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Hello Substance 3d Community.First of all, I would like to say I am very new to using SD and my learning has largely relied on YouTube tutorials and anything else I could find online so please bear with my lack of knowledge.I have a material which makes use of a number of alphas that I can choose between via a multi switch node. These alphas are used to create normal, specular, glossiness and diffuse with various nodes editing them in-between. I attempted adding another output node where I'm outputting the results of the edited alpha as-is, but after export, it's impossible to drag the material to the alpha input in painter.I worked around this by creating a separate package, including my alphas and relevant nodes and exporting said graph with unspecified type so I can import it as alpha in painter. This means I need to match the settings of both alpha and material however and is simply a hassle.So my question is: Is it possible to somehow include an alpha/brush in the material export?
heyHow should I proceed to have the edges of an object modified in the normal channel like the images below? thanks
Hi . I would like to ask for a help if notebook ASUS ROG Flow X16 GV601RW - Ryzen 9 6900HS, 16, 1000 GB, 16GB, Geforce RTX 3070 Ti 8GB, Win11, Asus Stylus will be enough strong for Substance 3D Designer. Thank yyou for advice .
Hi,I'm currently trying to procedurally texture a creature with scales. I have a mask which I've then blurred to create a nice gradient. This controls the scale of the tiles (which ironically... are scales!)I then use a distance node, followed by edge detect to give me a decent scale appearance. However, I really need the gradient to also control the number of scales so that as the scales get smaller, they increase in volume. Is there a method I can use to do this, or a simple function which would give me access to drive the X/Y amount using the same gradient as the tile scale?Thanks!
Hi Guys, as I said in the title, I try to create a custom material for Substance Painter in Designer, it works at 99%, when I use texture map in color or grayscale in input in Painter, everything is fine, but if the Input is an Anchor Point, the material doesn't seems to work, everything is black. I was wondering if there was a specific way to give the possibility to the Custom material made with Designer to support Anchor Point in Painter ? Thanks
Hey Good People!I was happily devloping something and noticed this anomaly (chk attached screenshot).I thought there's some gap in my understanding so went through the documentation.Inheritance in Substance graphsSo the Pixel Processor node doesn't give the "Relative to input" option which makes sense b/z it's itself a graph so it took values from its parent graph.. but can I set it to change based on input?I can't set it to Absolute and I can't set to Relative to Parent (graph)..What should I do? 12.3.0 build 6140
heyIs there any problem working with a complete scene of dozens of objects in substance designer?Or is it appropriate to use only one object at a time?I'm talking about also putting all the objects in the viewport with their respective materials and graphics in the same file.it's adequate ? Or could it cause problems?thanks
Hello Here I have several objects together in a single object that have the same material (same substance graphic) as in the image below. I would like to know how I can make a gradient from bottom to top aligned on all objects? I already tried with node: 3D linear gradient and everything got messed up. thanks
For some reason, when using the tile sampler, I can't get it to offset for the larger squares like in the first photo (with the blue background). Essentially there are various rows of squares that are offset way more than the rest in the first photo, and I cannot replicate it in Substance Designer.I tries using the Horizontal Quincuz Offset Type and using a Displacement Map Input for the Tile Sampler, but it did not work. Does anyone know how to create this type of offset circled in red???
Rookie post-Been in awe of what people can make in substance for a long time, I'm more of a kitbasher and stock materials user 95% of the time. However, I am in desperate need to make a certain material right now for a job, and I'm at a loss as to how to do it, so I'm looking for advice to see if Substance can do this. I need to create a carwash with a car inside covered in thick foamy suds. my google searcehs for premade textures, psd brushes and materials have come up dry, so wondering if substance could help me make it. Pic is for reference. I mostly just need the coating of foam on the car. Will be using keyshot for rendering, and will not be closeup, so no displacement or 3d geometry needed. Think this can totally be done with textures. second pic is the closest I've come to it in another project, but I need a thicker foam look. Thanks!
When I set up the dependent libraries of the project, I need to manually set individual settings in the project setting in the preference. I want to write a tool that can dynamically manage these. How do I do this?
heyHow can I deform objects, as in the example image, from procedural maps without the seams appearing in substance designer? thanks
I want to export this render from the viewport as a transparent image, but I can't figure out how. I've tried to export the render as a png and tif, and I can't find a setting for transparent or alpha channels. Is it even possible? Thank you for any help!(For reference, I click Camera -> Save render, is this the right way?)
Hi everyone! Now I am working at the material preset for the project and due to some specific restrictions I cannot use some default functions and have to invent some solutions.What I need to do for now is to create somehow the generator which will find areas on the object which are "flat" (or almost flat) and exclude them from mask.I could do thatusing pixel processor and tangent space normals, but there are some areas where the gradient is presented to compensate surface shhading of the mesh. (Imagine the cube where all edges are soft, but it has a baked normals which make it appear flat). So, using only the tangent normals is not a solution and now my main idea is to utilize the object space normals and make the pixel processor count value of each pixel and compare it with its neighbours, but I have no picture of the final math for now and need some suggestions on how could I do that. Or if someone could suggest another way to solve that problem, I'll be very glad.Thanks a lot
Hello, for now I am creating the tiny veins (or you can deem it as the smallest venation level of leaf) of the Japanese Maple by using the FX-Map node. The reason I choose this node instead of the general Voronoi node and cells node is that I am not satisfied with the result generated by them. Based on my observation of the actual leaf of Japanese Maple, I discovered that its tiny veins look like the combination of the “Y” shape. One “Y” ‘s middle branch connects to another “Y” ’s left or right branch and repeat this process until a net structure is formed. For now, I come up with two ideas to achieve this effect. I attached images bellow to illustrate them. The basic logic of the first one is that I separate the “Y” shape into 3 branches and only focus on generating branches on one side at first and set some conditions to generate another side later. The problem is that I must set a counter variable for each “Y” shape ‘s connecting point to judge whether the number of line
helloI'm trying to use the feature: UDIM MESH on an object made in Blender.but when I do a curvature bake in : substance designer the result is all messed up, like in the image:How can I use UDIM correctly? thanks
Hello please helpWhen I use path and line in the new update and export the sbsar file to clo3d Crash even though the file size is small and the device specifications are highWhen using any other file that does not contain (spline and path ) it works finePlease help and solve the problem
Hi Guys. I'm having a lot of trouble creating this pattern. I thought this would be simple, since I've made much more complicated things before, but I've spent several hours now with nothing to show for it. (don't mind the paint marks) I've tried a whole lot of tinkering with voronoi, tile sampler, shape splatter, stripes, fibers, etc and I just cannot get this pattern to emerge. Any insight would be very much appreciated. This is for a product visualization job and I'm in danger of falling behind on time. Thank you!
helloHow should I go about saving the files generated in the bakes in the folder where I am saving my projects?thanks
I am thinking of using Substance 3D Designer to earn money by selling textures created on this software along with its 3D model as a pack. I just need to be sure that doing this does not go against any policy or guidelines. Is it okay to sell textures that I create on Substance 3D Designer? Will this come with any extra costs?
helloCan you point me to a tutorial for the Substance designer to make defects on the edges of an object?as the plugin for unreal from the link : https://www.unrealengine.com/marketplace/en-US/product/edge-bevel-decals thanks
hello Is there a tutorial on how to place a gafitti on a wall in Substance designer?and parallax in substance designer? In fact, I wanted to make a broken corner on the wall with the sampled bricks using parallax. I also wanted to make dirt run down the wall below a window and I would like to have a way to position these effects easily.thank you very much
Hello. I want to download .sbsar texture from substance asset, and export the texture into .png files. (color map, height map, normal map .. etc) When exporting, I want to modify the texture into specific physical dimension. (which is 1m * 1m)And the tiling should be applied after the modification, and the texture scale should be corresponding to the real-scale. Here's what I tried.1. Create 1m * 1m plane on a blender, export it into .glb and import the .glb file into Substance 3D Painter.2. Applied downloaded .sbsar file to the .glb3. Adjust texture scale into real-scale.4. Export textureAnd I got to have several .png files but the key problem is when I tried map my 3D model with the result texture, the tiling wasn't working. Can anybody fix the issue?
Hello,I'm trying to use a PBR Coated Substance in Unity, Unreal or VRED. But the Clearcoat attributes have no effect in these applications. But in Substance Designer everything works fine.Can anybody help me ?Thanks.
je cherche le setup pour Substance_Designer 12.4.0 pour windows 64je ne le trouve pas sur votre site
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