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Hi! I'll try to write it as simple as I can: how can I create a node, that would take a number as an input, and based on that, give me shuffled outputs? I know the basics of how nodes work and how to add outputs and hide them, but...I'm trying to create a "randomizer" to my shape indices. I tried to create a pixel processor 1 x 16(maximum number of shapes), randomize it from 0 to input, but I can't wrap my head around how can I tell processor to look at each pixel and not pick a number that already in a row. I hope that anyone gets what I'm trying to say, thanks in advance!
I have Graph A which is 2K, and Graph B which is 4K. I'm overlaying B over A such that the result should be 4K. What I want to accomplish is that A will tile 2x2 (or 4x4, etc.) to match the resolution of B.I could include a number of tile generators for each output of A and expose the X and Y counts to the user, but what I really hope to accomplish is for A to automatically tile to match the resolution of B. Is there a mechanism for this? .
Something like in Blender where you can make a node local and save it with current file . You can then edit it then without messing all other sbs files ?
Not sure if this is a bug or a missing feature. I have a packed psd file ( actually I have hundreds of them ). RGBA are all used for different channels. But when I link it in Designer and try to separate the channels .. I get no Alpha channel .. I can separate RGB but A is always white. There's a similar issue in Painter when using theGreyscale Conversion Generator .. it only reads RG and B and ignores the A.
I have a complex Tile Sampler pattern with four inputs. The tiles are overlapping and have soft edges. Now I need to generate a color map with distinct color for each of the four. Is there a clever technique to extract pattern input instances from a Tile Sampler output similar to the result of a Shape Splatter to Mask?I thought of trying to re-creatde the texture using Shape Splatter, but it lacks a Rotation Map input.
hey Is it possible to use the resource: republish .sbsar from Substance Designer in Unreal Engine 5?Do you have any specific configuration? thank you very much
Sorting Tutorial Files into numerical order.I am having fun working through the Adobe Creative Suite and have now come across the Substance group of APPS. To make my learning curve shorter, I have worked my way through many of the tutorials that are available online including videos and download example files. This is a wonderful resource. There is one small difficulty with the files is that they present in my web browser sorted into the alphabetical title of the topic. It is not sorted in chronological order or degree of difficulty but whoever gave their presentation a higher sort order title got to show earlier in the list. What would be appreciated is that the titles be sorted into an order numerically so that the arrangement would be in chronology of production or degree of complexity. Simple topics should appear early and complex ones appear later. In order to achieve this, a simple numerical system is recommended to appear at the beginning o
It has never been clear to me how Designer manages its graph window. When double-clicking on a graph from the Explorer, it replaces the graph in the current graph window. What if I want to have two graphs into two separate views? There is no "Open in new Window" menu. And there are also specific behaviors when we are into Editing in Context mode. I end up constantly opening graphs into mostly the same window, which is wasted time, especially when the graphs have a lot of parameters.
Thirty days have September, April, June, and November – and that means there’s just enough time left in the month of April to push out this month’s Substance 3D Community Digest. Read on. Substance 3D News We've just published our monthly post over on the Adobe blog; you can head over there right now to learn about Substance 3D Connector, the value of Substance 3D in Motion Design workflows, and much more! This month the Substance 3D team has been racking up the miles. At the start of the month we attended OFFF Barcelona, then NAB Show in Las Vegas. Then, from April 23-26 we attended FMX 2024, the Film and Media Exchange, in Stuttgart where we presented updates on Designer and Painter, as well as reviewing users’ portfolios – a popular feature, and a real pleasure for our team. Independent 3D Artist Ronan Mahon demonstrates the power of the Substance toolset. And on April 25 we hosted Substance Days Frankfurt. To users coming from
When trying to organise parameters in a graph it would be handy to be able to select and move several parameters at the same time, as unless I am missing something you currently have to move them one at a time.Thank you
I am finding myself in the following situation: a graph, using multiple subgraphs, each of them also using subgraphs, and at the end of this hierarchy, a "renderer" graph, having two possible forms: a fast renderer (fast to run and cook), and a "full" renderer (slow to run and cook). I can simply use either of them with a Switch node, depending on whether I was the fast or slow version. Problem is both renderers will be cooked, and there is a significant cooking time difference between the two, which here will be combined. To prevent a significant cooking performance drop when using the "fast" mode (due to the cooking of the slow version which is actually not needed in this case), It seems the only way for now is to build two mostly identical graphs, one using the fast renderer, the other one using the slow one, so a lot of duplication and maintenance troubles. Suggestion: add support for Graph Interfaces. A Graph Interface would be a graph with only inputs, parameters, and o
Hi, Sorry if I'm missing something obvious, but I'm looking for a way to set the graph type on a SDSBSCompGraph.The graph type attribute I'm trying to set is the drop-down box under a graph's Attributes:I see a function called getGraphType() to get the graph type but no way to set it through the API. I've also tried looking through all of the properties on the graph and can't find the a property for graph type. In the python editor, for example, if I have an SDSBSCompGraph object called graph and look through all of the annotation properties, I don't see anything for graph type:>>> annotation_props = [p.getId() for p in graph.getProperties(SDPropertyCategory.Annotation)] >>> print(annotation_props) ['outputs_computation', 'identifier', 'category', 'label', 'author', 'author_url', 'tags', 'description', 'userdata', 'icon', 'show_in_library', 'physical_size'] I'm using Substance Designer 13.0.1 on Mac OSX Ventura 13.4.
Steps:Designer 13.1.1 is crashing in the following scenario:- inside pixel processor, use a portal structure (data going into a portal output then a portal input)- create a package function, copy subgraph containing the portal output into that function: the portal dot node will loose its source reference inside the function (which is normal)- make the data flow pass trough the function and the unreferenced portal. Expected result: Designer would report an error (at least into the console) and not crashActual result: Designer crashes This scenario can happen when copy/pasting code from one place to another, if portals are involved and we forget to re-source them. This is how it happened to me. I have a sample graph demonstrating the problem if needed, but cannot attach it here.
Hei!When I use heightmaps that i bake externaly as a base i get these stepping artifacts even though my bakes look smooth. any ideas where this might come from. Tried 8 bit and 16 bit images, png tga and tiff. Same issue with textures from xnormal, maya and marmoset
Hi! The Tiling Mode settings of the Spline Mapper (both Grayscale and Color), aren't working for me.It always acts as if set to H and V Tiling, even if I set to No Tiling, Horizontal Tiling or Vertical Tiling.I expected it to work the same way as in the Spline Render (or any other node). Here's an example where P1 and P3 of a spline are positioned beyond the 0-1 range: What's also weird, is that the Spline (Poly Quadratic) switches its resolution to 2048x16 by itself in this setup and I can't change it to anything else.
I've just subscribed to the Substance suite, primarily to create custom parametric 3D shapes. I have Designer, Painter, Stager and Sampler but 3D Modeller is not anywhere to be seen. Have I missed something?I'm totally new to this but am familiar with Dimension.
Hi, every timeI try to post my material in the community assests, I get this message. No other information. The reason why I want to upload it is because I discovered the Substance Plugin for Unreal, which lets you have a faster workflow between apps. In a tutorial on how to use this plugin, an Adobe employee responded that if you want to be able to use the exposed parameters made in Designer in Unreal, you should first upload the material on the community assets. Then you can follow his steps (which was downloading the material, adjusting its parameters in Unreal). So I have two questions: 1. Is it really necessary to upload the material to the community assets?2. How can I use my exposed parameters (made in Designer) in Unreal? Because it's a lot of back and forth just for tweaking a color or a value in Designer and then reimporting it, and so on. Thanks!
hello What is the configuration to have more speed in Substance Designer with this hardware configuration?Processor: AMD Ryzen 5 3600XT 6-core 3.79 GHz processorRAM: 16GBVideo card: RTX 2060 6GbHD: SSD M.2 250 Gb thanks
Hello, I am a newbie to Ds and was following a tutorial where they say to bring up the Invert Grayscale node and I type it in and get nothing. So I figured being a newbie , maybe there has been an update since this tutorial (which isn't very old from FastTrack tutorials) and the name of that has been changed to something else or I don't know which is why I'm here. Anything helps. Thanks!
I'd like to see more compression options in the EXR (prefs>proj>gen>exr>). Specifically DWAA / DWAB compression. Thanks! Also, can you also add more verbose documentation on your EXR settings please (see attached)? The current docs are a bit light on the subject. Thanks! Chad Ashley
Hi!I was wondering if anyone has ever created a texture generator for substance painter that uses the Tile Sampler as a base. The problem I'm running into when I use my generator in painter is that I want to use a painted input mask in the tile sampler but use triplanar projection for the tiling. I'm working with a model that has different texel densities across multiple UV shells so it would be best to use Triplanar projection in that case. But when I do that, my mask input also gets projected in Triplanar which messes my mask all up. Is there a way to make the tiles in the tile sampler use triplanar projection when taking a UV projected mask? I really like that the mask input for the tile sampler cleanly takes individual tiles out.Thank you!
Hello,I have been facing an issue where I am unable to achieve the same appearance for my normal map in both 3D and 2D views, despite setting it to OpenGL. Specifically, the 2D view displays the normal map inverted, resembling DirectX, while the 3D view shows the correct OpenGL normal map. To address this, I have tried adding a Normal Invert node, which corrects the 2D view to match the OpenGL normal map. However, this inversion also affects the 3D view, causing it to display an inverted normal map. My goal is to have both the 3D and 2D views display the OpenGL normal map correctly.
Hello community, I feel a tad silly for asking this, but I just can't seem to figure it out and cannot find an answer online (likely due to bad search terms). I am wanting to creating tiling patterns, say a brick pattern, that uses different sized inputs in the width, but does not leave any space in the pattern, see attached example. I do not wish them to be completely 'random' as I'd like to input custom sized pieces. Running custom shapes through the tile sampler will leave a gap between the shapes, as expected I believe if I am understanding how its handling inputs. Thank you for any help and advice.
hello What is the most correct way to position a decal like the one in the image in Substance designer?the mesh I want to do this on is a box. maxresdefault.jpg (1280×720) (ytimg.com) How can I do this with a radial gradient node? thanks
It's been awhile since I have used Designer and I'm lost trying to find where the post process effect options are for OpenGL. In the past, it was either in "Camera" or "Renderer" - "Edit" you would have options to add depth of field, lens flare, color correction etc. Were these options removed? They were called "Yebis2" effects. Painter still has them.
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