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Shape splatter is cool but lacks proper antialiazing for things like grass plants , small twigs , tiny leaves, moss etc and never look as real as proper 3d render when it goes to few pixels only details . Or require huge extra resolution Designer would just die from or anyway would be slow as hell vs modern gpu renders like Cycles , Redshift or Octane on something dencely populated. Please make cryptomatte masks extractor and support of multi-channel exrs so we could composite rendered ellements easily. I use Blender compositing pane currently to export masks and layers as rgba pngs but it's one extra annoying middle step when you tweak something in objects scattering . Would be so easy if Designer could just read exr directly and extract all necessary masks and AOVs on its own. ps. in fact I would love
The latest release of Substance 3D Designer is out! This brings several quality of life improvements, in areas such as graph navigation and overall performance, and also introduces some outstanding new nodes, most notably including: Nodes dedicated to color manipulation, including the Quantize Color node, which allows you to reduce the number of colors in an image, and to extract a palette from it, as well as a range of nodes giving you the ability to build and apply your own color palette. An Anisotropic Kuwahara filter, allowing you to generate a number of painterly effects, such as giving your materials a stylized look. A range of other nodes, such as Bevel Smooth, Directional Distance, Normal Uncombine, a Histogram Equalizer, with its companion nodes Histogram Render and Histogram Compute, and a new version of the Curvature Smooth node. Take a look at the release notes for this
Please Adobe makes such option in Designer like any other 3d packages do have. I know there are 'alaises" but they are inconvenient as hell. I am asking for the option for years and wonder is that any technical troubles to do so. Make it an option please if it agains some designe rules. A question the programm asks. Mybe pithon script I could ask chat GPT to do that can work on sbs file directly ? Just give us some instruction how to do it.
I have a student plan of Substance 3D and successfully download on my mac. But when i try to download it on linux, I can't find a download link. Meanwhile I'd also like to download Substance 3D Automation Toolkit on linux. According to this, the linux package for this toolkit is a tar.gz archive, but I can't find it. I'd be appreciated a lot if anyone can help!
Hi I am q new to designer so hopefully this is something basic. I can only see 2 ouput nodes on the new quantise color node. In the Adobe tutorial she has 4. Also, when I click on the palette i get a white screen with the text of the number of colors; not the nice c/palette she gets. I have a mac m1. I tried adobe website and watched the latest tut. Latest version of designer intalled. If someone can suggest anything pls let me know or if/when I figure it out I will post. Tried adobe robots and adobe agent-centre..... Thanks.
trying out the spline bridge list. wanted to add taper thickness to the splines. Not sure why its not workng for me in the preview. I just see uniform thickness. using latest version 14 Any ideas why this is happening?
The days of the calendar keep on ticking by, and we’re already into the later days of August. What’s going on in the world of Substance 3D? Let’s find out. Substance News Big events over the last month, and fun things coming up: Coming up: Substance 3D at Promised Land Art Festival, Lodz, September 8-10 From September 8 to 10, the Substance 3D team will be at Promised Land Art Festival, organized by CD PROJEKT RED, in Lodz, Poland. The event will be full of lectures, discussion panels, and sessions and workshops in drawing, digital art and sculpting, and miniature painting. Notably, Technical Artist Louise Melin will be presenting a demo session: Making a Creature of Myth: A Showcase of VR Sculpting and Stylized Texturing. She’ll show how she creates a mythological creature, starting by sculpting in VR in Substance 3D Modeler, and then taking an in-depth look at stylized texuring in Substance 3D Painter. I won’t say which mytholo
I am creating a cad software and want to add materials to choose from within the software to add to walls, assets, etc. What is the substance painter use policy for both designer and painter?
So I have a height bitmap that I am using for my twigs, and I want to color it the way Shape Splatter would going into Shape Splatter Blend Color. Here are two seperate twigs plugged into Shape Splatter nodes: I was wondering if there is a way I could replicate Splatter Data 1 so I can plug my bitmaps into Shape Splatter instead? I can replicate Splatter Data 2 with a Flood Fill node. The main problem is that the default setup is obviously not working, and I don't know what I am missing:I have an ID Mask (I am using a third party plugin called SD Scatter because it gives less overlapping results), but I don't know if there is another way I could utilize it. Can anyone help? Maybe I am overlooking a simpler method, but the twig color is a gradient in my twig material, and I have it set up so I can select variosu twigs. I just want to mass color them after they have been scattered and for each one to match the twig it corresponds to. Thank you.
Hi,I'm following a Substance Designer tutorial and encountered a problem in one section.As shown in the attached video, I'm trying to change the tiling mode of the last Transform 2D node from both Horizontal and Vertical tiling to just Vertical tiling (after changing the inheritance from "Relative to Input" to "Absolute"). However, nothing changed in the 2D view window, as you can see.Can you help me understand why this is happening?
I am trying to use a 32-bit normal map (in the range [-1, 1]) to give a slight parabolic curvature to a mirror. I use tangent_space_normal_texture node to read the rgb channels as xyz normal components. The result is shown below: I should see the sceen slightly magnified.Any suggestions?
I can't tolerate Substance painter. Struggle with it for years and never felt homy in it. Once you accustomed to nodes you can't really go back to layers. Besides there are much better brush systems around than what Painter offers. I can't do a nice "roll" brush in Painter for examle Zbrush or Corel Painter can. Or do auto cavities masking zbrush can on the fly with pressure involved like a real world brush, without wasting your time on complicated masks tweaking that always look sort of robotic vs what simple human touch could do just by your own hand intuition. Or Rebelle brushes with true looking flows and streaks way ahead of SPainter or Corel Painter ones . But even using Substance Painter as a mask painter it would be so much more convenient to just copy/ paste masks to Designer and assem
I'm working on some Substance Designer pipeline tools and saw in the API reference an export function: sd.tools.export.exportSDGraphOutputs(aSDGraph, aOutputDir='', aFileExt='png'). This is exactly what I need but when I tested it out in the Python Editor Substance Designer returned: [ERR][9]module 'sd.tools' has no attribute 'export' When I ran dir() on the sd.tools it does seem that this export module does not exist: [MSG][3]['__builtins__', '__cached__', '__doc__', '__file__', '__loader__', '__name__', '__package__', '__path__', '__spec__', 'graphlayout'] Was this functionality moved?
How can I edit the exposed parameters in the Substance Archive file in a Unity Script? I can see the parameters in the Editor when I click on the SBSAR file but I have some problems when I edit some of them like a color the object that I applied the material on doesn't change at all and I also can't figure out how to change them through code. Any help is appreciated, thanks in advance.
I have a custom Python function that manipulates images. I want to run this function in a graph, possibly as if a node. How can I achieve this in Substance Designer?Both the input and output of the function is an image.
Hi, I am using Substance Designer with Polish Keyboard layout and language set to "English" in Substance Designer. The problem is when i press decimal symbol on numeric keyboard I got "," (which is native for polish keyboard layout) insted of ".". However Substance Designer is not accepting "," as decimal symbol and keep ignoring it. Is there an option to change it? All other softwares I use does not have this problem: Blender, Photoshop, even Substance Painter accept "," and automatically change it to ".".
I am having an issue with exposing one of my parameters from S.Designer to Browzwear, Vstitcher. the parameter is Float 02 X,Y. with ther parameters i dont have this problem. What should i do to fix it? thank you very much. Mark
Hello: We are using Designer 13.1.2 build 7745 and when I create a simple material using a perlin noise, the noise is appearing stretched and wrong if I bring it into painter 10.0.1 3757. Other artists are experiencing similar issues with a few types of noises. We seem to be experiencing this bug in Rocky Linux 8.10 but the windows version seems ok. Is there some system requirement that I need to check into or is this a bug/known issue? Thank you!
I can't seem to find Substance Player app in the Creative Cloud Desktop. Can it be added there please? Thank you!
So i made a design i love it i want to export the 3d image as png but everytime i try to export i get the 2d flat image not what i want im trying to use that 3d image look for minecraft texture the 2d is not what i want and that keeps saving i want the 3d as png anyway?
Hi guys. I´m trying to find nodes reference, but I had no lucking to find a complete description of the nodes. And several links load a page that doesn´t have the information I need. It seems that most of the pages in documentation are out of date or don´t exist anymore.Where can I find the real Desiger documentation?Thanks in advance.
Sorry for my English! I make the texture of the wallpaper. When I blend my graph with uniform color and levels, pixels appear on the texture. I take a course on procedural textures and completely repeat after the teacher, but he does not have such a problem.
When I blend uniform color on the texture appear on the model. How do I fix it?
In Substance 3D Designer 14.0, the Qt version has been updated to 6.5.Due to this update, nearly all plugins made for Designer has to be updated in order to work correctly with this new version of Designer. You will find here all the required information to update your(s) plugin(s): Replace shiboken2 by shiboken6 Before from shiboken2 import * Now from shiboken6 import * Replace PySide2 by PySide6 Before: from PySide2 import QtWidgets, QtGui Now: from PySide6 import QtWidgets, QtGui Use QtGui.QAction instead of QtWidgets.QAction Before QtWidgets.QAction Now QtGui.QAction Move from + to | operator for QKeySequence Before QtCore.Qt.CTRL + QtCore.Qt.Key_P Now QtCore.Qt.CTRL | QtCore.Qt.Key_P Replace exec_ by exec Before dialog.exec_() Now dialog.exec() Use setContentsMargins in
Welcome! Plenty of things to discuss this time around, so let’s get right in. Substance News New releases: We recently put out a new release of Substance 3D Sampler, which now gives artists the ability to send materials to third-party applications with a single click, using Substance 3D Connector technology. We also released a new version of Substance 3D Modeler, featuring a new asset panel, a scene outliner better allowing you to keep complex scenes organized, and improved import and export. You can find more information on our Adobe blog post about these updates (amongst other things). Substance Days at SIGGRAPH! SIGGRAPH, the Special Interest Group on Computer Graphics and Interactive Techniques, is upon us; this conference takes place in Denver from July 28 – August 1. We'll be present, giving a keynote presentation, and our artists will be giving talks at the stands of some of our partners: HP, Dell, and sessions with Autodesk. Get
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