A community for Substance 3D Designer users.
Recently active
We have just released a new version (13.1.2) to bring some improvements concerning frames, comments and nodes creation or positioning, and to improve AxF worflows. Look at the detailed release notes for more information. Improvements: [Graph] Do not place duplicated nodes on top of the original node [Graph] Improve alignment of comments attached to nodes [Graph] Improve comments move [Graph] Snap pasted/duplicated frames and comments to the grid [Graph] Snap new frames and comments to the grid [Content] 'Curvature smooth': Add a note about tiling support in the description [3DView][IRay] Allow int output to be assigned to enum parameter [AxF] Add properties about the clear coat model [AxF] Improve errors management during export [AxF] Improve GLSLFX and MDL materials for "SVBRDF" representation as stored in a AXF file [AxF] Remove 'CC No Refraction' property from 'AxF to AxF' template [AxF] Rename properties "properties.has_xxx" to "characteristics.has_xxx" [AxF] Update templat
I used substance designer on a laptop for the first time today and it is HORRENDUS. It's actually impossible to navigate without a mouse remotely comfortably. Why is every program like this? Does no one use laptops anymore? Cause my god. We've had fantastic track pads on windows for like 10 years now and every program is stuck in the early 2000's. This is why people move to tablets no one cares on PC. Please, please make this work properly with trackpads, and touch while you're at it. Programs like these NEED decent navigation. Use blender as an example, navigating it's nodes is a DREAM on a laptop. It's fluid and just works how you expect.
Paste from inkscape sort of works actually but it's weird and unusable . The shape is impossible to select . it's in wrong scale and place . Could you please make it workable. The native svg node is so terribly inconvenient .
I'm trying to create a volumetric material like here:https://www.artstation.com/marketplace/p/doBV0/3d-volumetric-wood-smart-materialhttps://www.artstation.com/marketplace/p/deVg/3d-volumetric-oak-wood I probably need to use a 3D Texture SDF node.I can't find any tutorials. Help me to understand.
Hi,I'm trying to randomly position my pattern with tile sampler but it's keep generating overlapped shapes.I would like to have only the non-overlapped shapes but struggling with how to do this. Is there a way to use position random without any overlapped shapes?
The Raytraced ambient occlusion node has a lot of potential use for me, but the problem with it is it's very noisy. A denoise node would allow lower samples and better performance along with keeping the quality high. Please add this.
Doing it through save as/open dialogs is anannoying waste of time . Couldn'twe just copy from photoshop and paste with same image scale and position. Not that Ai selection in Photoshop is especially good for textures but it's still a nice feature we could use in Designer . Ecpecially when you mix something photogrammetry based with procedural extra details . the paste in svg node doesn't work really . I managed to paste from inkscape but never in right place or scale. Make it work with Adobe soft please. Would be a reason to still pay Photoshop susbscription. I need one.
Hi everyone ! I'm working on different brushed metal for watch advertising and in some cases, especially for close-ups, a 16k version would be great. Theoretically, Designer can generate outputs in 16k but in my case, it wont. Too render in 16k, I simply select my graph and increase the output size (I have also increase the memory budget, the cooking size limit and the GPU cache limit). And it seems that it struggles on the same nodes everytime, which are the splatter circular and the tile generator. Does anyone have an idea ? Or is there known limits like in instance amounts on those nodes that makes them enable to render in 16k ? Thanks to anyone who will help me !
I found two issues with the recently released "Fit size to content" feature for frames. Both were found in function graphs, they may also exist in regular graphs. Selecting multiple frames with CTRL key and applying "Fit size to content" only rezises the first frame.Some frames created prior to the Designer version having the frame resizing features do not have the "Fit size to content" when right-clicking on them, even after converting the graph to the new format. This seems to occur in particular for frames embedded into other frames (but not necessarilly for the parent frames).
I have a problem, I use "Mask to Path" and "Path to Spline" Nodes in Designer to create a Texture Generator, when I import it in Painter, the whole Mask gets messed up.
Hello! I have been working on a material that is intended to be overlaid on other materials in painter. I have set up a mask output with the following settings:My issue is that when i import the material into substance painter, I have to set the mask output manually under the materials channel mapping. As you can see here, the channel defaults to <no alpha>. When i select my mask output from the dropdown, everything works as intended. How can i set up my output to be recognized by Painter automatically? Or am i misunderstanding and this is actually a problem on the painter end?
hey Is there a way to use the Height map in Substance designer without deforming the object as in the image? Does the same work in Unreal as in the image below? Is there a way to do this with Triplanar or another means?remember that I am only using procedural maps.thanks
I have three tileable, seamless bitmaps that I want to use in a “Tile Sampler Color” node to create vertical siding. I chose the “Tile Sampler Color” node so that I could iterate between each bitmap image to create a random pattern. The problem I’m running into is that the bitmaps get scaled or stretched. I have tried using “Absolute” under “Size Mode” and I end up with only one of the bitmaps showing. There has got to be an easy way to randomly assign my bitmap images to these planks. I can’t believe something so simple has to be so complicated in Substance Designer. I would use Substance Sampler; however, I am not happy with the latest version, and I don’t have enough control over what I want to do. I could also use a Flood Fill to move things around, but I think it would be much easier using “Tile Sampler” if it's capable of this taske What am I missing here? Thanks in advance.
Hi guys, When I activate display timings all nodes are at 0ms and I just can't figure out how to make it work. Thank you for your time.
Hello peeps my goal is gray scale luminance varience with the tiled bars, i need the base to stay white and black but im trying to use the flood fill to random gray to create my varience, for some reason flood fill dosent seem to work can canyone explain what the issue might be. also it seems like tile safe rotation in safe transform based on true or false can effect the outcome any idea why that is? thanks again peeps for all your help.
Hi,I currently have this cooking error and having a hard time finding out where it is: [WRN][1254][Linker]Error (severity 0): L12292 variable GET before being SET, possible cache injection issue. If you were logging the name of the variable in cause, this would immensely help to find out where the problem is.Thanks.
Basically I have a grayscale switch with multiple shapes the user could input, but I'm trying to find a way for the user to input their own shapes as well.Basically something like the SVG node, but the user could import their own in substance painter.
Hello. I am evaluating the pruchase of the Adobe Substance 3D Collection. For that reason, I've been installing its 5 apps... wait, well, no, 4 apps. I just found out that even though Adobe Substance 3D Modeler is shown as part of the collection it is not, quite; not yet at least. For now Adobe Substance 3D Collection is an optional install as it is stil in beta. Where is this disclosed? Somewhere in 3pt. type perhaps? The marketing of this collection should be transparent; show the "Md" app as part of the 3D set when it is available as a fully-released app, not before (just so it looks like we are getting a whole lot for $50/month). The susbscription fee is for 4 apps plus assets. For Beta testing an app, Adobe should be offereing a discount, or a free T-shirt, or a mug, or a "thank you!" check, AND making it VERY clear that this is a beta app. Thank you. A. C.Santa Clara, CA
I want to make some changes to a material I got from the Substance 3d Assets Librarym, but I only have the option to import it to painter and not designer. It instead says that sending to this app is not available yet.Furthermore If i download it and open it in designer there is a lock symbol on the graph and I can neither see or change it.The following may be relevant:Both applications are installed to same directory.Substance designer was given a fresh re-install and this did not fix the issue.These applications are all installed and managed via adobe CC.I also can not send it designer through substance painter.
Half of my environment textures are rendered in 3d package. Shape splatter never gives you same pixel-to-pixel quality . Always aliased alpha. Never true nice AO , Never true physics aware small things non-intersecting each other. You instantly see it's fake unless it's something only quite sparsely scattered. And what amazes me more is that some modern GPU renders actually works faster than shape spatters stack togeter with all their UV channel to color data extract nodes giving you an illusion of proceduralism while being unresponsive as hell and rather hang your substance. So I would really love cryptomatte masks extracting node and milti layered exr importer.
Before the end of the month, we just have time to squeeze in the March edition of the Substance 3D Community Digest! Substance 3D News The big news this month: GDC 2024 happened! And so we presented one of our world-renowned Substance Days! The big news: Our Blender plugin 2.0 update which was released recently, bringing in refactored plugin architecture, improved stability and overall performance improvement, new image formats to export textures, bit depth selection for each map type, Substance Engine selection support (defaulting to GPU), and much more. In Substance 3D Painter, some news for our spring release: Access Substance 3D Assets directly within Painter. Also, a preview of our new Text Resource, to add lettering to your surfaces. In Substance 3D Sampler: Text to texture powered by Adobe Firefly – provide a text prompt, and receive a selection of modifiable textures. This is available today in the Beta panel of CC Desktop! &nbs
The Add Presets From File functionality consisting in creating an embedded preset from a preset file is not working.
Dear Sir, hello. I am a user of multiple software and have previously used Substance 3D Designer. I remember that the exported sbsar file can be placed in UE and parameters can be changed in real time to change the model. However, I know that after the update of UE5, substitution has been removed, so this real-time modification method cannot be used in UE5.3. I am not sure what your thoughts are. I have previously reported a channel bug to you, but it seems that there has not been any change. Therefore, I hope you can add an export function in SD software, which is a UE5 specific file. I know that there are too many types of sbsar files, many of which are non planar and can be used. There are a lot of bugs, so don't use sbsar files anymore. These files can be imported into UE5 and automatically synchronize the parameters added in SD, just like UE instances. You don't need the plugin to be too powerful, just make real-time changes to a plane with many faces. If possible, this will be ve
Hi, I'm just experiencing MDL Graphs in Designer and want to use them in Painter or Stager. The exported MDL file indicates that version is 1.7.- In Stager a popup message saying this version of MDL file is not supported(this popup also includes a link to "Learn about the Adobe Standard Material" version of .mdl used by Stager, but this link goes to an inexistent page...).- In Painter, even if I add the MDL file in the \shaders\mdl directory, nothing happens. As I cannot change the MDL version, I am stuck to use MDL only in Designer, what is quite useless. Why this kind of feature is not maintained in version updates and when it will be available for the current MDL version ?
I have no graph templates available when I click the add new graph template button. I saw another post about this issue on a different version, and I looked for the folder that should contain these templates. But no such folder appears to exist. Help please. I can't properly follow along on any tutorials without this. I am running the latest version of designer on a Mac.
Remix with Firefly Community Gallery
Thousands of free creations to fall in love with and remix in Firefly.
Already have an account? Login
No account yet? Create an account
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.