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I have a material where I use a RTAO node. In substance designer the material looks correct, but when I import it via Substance 3D Plugin in UE and generate a material from it, the textures are broken.Here are some examples of Substance Designer:(Working base color)(Correct normals) (Wrong base color after import to UE via Substance 3D Plugin)(Wrong normals, it is as if the normals have not been calculated further than before the first RTAO node) When swapping the RTAO with a HBAO node it is working but of course does not have the same look.I’m using substance designer steam edition:Version: 13.1.2 build 7745 commit 1e6555a8 Release (04/06/2024) - Steam editionEngine Version: [Direct3D 11] 9.0.3 commit 0x41325881 (04/06/2024)Bakers Version: 2.5.7 commit 0xe9235188Substance in UE5 Plugin Version: 5.7.1 The Substance Designer sbs is attached.
We’re excited to share that Frame.io now supports 3D files natively — and it’s free on every plan. You can upload GLB, USDZ, FBX, OBJ, STEP, SBSAR materials, and 14+ other 3D formats directly to Frame.io. It auto-generates a high-fidelity turntable so anyone on your team — even people without 3D software — can review, leave degree-stamped comments, and approve. Spin. Share. Ship. This is the same review workflow you may already be using for video. Now for 3D. "Can I get a quick look at that 3D file?" has just become easier to answer than ever before. If you’re using Frame.io, give it a spin!
The latest Substance 3D releases are out. Designer 16 expands procedural capabilities with an improved Shape Splatter node and new SDF tools. Sampler 6 focuses on faster, more consistent material creation, including new templates and better HP Z Captis capture integration. And with ZBrush 2026.2.0 and Painter 12.0.2, you can now transfer meshes between the two apps in a single click. OpenPBR support is also now live across Designer and Sampler, and in beta in Painter. Head over to our post on the Adobe blog for more info!
Currently, the Polygon fill tool is very useful for editing base color and masks.I do not see an obvious technical reason why it can’t also affect Height, Roughness, Normal and other channels, as well as erase things.Please add this feature.
I have attached two images. On is a screenshot of my material inside Designer. That's the one with the cube. And I've attached a second image that is a screenshot of what that same material looks like in Painter. No other materials are active or are being blended. It should be a 1 to 1. How do I fix this? PS. I have the Steam versions of both these softwares latests 2025 versions
Tessellation settings (resolution/factor) missing from the the main renderer settings but do appear in the material settings on the openGL renderer. This has persisted for the last 2 versions of SD
From what I see so far it still have same disadvantages over FXmap node as before: Stepped aliazed Z combine, bad aliased alpha for small details like small twigs , grass blades etc . It has quite a lot of redundant stuff I would never use probably , like SDF or maybe just don’t understand how it’s useful yet. So if somebody could share experience what’s new and cool there I would be appreciative.
Hi,I've been with support for hours and hours trying to get the Exclude Pattern in the Preferences > Projects > Library paths to work with no success. My objective is to specify a root directory for an asset library which has a bunch of assets shared among artists. I want Recursive enabled so it would automatically scan the subdirectories for all the assets. LibraryRoot/Asset1/LibraryRoot/Asset2/LibraryRoot/Asset3/...Each asset subdirectory will look something like:LibraryRoot/Asset1/asset.sbsLibraryRoot/Asset1/WIP/asset1.sbsLibraryRoot/Asset1/WIP/asset2.sbsLibraryRoot/Asset1/WIP/asset3.sbs... WIP will contain development save iterations of the asset and should be excluded from the Recursive scan.I've tried the following Exclude Patterns:WIPWIP/*/WIP/**/WIP/*.*[\\\/](?:WIP)(?:[\\\/].*)?$also with and without quotations. Nothing works, it seems like it's completely ignoring everything in this field. Can anyone confirm if this works or doesn't work for
I am trying to create a packed texture - Color_AO In some cases I don’t need an AO and so I want to pack the alpha channel with all white so my in game shader will still render correctly When I plug a uniform white into the alpha and export the alpha channel is not exported It will only export the alpha channel when I have some value range in whats being plugged into the Alpha of the RGBA Merge node I am exporting as TGA in RAW color space
When selecting the Rasterizer Renderer, baked normal maps does not render correctly on symmetric models. The OpenGL can render it correctly, but it was recently marked as deprecated and added a warning that it will be removed.Updating drivers didn’t made any change.No issues with the normal map on any other app, including PainterOn Substance Painter the maps looks fine.
The latest release of Substance 3D Designer brings a set of targeted updates focused on improving procedural shape workflows, expanding OpenPBR support, and improving access to displacement settings in the 3D view.This release introduces the Shape Spatter v2 node, allowing you to scatter raytraced 3D shapes individually in real time, enabling per-instance control over properties such as shape, orientation, and size. Shape Spatter v2 supports atlas inputs, allowing artists to scatter an unrestricted range of shapes from a single atlas without the limitations of the previous workflow. In addition, this version brings significant improvements over the original node, with enhanced controls for scatter randomness, rotation randomness, size variation, and distribution. To complement the new scattering capabilities, the node comes with an expanded Signed Distance Field (SDF) toolkit, introducing a range of new nodes for creating, combining, and manipulating custom 3D SDF shapes. Finally, t
Hi, recently I upgraded to Substance Designer 15, and now when I try to create a new project or open an existing one, the program crashes. It seems like an issue with the 3D view because when the crush window appears, my 3D view is blank.What I tried so far:updated drivers for my video card (put studio drivers for Nvidia) reinstalled substance changed to OpenGl and Iray checked python libraries installed and uninstalled ReShade libraries because saw it as a potential fix from another post
Hello from Ukraine!:) I have an issue with SD 15 - it started to crash on loading the project.Yesterday I worked on a several projects, and all was well. Then, today I tried to open SD (I tried my projects, and even blank new scene, doesn't matter), and it crashes on loading. After some tests I discovered that this is caused by rasterizer renderer initializing. If I disable 3d view before loading the project, I can use Designer, move and connect nodes and see 2D outut, all works as before. But if I initialize 3d view (no matter - using rmb on Output node or from window>new 3d view), it shows me black 3d view for a second and then crashes. I even can't switch to OpenGL, even if I set OpenGL as default renderer in settings, it still tries to initialize Rasterizer first (why?). The issue is I've already updated all my important projects to 15 version so I even can't open them in older versions of Designer. I tried 14 version, it works well with OpenGL ev
I can already create a graph input parameter of type Float4 through Python.The problem is different:I cannot make the corresponding Input node become Float4.What I need is the Designer UI Input node whose editor shows 4 float components, not just a graph parameter of type Float4.What I observed:Creating the graph input as Float4 worksCreating the Input node worksBut the Input node still behaves as a plain float/value input, not as a Float4 inputSo my question is:Through the Substance Designer Python API, is it possible to change the type of an Input node to Float4?More specifically:Is there an API call to set the Input node type to Float4?If not, is the node type determined only when the node is created?If it is possible, what is the correct Python API sequence?I am asking about the Input node type itself, not the graph input parameter type.
Title says it all. I’d provide more information if I could. I wish designer would tell me what exactly the problem is but I just get a small window that tells me: “Error publishing package. Check the console for details”. And if I check the console nothing is there. Where should I look?Thanks in advance
Hello readers, I have two nodes with two values. The perlin noise scale is tied to the strips, but I need the perlin scale to be 4 times smaller than the value number strips. I also tried multiplication and float=0.25, but nothing changed.
This is just ugly now, could you move either one of the Previews to align with each other?
Hello In the new Substance Designer 15:Is it appropriate to load an entire scene, with dozens of objects, to create materials/textures in the same file/project?Is there a risk of the software crashing and becoming slow? Thank you
Today we’re announcing the release of Desirable Patina, the rust-themed Signature Collection by Loic Anquetil, available now on Substance 3D Assets. Loic is a Senior 3D Artist/Material Artist working at Ubisoft, who has previously worked on titles including Ghost Recon Breakpoint and Prince of Persia: The Lost Crown. In our interview with Loic on the creation of the collection, Loic discusses how he studied rust references, built procedural noises, and translated corrosion patterns into Substance 3D Designer materials. He also talked about opening up existing nodes in Designer, essentially using the software like a creative tookbox. Take a look! You can find the article right here, and the Desirable Patina Signature Collection is right here!
I’d like to set up a substance designer file as a template so that it can be viewed but not changed. Is there a way to set it as read-only? The default graphs are read-only, so I figure there’s a way it can be done.
I’m having an issue with Substance Designer’s script path setup. When I set a path using an environment variable, only scripts placed directly under that root directory are recognized. Scripts located in subfolders are not detected, which makes it difficult to organize modules in a hierarchical folder structure. Because of this limitation, I’m unable to properly separate and manage my scripts. Is there any way to make Substance Designer recognize scripts inside subdirectories, or is this a known limitation?
HiI’m creating some dynamic ribbon materials, but I’m running into an issue where a visible seam appears where the end piece meets the middle section when the material is used in Painter.Specifically, there is a line of differently colored pixels in the normal map at the point where the pieces connect. I’m not sure what is causing it, but it consistently shows up when the material is used.To rule out problems with my node setup, I started from the “Leather Strap Ribbon” template and modified it from there.At first, I thought the issue might be related to my use of 2D Transform nodes with tiling disabled, but even with a very basic setup (as shown in the top image), the seam still appears.One thing I’ve noticed is that the problem always occurs at the “End” section, never at the beginning.Anyone have an idea what I might be causing this?
Hello,The new Color.Raytraced baker does not render the correct material colorsIt worked correctly in v14 but chooses random colors in v15. Additionally, Color.Raytraced does not function correctly through the SAT. If left to the default, or set to mesh_color through the --color_source flag, it renders a black image. Example command: <path_to_baker>/substance3d_baker.exe Color.Raytraced --inputs <path_to_low>\low3.fbx --output_path <out_path>\ --high_scene_paths <path_to_high>\new_colors7.fbx --output_size 1024,1024 --output_name ID_Test --padding_radius 10 --projection.max_height .5 --projection.max_depth .5 --color_source mesh_color Assigning vertex colors to the high poly fbx and changing the color_source flag to vertex renders out the vertex colors correctly. I have tested most of the other bakers through the SAT with no issue after updating the new flags, but mesh_colors seems broken both in Designer and through
I can launch and use Substance Designer 2025 and Work with it. 3D View renders normal. But as soont as i try to resize/reopen the 3D View Panel, SD crashes.If i close 3D View, i can resize the other Panels.I tryed switching Render engines, Updatet my Drivers, Stopping the Render engine before resizing.Always the same result. Can’t get it to run. Im Using Adobe Substance 3D 2025 Standlone Steam edition. Version 15.1.2
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