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Hey peeps i am struggling trying to get the shapes of these materials any and all help would be appreciated, I tried using the random 2 and random grayscale nodes to get the shapes but there just dont off set in the right way to get a lot of varience , too many verticale lines and it looks off here is a close reference and far reference of the 2 materials
I am creating a filter for SubstancePainter.This filter applies a gradient to each stroke of paint.The strokes are broken apart with Flood Fill, and the gradient is applied with Flood Fill to Gradient, but the strokes across the UVs are separate parts.I tried a Position bake texture, but I could not get rid of the joints.Is there a better way to do this?
A new update, Designer 14.1.0, has been released today to enhance your daily use of the tool and also introduces a few additions to the Spline and Path node set. The most noticeable node is the Scatter Splines on Splines node, which distributes splines along a parent spline, offering options similar to those of a regular scatter node. In terms of your experience in Designer, you'll benefit from new alignment tools to maintain a clean and readable graph, the copy/paste parameters feature to carry over parameters from one node to another, the color sampler tool in the 2D view to pin a specific pixel and track its value across multiple nodes, and several improvements to the search toolbar. Take a look at the release notes for this latest version of Designer to learn more.
Currently I see nothing like in game when set material roughness in Designer. That "panorama" default background HDRI produces so dull highlight spot for the sun being only 16 degree high I wonder how anyone could call it Phisycally based. I know we could check in iRay to get more adequate look but why we couldn't just have same "ultra" settings like in PAinter. I constantly do darker roughnes than necessary due to so dull preview in 3d pane.
Hello, How do I go about exporting through scripting while being able to control export settings and what output nodes get exported? sd.tools.export.exportSDGraphOutputs This function is not adequate. I'm unclear on how to disable certain nodes of import and export. This function doesn't seem to help: current_graph.setOutputNode(o, False) How come exportSDGraphOutputs doesn't set the names of the exported textures correctly? It just labels them "{graphname}_output_0.png, {graphname}_output_1.png, etc".How do I configure exporting through a python script similar to how the "Export outputs" window lets you when you right click on a graph and select "Export outputs as bitmaps".Essentially, I'd like a one button export script that lets me specify:Filename per output textureColorspace per textureResolution per textureWhat output nodes are exportedFiletypeCheers
I'm trying to transform a shape without tiling it. I tried using a Transformation 2D node, but, the node tiles the shape. The node has a 'Tiling Mode' field, but it is disabled and I can't find any way of enabling it. I tried changing different fields on the node, tried different types of inputs, even restarted Substance Designer. So this is either a really weird bug, or I need to set something up differently. The field does not have any sort of tooltip that explains why it's disabled. So I have no idea whats going on here. Thanks for the help.
Hi all, I have used a win PC untill now, but now I have moved to MAC. So I am looking for the Mac version of Bitmap2Material v 3.1.x (B2M) to download.I hope, someone can help me. Thanks a lot.
Hey guys, have mercy on me. I enjoy making models and using Substance Painter, but I don't make materials/textures. I went to Free PBR and got all their texture sets, but it's a folder with a bunch of maps. I want to convert them to a material for ease (a .SBSAR file?). I have a free trial of Designer and permanent Substance Painter. Is there anyway to do this? Thanks in advance everyone!
Hi I'm trying to texture a custom mesh but it's coming apart at the seams at the slightest amount of displacement, what am i doing wrong here? It's fully UV'd
After the update to the latest version, the windows layout not loading properly. I tried to reset the layout and remake it again, but each time I open Designer, I'm getting the wrong layout, like in the image:And this is what I expect:
hey yall, im reading reading the documentation and is this a typo?im a bit confused, never used functions but i always thought they were more complex threfore less abstracted, can someone help me understand?
I've recently released accumiliation of my designer knowledge in this LED Board Generator. Chk the demonstration here:YT DemonstrationFind its use in a demo scene:YT Demo SceneUse it for free:Artstation Marketplace Thanks Dave for helping out 🙌 Happy New Year! 🎆
Materials created as part of the Substance 3D collaboration with Peclers Paris; see the Substance 3D webinar on product design visualization for more information The end of the year approaches, but there’s still time to bring another Substance 3D Community Digest into the world before the ball drops. Here’s what’s happening in December! Featured Artist This month, we’re looking at the work of Zaki Abdelmounim, also known as Creatiflux. A 3D Motion Designer who started out at Al Jazeera News, Zaki subsequently joined Alkass Sports Channels, before moving into freelancing, and working with a range of top brands worldwide. What’s the most important thing to keep in mind when creating a piece of artwork? The most important thing to keep in mind when creating a piece of artwork is maintaining a consistent style, focusing on the details, and carefully setting up the overall mood of the scene. Kibo System: see the full animated scene
I'm interested in Substance 3D programs and want to know if I can create an interactive 3D model that I can send electronically to a customer to view who doesn't have 3D software.
Hi all, I have previously owned a perpetual license for Substance Painter 2020 (6.2.2) purchased from the substance website. This 2020 license was aqcuired by updating it from on the 2018 license I have transfered from the steam version. Now I'm unable to download the perpetual license for the 2020 version since the old Allegorithmic website is done. I followed their instruction and sent on email to "allegorithmic-legacyaccount@adobe.com", but there is no response from them. I'd appraciate any help or advices. Thanks!
Like one in Photoshop color settings. I can't export areas of a texture supposed to have specific gray values in -game shader is needed without some exte noise. It's too tiresome to fix it in Photoshop . If anyone knows a workaround please share. I tried to posterize the result in 255 steps before converting to 8 bits. Looks ok in 2d view but again noise after export.
I am attempting to generate an ambient occlusion map from a height map using the RTAO node. However, the output in the 2D view appears completely white, with no grayscale details. In contrast, the HBAO node produces the AO map correctly. The tessellation factor is set to 40, and the height map scale is set to 5. I am using Designer 13.1.1 on Windows 11, running on a system equipped with an AMD Ryzen 9 7950X3D processor, 32GB of RAM, and an AMD Radeon RX 7700XT GPU.
I want to make a material with uv shifting in a next uv tile/span. Can do so in Blender shader editor but would like to have same option in Designer . Is it possible somehow ? Whatever I try it's always first tile 0-1 repeating in 3d view pane.
I asume it could be done by reading with "find text" option in something like total commander ? is there any easy quick method?
I have an idea: is it possible to use text-to-3D technology to generate 3D product models that not only have a refined exterior but also include a reasonable internal stress structure? The generated product models should be ready to directly create mold designs, which can then be used with a 3D printer to manufacture the product molds. Can Adobe achieve this? If so, how can it be implemented? We are open to collaboration.
If I need some patches of flat gray values in one of rgba working as time values . So far I have to export as 16 bit tiff and convert it to 8 bit in Photoshop with dithering off. Can I do same in Designer somehow ? When I try to export tga from Designer directly my flat gray areas always get some dithering noise.
Plz refer to the short video.There's a parameter such that: If it is zero or higher → Blend Mode: AddOtherwise Subtract. Happy Holidays!Thanks
Whenever I right-click a node, and select duplicate, it is SUPPOSED to do something, right? Like duplicate the node? It doesn't do anything at all. Doesn't emit an error, just, does nothing. Like, duplicate SHOULD duplicate things, equivalent to copy/paste (which also doesn't do anything), right?I'm on OS X Sonoma 14.6.1
I feel like this may be a bug but it could be an overlooked feature or even me missing something.When Subsatnce Designer exports textures using Export Outputs, the images output will always have an alpha channel no matter what is input to the output and no matter what settings are used.I've tried setting User Data to alpha=none which does not work.I've tried using an Alpha Split node before ouput, despite only pumping in RGB Designer will still ouput an RGBA image.I've also tried setting the Components to RGB rather than RGBA, Desiger seems to completely ignore this entirely for output exports.Anything else that I am missing or is this just missing funcitonality or a bug?It's worth saying that Substance Painter can handle not exporting Alpha so it's weird that Designer can't.This is important for game development because RGB and RGBA images have different compression and cause different memory sizes.
Issue: Packed maps are not displaying correctly in the 3D view as intended. Details:In my case: ORM Map: R = AO, G = Roughness, B = Metallic Normal + Height Map: RGB = Normal, A = Height (or RG = Normal, B = Height) While the full texture is correctly applied to the corresponding material property, the specific channels (e.g., R, G, B, or A) defined in the Output node's "Usage" tags panel are not being used as configured. Instead, the entire texture appears to be applied indiscriminately. Steps to Reproduce: Right-click in the node canvas and select "View Outputs in 3D View." Each output routes to the correct material parameter (e.g., AO, Roughness, Metallic), but the individual channels specified in the Output node's "Usage" tags panel are not isolated as expected. This can be observed in the accompanying screenshot. Relevance: For game development, utilizing packed maps is a standard optimization technique to minimize texture memory usage. Accurate channel ma
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