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And available to modification without messing with original one in the library ? Is it possiblee somehow ? Perhaps by editing sbs file in text editor? Something like in Blender when you drop a node group from library , make it local and opened for tweaks , and now it saves with current blend file while the libary one stays intact?
Hello 🙂I am trying to reload the asset library after updating it via version control. I had hoped there would be an API function for this, but I couldn't find anything. In fact, the only way I could get it to reload, was to restart the application. Is there anything I am missing, or is reloading the library during runtime just not supported?
Hi,I'm using Substance Designer along with other Adobe softwares. The license is paid by the company I work for. I'm also working on a side project as a freelance. Do I need 2 separate licenses for SD or can I use the same license for both, day job + freelance?Thanks a lot for your answers.
For example I have an alias "svg masks" and a path saved in programm settings . Now I want a second alternating version of same material by making the graph copy . And in that copy I want those masks be linked to another folder .Can we have the graph local path list for same aliases . The way "svg masks" be linked to another folder in the project . A tab in input parameters maybe ?
not one by one ? For example I have a cryptomatte.exr with masks and using Blender compositing pane I exported those masks as tgas in a folder "render 1" . Then I want to make a copy of my graph with same masks but saved in " render2" folder. How can I switch it at once , not relocate one by one? Is there a trick in dependency manager maybe? I know I can just switch render1 and render 2 folders by using alias "render" and switch it to another folder . But after a while it turns in a total mess and a week later I alredy couldn't figure out a thing: which folder is the right for each graph copy. Perhaps once I switch the alias path and reloading sbs I could somehow make Designer turn it into regilar no-alias path ju
I want to overlay the rustnode on top of the node with the blue material, without transforming the color information from the blue material in any way. How can this be achieved?
Some sbsars have this option in substance painter, and I want to emulate that.
Hello, I am in the process of making a ceramic material, and I do not see a roughness map input on the true/false input dialogue. Please advise on how to add a roughness map to my basic material? In addition, I want this material above to be able to adjust sizes for typical input of photos and I am not sure if I should use the Bitmap to material light or the basic material. Please note there are a slew of inputs not available in the Bitmap to Material Light? If this is a better way to go then I would also like to know how to add the input roughness, etc..., to the Bitmap to material light map? Plan is to make a template for different ceramic typ material sizes like 2x2, 4x4 8x8 4 x 16 etc..., and use photos for the patterns as the inputs with the ability to change the size of the tile to fit the photo. I know I can do this in sampler and I prefer to use SD. Basically, the size of the tile will be the size of the image of the ceramic tile, and
Hello! I want to create a tool to reorder parameters.Is there a way to reorder exposed parameters and get their identifiers using Python API? Thanks
Was there a change to the system requirements between Substance 3D Designer 14.0.0 and 14.0.1? My Creative Cloud desktop app is giving me the option to update to 14.0.0, but for 14.0.1 it says "Not Compatible". I suspect the issue is the operating system. The System Requirements page, https://helpx.adobe.com/substance-3d-designer/getting-started/system-requirements.html, says that the minimum OS is Windows 10, version 22H2. I have Windows 10, version 21H2. But the requirements on that page are the latest requirements. I don't know where to find the requirements for 14.0.0 specifically, in order to compare with 14.0.1.
I have subscribed as a student but I can't download it why?
Hi there ! I wanted to try out the vertex processor for paths but i don't have the button that is shown in the example video from the documentation about it. Pixel Processors do work normally though. I have really no idea what's going wrong here.
HiCan somone helpe me with this question?
Please ,do it like in Sampler . So when I do 256x2k texture I could use just hires plane and not wasting my time to import specific mesh and switch back in forth from 3d package and Designer just to test how V repeating only looks . Or maybe just a scale gizmo for the plane so I could squeeze it in 3d view. Sorry for repeating request . I ak for this for decades.
Hello, I found several interesting tutorials about creating fire with Substance Designer, but nothing about exporting it. Is it possible to export a fire into a vdb file? Thank you in advance for your answer!
Hi is there any way to expose this Color ?
Hi, I'm trying to make the burgundy lines from the picture in Designer. They need to end in pointed tips, following a rounded arc like in the reference. I've learned many nodes, but I still need to put all the pieces together. Just a simple tip or direction would help me a lot—nothing complicated, just an idea to start with. Thank you,
I cant finde the Substance 3D Automation ToolKit to create batch bakes. Adobe Remove this from the App List.
I am recently learning how atlas work. I remember that there has a video that Wes has made back in Designer 5.0 that talks about atlas. Found out that there has this Atlas Maker node back then. I wonder where is it now or it has been renamed to something else? https://www.youtube.com/watch?v=Xwv4vPvVju4
There’s just enough time before the end of the month to get into the Substance 3D Community Digest for September 2024. This month we're a little light on the Designer-specific news, but there's plenty of good stuff here around the Substance 3D world overall. Let's go! Substance News Meet MAT 4 has begun! The outstanding art toy texturing contest Meet MAT is back! The goal: use Substance 3D Painter to texture MAT, our adorable little shader-ball-headed mascot, in any way you like. Submissions have just opened, and entries are accepted until October 28 – which means that you could use the 30-day free trial period for the Substance apps to create your artwork for this content, if you were so inclined. Importantly, this time around the contest is being run by our friends over at The Rookies, and so this is a contest for 3D rookies only – entrants must have no more than one year of professional industry experience. So if you’re a 3D beg
I'm pretty sure this is a bug, but please correct me if the issue is something on my end: 13.0.2Windows 10 Create Spline (Cubic), connect it to another Spline (Cubic), connect the result to a Spline Merge List. The final result is as expected, albeit with two issues: 1. the tangent handle lines are no longer visible in the 2D preview when one of the spline nodes are selected and 2. The last Spline (Cubic) node gets squashed into 2048x16 C32F, making it uneditable. The effect always happens to the final Spline (Cubic) node in the chain, regardless of how many are connected.
When I assign materials in Substance Painter and import an object, all materials are listed separately, and I can bake them individually. However, when I tried to do this using sbsbaker through the command line, it didn’t work the same way.The best solution I found was to create a separate JSON file for each mesh part using a Python script and then modify the --input-selection parameter to select each mesh part individually for baking. However, since it reloads the mesh every time, this greatly extends the bake time. Is there a way to solve this issue and speed up the process?
Good morning I have an object with different types of materials. I assigned a different color to each part of this same object - which has UV - so that each of these parts would have a different material. When I 'link' in Substance Designer, how can I make each part of this same object have a different material (or a different tree and still view it as a whole in the 3D viewport)? I would like a tutorial on this, I can't find much on the internet.
Hello, I have a small suggestion to make for material height blend node.I would like the Mask output to be exposed as an additional output on the Material Height Blend. Often times after blending two materials together, I would like to use the mask to do some additional adjustments, for example to alter the normals, to be used to create additional masks. It is technically something I can do by myself but I would just like for this change to be made on the Substance team side so we don't have a duplicate material height blend node with this additional feature.It should be a really quick change and shouldn't have any impact on the node's performance. Thank you!
在 Value Processor 和 FX-Map 中,使用 While 循环和 Distance_vec2 进行累积计算后,加法、减法、乘法和除法会产生不正确的结果。
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