look awful outside of Designer. When I export them to Blender, they just look horrifically flat. I have no idea what I'm doing wrong. Here's how it looks in SD: Here's how it looks in Blender: This is in Cycles, so I dread to think how bad it will look in Unity. Any idea what I'm doing wrong?
Hey everyone! I'm playing with Transformation node and I'm stuck. When I expose Offset (Float2, Transform Offset) it works until I change the rotation, With different rotation entry, my planes follow the rotation and Offset goes different direction, shape goes different direction. How can I make my offset follow the rotation entry direction?
What would be efficient way to export each Atlas Splitter generated shape as seprate png file?Thank You for any ideas
Hey hey . Im trying too do a transfer texture from mesh, on a mesh with differnt uvs across udims, however it seems like UDIMs are only working when made in designer and none of the udims Im importing are regestering a sequence Ive also tried baking , an AO bake with Udims made in designer onto the mesh, unsucsessfully.
Hello. So I am running the sbsrender command in command-line. First we only used the cpu and it produced a nice result but then we wanted to speed it up and use the gpu engine instead. And it was faster but the problem is that it gave a stepped result. cpu:gpu:It still looks like it does what it is supposed to do but it adds on these stepps as well.I have oppend this graph up and switched to both cpu engine and gpu engine and I can't reproduce this gpu result. It only happens when I am using the command line renderer.here is the command:sbsrender.exe render --no-report --input .../dem_height_upscaler_cliffs_slopebased.sbsar --input-graph dem_upscale --output-path .../GPUTest/ --output-name original_dem_{outputNodeName} --set-entry dem@...\original_dem.png --set-value dem_amplitude@5110.12 --set-value padding@11 --set-value strength@0.5 --set-value fillamount@0.0 --set-output-format dem@png --engine d3d11pc
My email is [Personal info removed by moderator] Please tell me what type Adobe account we have, please?
Good afternoon all, Sill learning the basics via tutorials and documentation, but i've not yet come across anything that explains why, inspite of a high tessalation value, HQ blur node on my shapes, hi-res plane object, I am still getting aliased edges in my 3D view. At this point is it simply as basic as the 3d viewport focuses a high quality preview on the part of the model closest to the virtual camera, and then lowers tesselation for the part of the object further back in space? I feel like in tutorials I don't see jagged edges in the material author's work, even in the building process. I've attached a shot of the settings I believe are most relevant, aware that I could be missing something major. I'd prefer not to add many hq blur nodes in my graphs if possible.
Hey guys,I am having difficulty getting my height map rendered properly. Ill tell you what steps I took. What I am trying to do is create a Dragon body in ZBrush, but the problem lies within (at least I think) Substance designer. 1. I made a simple cylinder in 3ds Max and added UV's to it. I stored this as "base_cylinder".2. I made a copy of the cylinder and gave it a shape with the Path modifier so it would have the shape of a dragon's body in terms of bends. I then saved this as "dragon_body". The UV's are not modified!3. I opened the "dragon_body" file in ZBrush and sculpted the scales on it. I then exported this as "dragon_body_model".4. I opened Substance Designer and linked my cylinder "base_cylinder". I then baked the "dragon_body_model" into it and generated a "height map" of 4096x4096.5. I applied the "height map" as a "Displacement map" in ZBrush to my "dragon_body". This was just a standard cylinder with some bends in it, but now, after applying the displacement map, it
Hello everybody, help needed! that's how i see same material on 2 different computersthis noise drives me crazy, is there any possibilaty to make it smooth like at secone picture? i see all materials with this noise(( it feels like viewport is too sharp
Hey all,I'm looking for a solution and help about the color function in my FX-map. I made a function in order to drive offset (screen) and another one for the rotation After that I needed to mask some pattern with a mask, so I added a tile sampler and made a condition:In this case I expected that where it sample white (from input image 1) pixel from the tile sampler it makes my "input image 0" black and keeps the other whites, but it doesn't.If someone can explain me what I'm missing I would be grateful Thx
I've created shape splatter node with Fx-Map however when I export it, the sbsar file doesnt work. I have a few presets but it messes them up as well. I dropped the sbs file node side by side with sbsar node and everything I do works on sbs node. It takes optional two grayscaleinputs and gives one output. I don't know how to move forward from this issue and looking for solutions.
Hello, We are trying to implement our own unittest within designer and are using the sample test runner that comes with Designer as a template. However, when running unittests, the results are logged as errors and are red even when the test technically passes. Is there a way to have the unittest output instead be logged as info when passing? Attached is the code ran and the console output. import designer runner = designer.TestRunner() runner.runAllTests()
When processing high resolution images from scanning will slow down Designer a lot, especially when I'm using 8K+ workflow. Is there a way to use proxy nodes for the source images or at a designated node, then later on switch these proxies back to full resolution?
Hello,I'm relatively new to substance designer and encountered an error when following a tutorial that I don't know how to fix. In the attached image you can see these weird wavy patterns that almost look like a "topography map". I tried blurring out the map and instead new topography-like lines show instead of just blurring out the lines. My substance material is already in 4k resolution and the preview in marmoset which is where this picture was taken already has a level 5 subdivision at 24 million polys so I'm not sure what the issue is here. I didn't know what to look up on google to fix this issue, I tried a couple searches but couldn't find anything related to my issue.Any help would be greatly appreciated, thanks.
I do scroll saw work and want to create my own designs such as the chess piece attached. Want to do animals and other artwork as well. Can this be done using Adobes 3d? And then where do I go to learn how? I'm obviously new to this. Thank you
Hey all. I'm following one of the official designer tutorials and I'm having some inconsistent results. For example, when I use the alpha merge with a color and my greyscale arrow, only the solid colour shows up in the 2D viewport. In the tutorial, the arrow shows up. Any idea what I'm doing wrong? Here's a screenshot to illustrate the issue. Any help is appreciated.
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