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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.
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.
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