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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
In super short, I want to do this ↓CalculatorAnd I've tried these:LINK 1 LINK 2I want to give user a float slider (to move something in X and Y) but the result should be a multiple of 1/32 (let's say). The approaches I tried are not giving me the 'Stepped' result but smooth continous values. Happy holidays to the US folks! Thanks!
A still from the short film 'Mortem,' by Florent Bizec and Frederic Colin. Time ticks inexorably along, and we’ve already crept past the end of November. But let’s say that the start of the holiday season gives us a little leeway on this; here the awesome news and content from Substance world, for the month of November. Featured Artist November’s featured artist is Adam Capone. Adam began working as a texture artist in 2005; today he is a Lead Environment Artist at Ubisoft Halifax. What’s the most important thing to keep in mind when creating a piece of artwork? Ultimately I believe it's asking yourself ‘Why?’ If you’re working on personal artwork for your portfolio, start by looking at what this new piece of artwork will bring that doesn't currently exist? For instance, this could initially be as simple as seeing that you only have mostly wood textures in your portfolio, and giving yourself the goal that the next asset will focus more on metals –
Hello everybody. I try to replicate this effect that is in the attached image. The problem I face is that at certain points the circles are orverlay them selfes. Thanks
Hello Adobe Substance Designer Team and Community, we are game developers who are trying to make a game (so the questions are in the context of making a game). We had a few questions concerning the Steam license. 1. Is the Steam license a pro or indie license or doesn't it work like that anymore? 2. If I buy the Steam license of 2024 and don't buy the newest every year, will I be able to use this version for commercial use (even if it is 2030, for example) 3. (If the pro and indie licenses dont work like that anymore) Are there any limitations to how much you can earn as a buisnis? using Substance Designer for our game assets (for example, when releasing a game). Also, I could not find the terms or document about this, so if there is one, can someone link it for me. Much thanks in advance.
I'm creating a tool for substance painter. Currently I can only expose single parameters from the levels node in Designer.Is it also possible to expose the whole Levels graph, so it looks the same way in Painter as it does in DesignerTom
Hi,Im trying to achieve something that looks similar to what you can see on the attached image, something like histogram looking pattern with distorder option, I need to add I'm quite new in Designer so maybe I'm asking for something super easy. I've started with a square with Moisture Noise but Im not getting correct results...I would like to have an option to disorder the pattern to be able to achieve diffrent patterns, variations. Do you know maybe how to quickly achieve such a thing?
Hey guys, I'm preparing smart material that will generate rake brushes, but I'm stucked in one place. What I have so far is the setup visible in the attached image, but what I want is to have transition from one color to the other like you can see on the 2nd image. So the darker color has an inpact on the transition edges (darker color covering slightly the brither one).I have 2 diffrent rake brushes generators created using Time Sampler nodes. The mask between those two visible here is just an example, nothing final.Have you got any ideas how to solve this issue? Cheers
I have two materials in their own graphs I want to blend together with the Material Blend node, and cut some areas out with a mask.However one of the materials I've made has Anisotropy and there isn't an input for Anisotropy Level or Anisotropy Angle in the Material Blend node. Is there a way to create an input or chanel for these maps?
I'm creating quite a few materials with exposed parameters using the Painter Filter (w/ additional mesh maps) template. This works great, as I can load a model in, bake the relevant maps (usually AO & curv), fine tune everything, then replace the baked images with my inputs and export to Painter. However, if I want to tweak anything after, I have to go through the process of swapping the links back to the bakes, editing, back to exposed parameters, export. Since all of these inputs are empty (black/trasnparent) by default, it would make a lot more sense for SD to default to your baked maps as an override to these inputs, or at least offer the option to.
Good Day! I am new to the world of 3D printing. While I don't yet know how to create my own 3D files, I'm looking for recommendations of which Adobe product would be good for a novice beginner? I'm looking to design and print items for my own consumption and use. Thank you.
如何在 Designer 中有效地学习函数节点。您是否有任何相关的教程或提示
Trying to expose the Scale with in the Transformation 2D Node, any help? 🙂Thank youPina
Bonjour,Les objets en 3D téléchargés, n'apparaissent pas dans Substance 3D viewer. Comment les voir ?La generation à partir de prompt non plus.CordialementAlain
Like this in Blender ? To figure out what math nodes are best for desired curve response for certain input slider?
When you edit a function, pixel processor or sub-graph would be nice to have slelected top level sliders always be available as on screen widgets so you can chang the math or blending and istantly check how would it respond to top level changes without necessety to go up and down all the time. I mean from value/pixel processor to main graph and back .
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