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After updating my old substance designer to the newest version 15.0.3 Substance designer is unable to launch. When I do so it stays stuck on the splash screen. I have tried multiple solutions but it does not seem to work. The solutions I have tried:uninstalling and reinstalling the app (version 15.0.3 and version 15.0.0)launching the app as adminupdating my Nvidia drivers to version 581.57Changing my graphics processor to high-performance in the Nvidia control panelDisabling my Nvidia GPU (seemed to work, at first, as it opened the software and my graph but crashed a few seconds after opening) My specs:Laptop model: Acer Nitro AN517-41Processor: AMD Ryzen 7 5800H with Radeon Graphics (16CPU)Operating System: Windows 11 Home 64-bit version 25H216GB RAMDirectX 12Nvidia GeForce RTX 3050 I have found multiple threads with the same issue however I still haven't found a way to solve this problem. Is there anything I might have missed ? Thank you for your help
After installing the latest version of Designer on my Laptop, it opens the splash screen and terminates after two or three seconds. I deinstalled it and did a new installation I also updated GPU drivers I disabled Antivirus Software Here is the Log from the Windows Event Viewer: Protokollname: ApplicationQuelle: Application ErrorDatum: 01.10.2025 17:06:24Ereignis-ID: 1000Aufgabenkategorie:AnwendungsabsturzereignisseEbene: FehlerSchlüsselwörter:Benutzer: MARCO-LAPTOP\marcoComputer: MARCO-LAPTOPBeschreibung:Fehlerhafter Anwendungsname: Adobe Substance 3D Designer.exe, Version: 15.0.2.0, Zeitstempel: 0x68c442b0Fehlerhafter Modulname: Adobe Substance 3D Designer.exe, Version: 15.0.2.0, Zeitstempel: 0x68c442b0Ausnahmecode: 0xc0000005Fehleroffset: 0x0000000001e1aee4Fehlerhafte Prozess-ID: 0x3058Fehlerhafte Anwendungsstartzeit: 0x1DC32E4F1CF379CFehlerhafter Anwendungspfad: C:\Program Files\Adobe\Adobe Substance 3D Designer\Adobe Substance 3D Designer.exeFehlerhafter Mod
I found a bug these days that I have to report and I wonder how it could have slipped through the cracks (haha, Substance pun - which was not intended) Anyhow, here is the bug report:When you open the clouds_2 node which live inside noise_clouds_2.sbs and you change the scaling of the "Scale" input parameter you will notice that one of the FX graphs inside will not scale correctly.Reproduced with Substance Designer Version 15.0.1See a demovideo here:https://youtu.be/giEP8fFGivc Best Regards,Rüdiger
Substaince Designer is crashing every time i select other Meshes in 3D view. It also happens when i Change Render Typ or anything Else realated to the 3D view Window. I dont know what to do, please Help me.
I tried everything I could, but some things are missing, like the shape function.How can I restore the functionality? 1. Deleting the program and trying again doesn't work2. I had a 2-hour Adobe consultation.3. I also downgraded too4. No graphics and CPU issues(latest upgrade)5. Useless for new users6. Cleaning tool is useless tooI think a file is missing. How can I restore the functionality?
I haven't used Designer in a little while (busy at work), but I booted it up yesterday, only to see that Tessellation Factor is now gone. And the base high-res plane has nowhere near enough geo to be of any use without tessellation. Why on earth was this removed? I know I could make a super dense plane in Max etc, but I really shouldn't need to. I see parallax occlusion mapping is also now gone. Again, why? This makes no sense.
Software version: Substance Designer 15.0.1 (build 9305, commit 31dfdb10, Release 07/15/2025) When baking a normal map, black pixels appear along UV shell borders if the Default Anti-Aliasing option is set to any value higher than None. If Default Anti-Aliasing is set to None, the black lines disappear. Since the issue was not present in previous versions and is reproducible on different models and PCs, I believe this is a bug. Steps to Reproduce:Bake a normal map on any model with UV shells.In the baking settings, set Default Anti-Aliasing to a value higher than None (e.g., 2x2, 4x4, etc.).Observe the baked normal map result.
Steam Version of Substance Designer 15.0.1 does not launch. I see a starting artwork after which nothing hapens. In the task manager, the process can be observed starting out after launch, then marked as "suspended" nad killed. Happens both through the shortcut and via Steam itself.My specs are:ASUS x550vi5-3230M, x64GeForce GT740M, 2GB, driver version 425.31 (updating is unavailable for this laptop)RAM 6GBWin 10 Home Single Language, x64, version 22H2 I understand that my computer is way below recommended specs, but the app is not marked as "unavailable" for this system in Creative Cloud, the way Substance Modeler for example is, and I don't have much choice at the moment. 14.x versions from Adobe.com used to launch just fine, Substance Painter 11.0.3 works just fine. A number of people also reported the same issue on Steam's forums with the same description of the problem (app not launching).Thanks.
In version 15, textures generated using the distance node exhibit precision deviations in pure white and pure black sections, rendering subsequent comparison algorithms unusable.In version 14, pure white and pure black are fixed as 0 or 1.How to maintain this accuracy in version 15?
I was trying to change my tessalation settings on my project, only to discover that I have no materials anymore, just the basic AdobeStandardMaterial and literally nothing else. I cannot find ANY information anywhere for this issue, I uninstalled and reinstalled the program, opened a new project, reset the settings, and tried to find the material library location on my disk, but I cannot find any information on it anywhere
Does anyone know how to fix it ? Each time I click a file link I get this error. In both regular and Steam versions coexisting on my laptop. Should i point to it in some obsure preference settings or something ? it's in C:\Windows on my pc. Always been there .
Hello,I'm reporting a critical bug in the "Transfer Texture from Mesh" baker introduced in Substance Designer 15.0.0 and still present in 15.0.1. The Issue:The Dilation Width (or Diffusion) setting no longer functions correctly. When baking textures (specifically normal maps) using this baker, instead of the pixels being properly dilated at the UV island edges, **black gaps and lines appear**. Steps to Reproduce:1. Use the "Transfer Texture from Mesh" baker to transfer a normal map from a source model to a target model.2. Set any value for the "Dilation Width".3. Bake the texture. Expected Result:The pixels at the edges of the UV shells should be extended outwards, creating a clean bake without seams, as it worked in all previous versions. Actual Result:Black artifacts, lines, and gaps appear along the UV seams. I have confirmed this is not an alpha channel issue and have tested with various settings and multiple texture formats (PNG, TGA) — the bug persists.This fu
HelloSince V15 it seems that baking Color map from mesh outputs a black imageI'm a pro user and since this update I can't use my designer files anymoreI'm exporting HR mesh from Blender I tried to revert to an older version of Designer and it workedAnyone can help?Cheers,David Frappaz
I updated to the new version 15, opened the project I had been working on earlier in the day on the previous software version, Designer crashed while loading it. Tried a few more times, same thing.I then downgraded my install back to the latest version of v14, tried to open my project. Designer now does the same thing, crashes while loading my project. What on earth happened in that update to break something so irrecoverably?! I can't open my old file in the old version! I get the feeling it's something to do with failing to load resources properly, and instead of giving a warning and allowing you to correct the failed resources, it just crashes. I use this for my job - need this fixed asap.
I render 16 bit denoised beauty AOV or normal AOV of small plants in Octane or Cycles and see absolutly perfect fringe /halo free image around alpha edges when I need to downsale a render 2048x2700 sized to perfectly 2kx2k in Photoshop /affinity Photo/ Gimp / Krita. In Designer it's ok if no scaling is involved at all . But once initial image not perfectly x2 or I need to tweak the scale I see those pesky fringes all over . If I set premultiplied alpha blending it's a glowing white halo, if it's straight . it's those dark fringes . Never an issue in Photoshop. Much to my surprise it's mostly ok In Painter too . not as perfect as in Photoshop but still fine. Does anyone know a workaround for Designer ? The only way I managed to find in Designer is to do it with evry color image in linear gamma 32 bit float ble
Hi Geeks!I'm working on a procedural wood log material, so far I can control the rotation of my logs with a grayscale value from 0 to 255 = 0 to 360°. I use the flood fill family node to map a texture (wood grain, grunge, whatever) with the flood fill mapper node, however, it only uses half of my grayscale value to perform half of the rotation. No rotation of the texture between value 0 and 126, then it performs correct rotation. Is there a way for the flood fill mapper node to use the full grayscale value to perform 360° rotation of my texture?
I want to test the new update but dont know to fix this.
When changing the Color Space For Library Environment setting in the Environment settings (Viewport menu bar -> Environment -> Edit), it works fine and displays the environment using the selected color space. But after restarting Substance 3D Designer, the default setting is used, even though the state of the dropdown menu got saved. As result, the state of the dropdown menu is incorrect, showing a different color space than the one actually being used. Once I change the setting to something else and back again, the setting is correct again.Tested in version 14.1.2 build 8986, on Windows 11 24H2Steps to repoduce:1. Open the Environment settings (Viewport menu bar -> Environment -> Edit)2. Change Color Space For Library Environment to something else than the default. Also change Is Visible to True, making it easier to spot the issue.3. Restart Substance Designer4. Notice how the HDRI used in the viewport is now sampled using the default color space instead of the c
I'm trying to apply for Substance 3D Painter eductional licenses, but the web site doesn't work! I follow the steps, but no email is ever received from donotreply@adobepartneroffer.com with the instructions to validate my eligibility. It's been this way for months now and really feels like Adobe are just trying to force us all to give up and pay for subscription. I'm a student and simply can't afford to do that, so will have no choice but to use other tools instead. Not a great way to attract and retain new users of your tools, Adobe. Any update on when the educational license process will be working for Substance 3D, please?
Hello Substance 3D Designer Support Team / Community,I am experiencing a critical issue trying to run a Python script in Adobe Substance 3D Designer, Version 14.1.2 build 8986 Release (04/09/2025). Edition Windows 11 HomeVersion 24H2Installed on 12/6/2024OS build 26100.4351Experience Windows Feature Experience Pack 1000.26100.107.0My primary goal is to programmatically create a network of standard nodes and establish connections between them within an existing, opened Substance graph. I am trying to automate the setup of a workflow involving nodes like bitmap, levels, blur_hq, normal_blend, normal, and output.I'm encountering persistent AttributeError and ModuleNotFoundError messages that indicate significant discrepancies in the Python API for my specific build of Substance Designer, compared to common documentation or expected behavior.Here is a summary of the issues encountered, with the most recent error being the critical blocker:Initial API Access:ModuleNotFoundError: No
Hello Substance team, I would use Designer on my second monitor, minimize it and when I maximize it again, it would be on the first monitor instead of the second. It's as though it doesn't remember which monitor it was supposed to be on. The expected behavior is of course to have it maximize back to where it was before. This has been an issue for a few versions now. It could be a specific windows issue (I can confirm that this is not just happening to me, and has happened on Win 10 and Win 11). This is just hugely annoying but the workaround is clear and simple. Hope you guys can look into it soon! Thank you!
Hi Substance team,When using scatter spline on spline and trying to hook it up to a spline mapper grayscale afterwards, the spline mapper grayscale does not return any result and has no information in the UV output. When not connected to scatter spline on spline, it shows the result as expected. I have attached the sbs file for your testing.Hope it helps with the troubleshooting and resolution!Thank you!
I just updated to Substance Designer 14.1.1. Whenever I click on one of the menus at the top of the screen, a warning message is printed to the Console: QWindowsWindow::setMouseGrabEnabled: Not setting mouse grab for invisible window QWidgetWindow/'Pfx.Editor.Menu.FileWindow' The name at the end of the message changes depending on which menu I'm clicking on. For example, instead of "FileWindow", it might say "EditWindow" or "ToolsWindow". The functionality of the various menus does not seem to be affected. The only reason this is an issue is that we use custom scripts here and will sometimes direct the users to look at the console output. For example, "Errors occurred while exporting textures. See Console for details." If the users see the "setMouseGrabEnabled" warning message, they may think it is part of the reason there was an error exporting textures.
Hi allI don't know if I'm posting in the right place, but I'm having an abysmal time finding support for my problem.I have a problem. Back in July 2023, I downloaded a student plan for Substance Designer and used it, but now I require the use of the software for coursework. Ultimately, my 2023 plan ran out. I tried to request a product code in step 2 of the education request. I put my student email address and country, but I received an error message saying that the uniqueID code already existed, so I can't move forward from this. What can I do?Many thanksAndrew Booth
Hello, The issue I have is with a project created in Designer, but manifests when published as sbsar format and imported into Painter. I find that the very end shape doesn’t appear where expected when I use the scatter on spline node. I’ve had the issue with spline cubic, quadratic and polyquadratic as the input splines. I’ve replicated in a simpler file as below. I haven’t moved any of the points in the spline cubic node and I left the input pattern in the scatter on spline node as ‘disc’ for simplicity. The result in designer is this: When I publish to SBSAR and import into Painter, or use the “send to painter” button, I get this, where the end disc has moved.If I use the tools menu to export the base colour as a png, it is correct and opens as expected in any image viewer. It also is correct from the SBSAR format in substance player. As the number of shapes being scattered increases more appear away from the spline. I’ve noticed that it always happens c
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