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Hey! People I made a filter and I want its output to go in the ID map in painter so that it can be used by "Add Mask with color selection" feature. Is that possible?I read this documentation and do not see the ID entry in the table "List of input/output usages and identifiers"https://helpx.adobe.com/substance-3d-painter/content/creating-custom-effects/channel-specific-filter.html In general, Is it possible to output data in Mesh Maps?If yes, then what happens to the baked data? Is it possible to blend the output (from filter) with the baked/user_imported mesh maps? I can't explain much on "Why I want to achieve this.." due to NDA 😬 Designer version: 12.3.0Painter version: 8.1.1Thanks ♥
Hello, I want to know if there's a way to set up a parameter that disables the height channel.I tried using a black color via the switch node, but it led to a negative material height. also, I experimented with a 50% grayscale color, which makes a minimal height effect on the material.
Hey there,in the documentation of Substance Designer is a "random integer" node available, but I can't find it in substance itself. Do I search at the wrong place, it should be available in value processors I guess but if I search for it, it doesn't show up..Iam actually using v 13.0.2Can someone help me?Thanks in advance
oiexiste um live link para: Substance designer for Unreal Engine ?obrigado
Or it's possible to do with loading a preset file or something ?
Hey people!My filter is ready and kicking but the order of parameter groups is messed up.I'm aware of the striped little rectangle on the left side of input names and arranged them nicely.(https://community.adobe.com/t5/substance-3d-designer-discussions/change-order-of-input-nodes/td-p/13736642) But the order of groups is not making sense in painter 😕😕
Hello all, I would like to make a Substance painter filter which converts a id map into a single grayscale image to the user3 channel. The problem is, when I use the id map input node in the SD, it doesn't out any value. So the output value is always empty. But when I use the baseColor input node, the filter works perfectly. Is there a way to use an id map as input for a SP filter graph in the SD? You can check my work from attached files.IDtoGrey.sbs doesn't work, but BaseColorToGrey.sbs works well. You can test them on the SP after publishing them. I wait your wisdom.
I mean the way that whenever I move a folder to another location an sbs inside would be working and do not miss the files?Using links relative to where sbs is rather than absolute path?
Hi, how are you all? I was here to discuss an issue. Actually, I am a game developer and recently developing a game but this time I want to add 3D environment like forests, river or something like that.I also want to add good sound in it. Anyone have experience in this field or could recommend me any professional? It will be very helpful for me. Thanks
Hello! I want to save some information I create via python to a new metadata property. Is this possible? I can see it's possible using pysbs, but I assume that's for when I don't have designer open already, can I use pysbs functions inside designer? Thanks!
Hi very new to substance design, but very proud to create this material from scratch. I saw a tutorial and he exported this one output, I tested it and it worked well. however on the material i made it's pretty much invisible, it looks like it shouldn't be. I am making decals, any advice would be greatly appreciated. Thanks.
Hey people! (Check attached video)I know the solution must be simple but I've spent more than what I expected on this seemingly innocent situation. :'( TLDR; I want my filter to be aware of user input.If it's color with alpha certain action happenIf it's color with no alpha some other action happenIf it's greyscale(R=G=B) some other action happen I tried digging in the internet, switches, and so many hours..Plz help :'(
I would like to make a sci fi panel with multiple colors in substance designer. I would like the screws to be one color, the panels another color, the holes another color, the cutouts another color and so on, is this possible. I have seen timelapse videos where this is done but it is going too fast for me to follow. Any help would be appreciated. thank you
Hey people! =DThe pattern input I'm using in 'Tile sampler color' holds RGBA data. The output from the node however doesn't come with alpha (white alpha). Is it normal or is there a way to get the Alpha? If user puts a color in BG input then it works fine within the Tile Sampler Color stating that the node does holds Alpha data. How do I get it out? In the end, I want to send the output in Base Color channel without the black background.I can take the color output from Tile Sampler and convert it into grayscale → Apply levels etc to get a mask for Alpha merge node but.. it's not the most accurate way. I've read that splatter shape is more apt for such scenerios. Unfortunately I've set up a huge part of my tool around tile sampler node :') Thanks!
Hi, So my main reason for learning design is for making decals for unreal engine 5. How would I mask this so it doesn't look like a square? I was looking at the docs and I would guess it would be some sort of mask generator. No idea where I would plug in though. Thanks for any help
According to 12.4.1 release notes :[Security] Remove the support of file format import Collada (.dae) Is COLLADA support dropped forever?(that 'security' section looks kinda strange)
Hi, Apparently Substance Designer Sync uses a Version Control script coded in Python 2.7 (EOL) and the script is not compatible with more recent versions of Python. How could we continue the use of Substance Designer Sync (Version Control) with any supported Python?
A new version of Substance 3D Designer (12.4.1) has been released today in order to solve a few issues, What's new?[Cooker][Graph] Take in account EXIF transformation tags in JPEG file[Security] Upgrade to USD 23.02[Security] Remove the support of file format import Collada (.dae) [Substance models] Warning about the end of life of Substance model graphs in the next major version What has been fixed?[3D View][ASM] Coating roughness artefact when using a CoatNormal[Content] 'Gradient Filled Cells' parameter of Alveolus node is inverted[Content] Input Number of Multi-Switch nodes is not clamped[Content] Cooking warning in Scratches Generator Normal node[Data] Crash when loading package manually after undoing its previous load[Data] Crash when quickly undoing a multiple graph operations up to the package load We would like to inform you about a significant change coming to Substance 3D Designer. As indicated in the changelog, the current version of Designer will be the last
Hi, here i have a tile sampler, a level, and a distance. When i plug levels into the distance all the white specs get much bigger - why does this happen? Also when i plug the tile sample into the distance it changes the white speck to white grey ad black, i have no idea whats going on or why it does that? Thanks for any help, the results of plugging nodes in and seeing the output is extremely confusing.
物質デザイナーで出力サイズを変更するときにPXを手動で変更することは可能ですか?
Hello,I'm new to substance designer and am using the tile sampler to tile the roses in the image below.I want more space between the roses so they fit into the green lines. I can offset the x axis globally but can't seem to find how to create more space between the coloums?
Hello,I learned this knowledge from a tutorial on Adobe Substance's YouTube channel. The tutorial covered the process of exposing the scale and rotation parameters within the Transformation 2D node. Additionally, I successfully exposed the offset parameters of the Transformation 2D node.However, I've encountered a challenge. After adjusting the offset parameters and subsequently modifying the rotation, I noticed that the shape rotates around the center of the canvas, rather than its own center. Could you provide guidance or suggestions on resolving this issue?Thank you in advance for your assistance.
Hi i am trying to follow along with a tutorial and i have tried this multiple times, my cube base is always black. I have watched a few tutorials now and their cubes are always white. I have everything plugged in the same way. How do i make it so the cube is white like in the second imag? Thanks for any help
I mean are they wasting my RAM or video memory ? I usually have dozens of image files there mostly unused . And how to clean unused ones without searching what each one is ?
たとえば、矩形の画像データが読み込まれると、画像は正方形に変更されます。これを改善する方法があれば教えてください。
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