A community for Substance 3D Designer users.
Recently active
Hi Team,I am having trouble publishing my graph to .sbsarBasically, it's greyed out, and I'm not sure whether there are any incorrect steps or actions.Please assist me with this.
Hello,I wanted to dive again in some automation, updating old tools I have created with SAT. As I have no longer access to them, I must manage to get the equivalent with only SD executables.I used sbsmutator to get a list of presets and outputs for each graph I fed into my pipeline. Does anybody know a way for me to get the same result without it ? I would prefer a non-python solution, as my pipeline is with only shell scripting, but any clue would be appreciated.
Like ctrl + stroke across connected lines disconnects them . Shift+ stroke across connecting lines make shared or multiple reroute points. It's so much more convenient than designer way really. Alt + move disconnect selected node from connecting lines on both sides and if you move it next to another connecting line it connects automatically when you release Alt . Ctrl+shift +D duplicates connected node . Bypass M works on nodes with multiple similar connections, not just single input nodes . Never works for material blend nodes in Designer for example. copy paste driver to driven input . one click solution vs gazillions exposed parameters and never ending mess of extra created inputs
anyone know what might be causing this, i would guess its the noraml or height, but i dont see any of the wavyness in the maps.
I'm new to Substance Designer - is it possible to build a texture that follows the contour of the surface it's applied to, such as the plywood edge on this chair?
Hello, I'm searching for a method to capture an image from a top-down perspective of a 3D rendered material. This can be done on any canvas with a 256x256 size or similar. The goal is to avoid the lengthy process of rendering in Blender, Painter, zooming the camera at an angle, cropping a portion of the image, etc., especially when dealing with a large number of images. I simply want to create a top-down view of the 3D rendering with my specified canvas. Please note that I'm referring to 3D rendering, not the 2D substance rendering, which doesn't resemble the final product closely. Currently, I'm using Photoshop to import my material onto a flat layer. While it's nice to have control over displacement and lighting, it's quite buggy when it comes to retaining displacement and lighting values upon saving and reopening the PSD, even with saved presets. Additionally, working with lower resolutions, such as 128x128, and setting the material quality to something like Ultra res
March 2024 has brought another edition of the Game Developers Conference, the premier event of the gaming industry. The Adobe Substance 3D team presented Substance Days at GDC, and we were once again delighted to be able to meet so many of our 3D community in person, in San Francisco. Big announcements during our keynote presentation this year included: Substance Connector debuted at GDC this year. Take a photo of any surface; convert this photo to a modifiable 3D material in Substance 3D Sampler – and now, thanks to Substance Connector, send this material directly to Unreal Engine 5. Materials appear in UE5 in real time; they’ll load in your UE5 project, and can be modified there, right away. Available for UE5 right now, it will also boost artist workflows incorporating Blender, Maya, 3ds Max, and Unity in the near future. Wes McDermott discusses Substance 3D developments in our keynote presentation. On this theme of connectivity, we also a
Can somebody post an instruction ? I did it before but now can't even find folder name in sbs text . Ctrl+F find nothing when i put folder name from there in the search. I assume the folder name "RENDER2" should be find-able in sbs file and replaceable to another one. But it returns nothing . How can it be possible ?I use Notepad+++ When I try to find by the filename iI get v="pkg:///Resources/Render_target_pass_Beauty?dependency=1431672173" . I am totaly lost now . Been able to do it just fine couple years agops. when I try to export7z anf replace bitmaps there it seems trying to collect all sbs files I ever had in my network . Takes forever .
Hello! I'm working on a material in Substance Designer and I'd like to test it efficiently in Painter. Publishing the .sbsar file to Painter is straightforward, but the process becomes cumbersome when I need to make adjustments. Currently, my workflow involves: Publishing the material in Designer.Importing the .sbsar file into Painter.Making adjustments in Designer.Deleting the old .sbsar from Painter.Repeating steps 1 and 2. This cycle is time-consuming, especially for minor tweaks. Ideally, I'd like a more streamlined workflow where changes made in Designer are reflected live in Painter, eliminating the need for constant republishing and re-importing. Is there a built-in functionality between Substance Designer and Painter that allows for this type of real-time connection?
I'm trying to use functions in the 2D transform node to allow users to rotate, uniformally scale and change horizontal vertical tiling of the opacity map. I have a value processor node connected to the 2D transform node that handles the rotation and scale. The 2D transform node's tiling mode is linked to an input paramter I've created. Everything works perfectly when I use my default parameters, but when I go to the preview tab the H & V Tiling input has no effect. The rest of the functions work as expected. Any help would be appreciated.
When you open some old sbs file you usually sit for 5 minutes or more hitting "no" for some missing resource again and again till you see something on your screen. Could you please add a checkbox to answer same "no" to all such requests and to use same path to all missed images after you point to first one. it's so excruciatingly annoying and time consuming I often start from scratch again. This software behavior eliminates the main advantage of Substance Designer , reusing old assets and quickly re-building new versions. I tried to persuade chatGPT to make me a python script that would relink all images to same another folder but no success yet. It doesn't work nicely with anything but Blender really . Editing sbs in a text editor is very
Hello, I've two issues I don't know how to solve. 1. I completed creating my marble material and when I plug the it into a base material node, in 3D view the cube is black and in 2D view is grey. (1st screenshot) However, if I plug the same material into each specific node output (roughness, normal, height), I can clearly see the material in 3D. I don't understand why. (2nd screenshot) 2. Now this marble material, I want to add it into a second graph and use it there, but it also comes out as grey. (3rd screenshot) [this happens even if I use the second method where I plug my material into each specific output] What am I doing wrong?
I'm creating a custom mask that is kind of like a variation on the UV Border Distance Generator. I have it workng how I want to with a sample in Designer, but I'm not extremely certain what I should make the input so it reads correctly. I have output set to mask so I believe that should work. Any ideas on what the input should be so that it references the UV maps? Or if anyone knows how the UV Border Generator was made in deisgner and can point me to that, that'd be great. Thanks!
大家好,例如,在图2中,如何制作“平均密度、随机位置、无重叠的点图”,我是新手,随机使用平铺采样器位置后,我不知道如何制作使它们不重叠。尊敬的社区专家,请教我,谢谢!
hello when using .sbsar files in blender and unreal engine:My .sbsar are immensely heavy with very large trees.any change in parameters the software stops for minutes.I heard that the size of the trees doesn’t influence anything.Is it possible to resolve this?both in Blender and Unreal with some specific configuration?all the .sbsar that I create have this problem.small or bigthey do not contain displacement channel thanks
What part of the amazing animated wood tile texture can be done in Designer? Can you array tiles over another mesh in Designer or export animatable textures? It seems to be showing something that Designer doesn't do; I hope I'm wrong.
When resizing the width of the Properties Panel, the content does not resize, and it goes off the screen. I would have to keep the width very large to be able to see the values on the far right (second screenshot).How can I change this?
Every time I close Designer, the chosen shader switches back to Adobe Standard Material. So, each time, I have to go back, set the shader to metallic roughness, and, on top of that, I have to re-enter the specific parameters I wanted for this shader. In my 3D view I have a cube, although I had a plane (hi res).Why is this happening?Why doesn't Designer keep my settings?
HiI see a post about wood cuting material with substance material.Lost in the Parametric Woods (adobe.com)I go to substance sources, How can I know material can be used to create wood end-grain? I intent to use oak and pine in design furniture. wood end-grain is important. ThankTravis
I will not discuss the lack of local documentation in this topic, but will talk about the online version. Most likely, the problems described below are also present in other Adobe reference guides, but I am primarily interested in Substance Designer.1. Very cumbersome filling of documentation pages. Instead of focusing only on the reference guide, you put literally the entire Adobe site in it, including headers and footers, unnecessary sidebars, and so on, which only makes it heavier and obstructs the viewing of the documentation. I also looked at the code of the documentation pages and was filled with horror: who could have come up with this, there is so much unnecessary stuff there that you can safely cut each page by 90%, leaving only the documentation text and the necessary images.2. Your documentation developers probably don’t know what “frames” are, because for some reason they duplicate the same table of contents on each page, although this could have been done in separate files
Hi! Is there a way to scale the UI? It's very difficult to see anything on my 4k monitor. Thanks. (this is what I see)
Hello, Is there a way to save my UI layout? Thanks.
Hello, Why can't I have two instances of Designer open at the same time?
hello I have here a .sbs file with several graphs of various objects imported by .fbx .Is there a way to render all the outputs of several graphics that are in the same .sbs file at the same time?can be plugin or external software another question :How can I give names to the maps exported in the outputs in this order:the mesh name, its material names, texture names and suffixesexample:mesh_material_normal thanks
Hello, I have searched the Substance 3D Designer form but [perhaps secondary to my less than stellar search skills - and thus if this is a redundant topic post I apologize. ] I have not been able to find a discussion on creating gemstone, diamond, pearl and precious metal materials. Thus, if one [ or more disscussions,; perhaps topic specific, already exists, could you please kindly direct me as to where this discussion [s] reside. Thank you. Appreciated.If, if my chance, however, one [ some of these disscussion topics] do not already exist, then perhaps this is an opportunity to start one [ given interest in thesesmatter].Thank you,Andrewp.s. I have found some pretty applicable already made materials but the goal is to be ale to create one's own materials based on quite exacting and specific ways that the resultant materials would be used.
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.