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Hi, I have 8K project and every time I export outputs using batch render (as it's more performance efficient) I get this super lowres renders even though I set resolution there to be 8K: I can get crisp renders only if I render from main "From Graph" window: I would render it From Graph of course but it's very often crashes as the project is quite big and I probably run out of memory fast which results in SD crashing. Is there a way to render my 8K outputs from Batch render window while still having all nodes being crisp? Thanks for any advice!
Hello! We'd like to set up a template that configures the bitmap export path to be relative to the sbs path, so that any graphs we create from this template default to exporting textures next to where each sbs sits on the hard drive. Looks like if I use "./" for the setting "export/fromGraph/destination" in the sbs as the path, it will be relative to some kind of working directory (possibly it's the root of the version control that's configured as working directory? I haven't figured out where that working directory comes from.) I found a post in the discord here asking about this from a few years back so I was hoping it's been implemented 🙂 https://discordapp.com/channels/179919948569640960/179930516265369600/803629401736609832Hi <@!323597398851190785>,The Relative To/Absolute options you can find in Substance Designer mostly relate to the way paths are saved in SBS packages and SBSPRJ project files.The **Destination** field in the **Export outputs** windo
When I do some fx-node or pixel processor I constantly have to go back few levels up ,then click background , and then scroll down to parameters, then open an input parameter , then find default slider just to get an access to input slider so I could check my math and see what's happening . it's so painfull . Please make an overlay on top of graph screen or side pannel with those inputs I could always have an access whtever deep into sub-graphs, fx node ot pixelprocessor I am currently is.
Welcome to the February edition of the Substance 3D Community Digest. Here we’ll be presenting some of the latest Substance news, highlighting some of the Substance-themed content being created just now, talking about real-world events, giving out some brief technical tips, and more. Let’s do this thing. Substance 3D News The big news in the Substance ecosystem just now is the release of Substance 3D Sampler 4.3, which brings to the table new parametric texture generators, updated material content, and new and improved filter tools. For more information, hop on over to our post on the Adobe blog about just this subject. Substance 3D Events Notable events coming up for the Substance ecosystem include: IAMAG Master Classes, March 15-18, Forum des Images, Paris: stop by our booth to chat with the team and share your experiences. On March 16, at 15:00, our own Technical Artist Louise Melin will be presenting a session on sculpting a s
Hello everyoneI start with Substance Designer Version 13.1.1 I want to follow a tutorial of the cloud, but I do not have the nodes used in the tutorial like the node 'warp' or 'Wood Fibers' for example.Even the 'Blend' node does not appear.Difficult to follow the tutorial in this case. Anyone would know what is going on? Thank you.
Is it possible to re-arrange the order of the graphs in the explorer? I'm trying to order the graphs alphabetically via a python script. Thank you for any assistance!
Hello Peerps, i am new to the world of functions in Substance Designer. Currently i have 5 materials i want to switch between, I noticed the material switch node but there does not seem to be a multi material switch node. Is it possible to change the switch/boolean in the material switch node to an integer? If so any support or information would be appreciated. Pretty much trying to set the material switch up like the Grayscale Multi switch with a get number and get selection integer. Thanks again and i hope you peeps have a great day.
Designer is up to date.13.1.1 build 7509.PC. Expected result - A linked PSD should provide usable layers as resources. Actual result - it displays the layers with warnings rendering them unusable. The psd file has simple layers.All use transparency.No folders,No layer effects,Just 8 painted layers.Link it into Designer, it sees the layers, you can tick them.But on loading every layer displays a warning and cannot be used in the graph.The warning suggests its trying to find a .png thats obviously not there or hasn't been converted to. NOTE it DOES work if you IMPORT.Just not if you want to LINK.
Is it possible to code a completely customized node from scratch in Designer (I wish to reference a graphics API)? If not, then is it possible to write some plugin or script to take the image output of a node to be used with a graphics API, and pass the image output of that API as the input of another node in Designer? I haven't figured out how to accomplish this with Pixel Processor (as it only takes mathematical operations to be run in parallel for every pixel), or with FX-Map (since I'm not working with repetitive patterns). Any alternative suggestions are greatly appreciated.
How would I go about creating a filter to create a normal map that feels more like hand-painted normal maps? Galvanized metal finish filter in Substance Painter seems to do something similar, but I can't open it to see how it works.
I really need an offline document of Adobe Substance 3D Designer, because my work is carried out without the Internet. When I use Designer, I often want to consult online documents, which makes me very painful, and I hope to officially launch an offline document. I wonder if anyone has the same needs as me. Thank you
Using the scripting API is it possible to create a custom node that outputs an image? I want to create some random curves and pass it onto the distance node. If it's possible, are there any tutorials or examples that would explain how to do it?
These two identical tile samplers create different 2D images. How can I get the same thing?
Hello, I will be very grateful if you provide me with your feedback. I am creating two materials (leather and wool). I have to get as close as possible to the references and my knowledge in Substance Designer is not enough, I share reference images, the ones called OR are the originals and the ones called SD are the ones I generated in Substance Designer. I would appreciate any guidance in this regard, thank you!
Hey guys, is it possible to set some some global path in SD similar to the way Houdini has it, for example $HIP/MyProjectSources/ where $HIP would be main root of the project directory containing all the subfolders with various textures I use in SD? I need it because very often I have to copy my substance project from work PC to my home PC and vice versa and while at home I may have MyProjectSources at C:/Projects/MyProjectSources, on my work PC it might be on Z:/FolderA/FolderB/FolderC/MyProjectSources and it would be nightmare to relink all the pathes manually. Is there some way to do that? Thanks!
I need to add metadata to graphs via python. Currently I can find and manipulate the metadata if the user has created it manually, but I'd like to do this programatically if possible. createMetaDataStr(aName, aValue) only seems to work on packages. Is there a method for graphs?
When I try to export sbsar to use in Painter I almost always get some criptic yellow message and refuse . Is there a simple way to make sure evrything involved is duplicated to same package ? Or maybe a way to kill those things in sbs file that shows yellow triangle? Sbs came as a single line xml file that is very inconvenient to edit in text editor. How can I make those yellow references disappear in sbs without breaking anything. Does anyone have a pyton scriot that could "clean" the sbs from unused resource links? Because very same sbs works just fine in Designer itself. So my guess those missing resources are redundunt . Wonder should I try to task chat GPT4 for that.? Does anyone have an experience to share?
Hi,I can't figure out why I don't see the 'publish' button so that I can save and import the material in Substance Painter?Cheers,Jacques.
Hi Adobe,With the new release of Designer my templates won't show up anymore in my template list.I think it's a bug but maybe I'm doing something wrong.ps: if I put the same .sbs inside <Program Files\Adobe\Adobe Substance 3D Designer\resources\templates> it shows up correctly.Thank you.Max
Can someone please tell me the difference between procedural and captured assets? Is it that captured materials use texture maps and procedural materials don't? Thank you.
As well as paste path/spline or shape from inskape or something. Would be true "quality of life" improvemnt.
Hello. I downloaded a material that I was interested in, and specifically in its preset, that is one of the 3 variations of this material. However, I couldn't find this preset in the SBS material so that I could edit it, only the SBSAR file. How can I get an access to one of the presets in Substance Designer? Thank you in advance.Sincerely,
How to increase + control the Normal Map Height Effect?I don't want to use a Height Map or Displacement map. Also, I don't want to use Displacement in the preview. I want to focus mainly on the Normal Map effect and find a way to control the overall effect on the depth/height.When I look at the sphere/circle, it doesn't pop.If I want to increase the depth effect and let's say the circle should pop out from the bottom of the tiles, how do you set up the nodes? thanks for any ideas, hints, tips and tricks,appreciate it!
Hello Community,Hope you are all well.I looking for the best software to design different items from Trench Coat to bags.What will be the best software to help me design to see 3D pattern so I can send to produce physical pattern.I have been drawing on paper my design in the past but I would love to find something better to share designs.. Looking forward to hearing your ideas and advices. regards Richard
We have just released a new version (13.1.1) to mainly solve a few bugs and bring a few improvements. Look at the detailled release notes for more information. Added: [AxF] Add boolean properties hasClearCoat, hasSheen etc. [AxF] Add some missing properties [AxF] Allow importing EP-SVBRDF [AxF] Rename properties "anisotropic", "fresnel" and "fresnel variant" [AxF] Update to AxF-Editing 1.0.0 [Graph] Paste on mouse position if position inside Graph View [UX] Increase height of Frame and Comment's 'Description' text field [UX] Set focus on text edition fields when creating Frames, Comments or Pins Fixed: [AxF] 'Specular Color' map values are incorrect when exported [AxF] Preview and textures are not displayed correctly in 'Import AxF' dialog [AxF] Property 'CC No Refraction' is not injected correctly in 'AxF to AxF' template [Content] 'Flood Fill to Position' is absent from the Library [Content] 'Splatter Circular'
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