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Hello,I have an issue with the exposed parameters sub-group from Substance Designer.I have a parameter in a sub-group, and I want to make appear all this group (+ sub-group + the parameter of course) only if a boolean parameter is true. In substance Designer everything works as attended, but if I import my sbsar in substance Painter, the group is showned even if my boolean is false.Is there a reason why it do that ?
Every time I run SD, the tessellation factor is 4 and I have to change it manually to 16. Is it possible to set the default tessellation factor value to 16 once and for all?
I'm sorry if this is a stupid question, but I'm not quite understanding how compression of bitmaps and output resolution work.Say, I have 4k bitmaps, I make them relative to parent and set parent to 2k. What resolution will they be compressed at in sbsar?Or if I have no external maps, and graph is relative to parent. Published file I'm using it in Painter. Will the resolution be based on painter's texture resolution?
I would like to have the same function as in painter, to Alt + Click the Subject, and automaticly deseletct all the other options > Material Layer like Height, Normal etc.This should apply when i export layers of my graph. So i can select with Alt the one i need and turn off all the other layers with one click
I'm not really sure what is happening, but I am trying to find the flood fill to position node and it is not appearing as an option for me?
posted a photo below, but all my work from yesterday just... isn't registering? I'm on the same material I was yesterday and I haven't made any changes. Saved my stuff (multiple times), went to bed, and now it seems like it's missing. the error says "No output node defined" but I thought my final base material node at the end would cover this? Again, same setup I had yesterday and did not have this error. In the official Adobe documentation (Warnings in function graphs | Substance 3D Designer (adobe.com)) It shows to RMB the output node appropriate (my base material node at the end in this case) and select the "set as output node" but this is not an option when I right click this node. limited time to finish this and could use any help! PS... very new to substance
The bottom screenshot shows what my 2x2 material looks like. The top one shows the same material at 4x4 resolution. Why does the base color change so significantly? Is this a bug? Is there a way to fix it? sbs file attached.
I was normally working with 8K files inside of SD and everything was fine I saved the project and when I opened it an hour later it just takes forever to load (and never loads) Is there a way to recover it somehow or see the logs to check what went wrong? Does SD save autosaves if yes where can I find them? The project was in 8K mode, is it possible to edit the file somehow so that it would open it in some lower resolution? Thanks!
Substance 3D Designer 13.1 adds many quality-of-life improvements to the node graph, mainly regarding frames, to enhance the material creation experience. There is also the addition of AxF export which enables an interoperability workflow for users working with the AxF format. Release date: December 12th, 2023 Major features Frames Improvements Frames are a mandatory tool to keep you graph well organized and readable. That's the reason why we decided to polish them in this new version. Auto expand: as the graph grows, the frames' content may need to be rearranged. Nodes may shift to make room for additions or content may need to be spaced out more to promote readability. To facilitate these adjustments, it is now possible to automatically expand a frame when moving included objects: hold Shift at any point while moving an object to have the frame borders automa
I have a substance graph set to default resolution of 4096 x 4096 and I'd like to output at half res or lower. I am having a hard time finding where to make the resolution change and have it apply to all outputs. The graph has multiple image inputs and outputs. If I change the graph global resolution, the changes don't get applied to the outputs. The output nodes seem to be referring up the chain to the resolution of the input, which is set to an absolute value of 4096. So then I figured I could edit the resolution of all the inputs, but I am finding it's not as easy as selecting all and editing the resolution because editing parameters on multiple nodes at once doesn't seem to be possible. Seems like it's forcing me to edit the nodes one by one. There's got to be an easier way. What's the workflow for outputting at lower resolutions?
I have a set of 12 images, I'd like to do edits on these images in Designer, and output 12 new images. Each image has the same set of adjustments done to it, ie. the set of nodes is the same exept for the input and output. You can see the pattern in the attached image. The problem I find is that if I want to add an extra node, I need to do it 12 times. Is there a workflow in Designer to handle loops? I'd like to have set of filters that processes a set of inputs in a for-each kind of way, where each input has a unique output. Thanks!
Our studio uses Designer to create materials based on scanned textiles. From our X-tex scanner, the resolution is most often roughly 6K x 6K. However, when working in Designer I've found it to work best if I set them to 4K in stead of the default of 8K. I would love there to be an option whether the default behavior is to go "up or down" in resolution when using a bitmap that isn't a "power of two" resolution. At the moment, I have to manually change the resolution for every bitmap, which could mean hundreds of extra steps every day.
Hi there,I'm web developer but not a good designer.I love this kind of characters: But I do not know to make them.1. First I would like to know how to name that kind of style. Modeling clay design?2. Is there a way to create this kind of design easily?3. Can we create it from an image model? Thanks
helloIs there a way for everything being modeled in the Blender viewport to be exported to the Substance Designer automatically?Or is it always necessary to do the export process using the .fbx file?thanks
Hi,Ive been having a weird issue with designer where when baking mesh which has already being previously baked, it will produce textures with incorrect names & create an extra texture. This screenshot should show the difference, you can from the thumbnails on the second bake that the height map baked into what was previously the normal map, the world space normal into the thickness, etc, and an extra thickness texture with the _1 suffix was created. I didn't change any parameters or bakers between bakes, just pressed start render a second time after the first one was finished, without closing the baking window. Ive had this issue on multiple pc's on a few versions of designer, but this test was done on the 13.1.0. This is also not just a case of thumbnails not updating, this is one of the actual textures seen below, as you can see its a height map in what was previously my normal map texture. Really have no idea what's causing this, any suggestions
Each time I have to use Substance Painter I am so disappointed . Textures gets blurry , the mess of layers is indecipherable just your next working day. It's so inconvenient in evry small detail. Please Adobe make 3d painting options for Designer. Now we have two softs each tremendously inconvenient because lacking important half . Exporting sbsars and make them work in Painter is so huge pain in evryone a... Why not do it Mari style ?If someone prefer layers ok , I hate layers and want nodes ,also fine . In a word just add 3d painting to Designer please , something simple . I would cope with fewer features and would happily forget Painter exists. ps. Whats the point of doing two if we pay for both anyway
Hi. I was trying to recreate this texture from this tutorial, but there is a part at 4:13, when they used Alpha Source Mode, but that function is disabled for me. What can I do?Thanks!https://www.youtube.com/watch?v=PBkFaeKzhGE&t=298sThat function is enabled when it's not connected to other nodes. Once I add a connection that option is disabled. In the attachment you can see both.
Hi Are the color spaces for the various outputs in Substance Player the same as they are in Painter? (sRGB for color data, non-color managed for maps like Height, Normal, etc). And does this change depending on the format? (PNG/EXR/TIF/etc.)? (wasn't sure where to ask, since there doesn't appear to be a separate Player community).Thanks!
I'm using the Substance edition, version 11.2.2 build 5117:I do not have the option to publish a substance graph to SBSAR format in the context menu, nor is the button for it available in the Explorer panel. I followed the documentation page on publishing SBSAR:I tried searching to see if this is an expected behaviour for Substance Edition, but I had no luck finding an answer. Thank you!
Substance Designer 13.1.0Windows 11 Prior to version 13.1.0 you could hold shift and click on an output connector to reroute it, regardless of what it was connected to. However, that no longer works when connected to an output node. Please test for yourself and/or watch the video below: ps. I don't have permission to upload video directly, so here is a WeTransfer link: https://we.tl/t-aPOVWGxwoi
Hey everyone,Been working with Substance Designer and there's something about the Sample Gray and Sample Color nodes that's been on my mind. We don't have controllable mipmaps on these, and it feels like we're missing a trick. The big thing for me is being able to quickly get local or global averages without having to mess around with an atomic graph node. It's about making things faster and more straightforward. Mipmaps could really simplify this process, and in a tool like Substance Designer, that kind of efficiency matters. But it's not just about averages. Mipmaps can open doors to more complex stuff that we might not even have thought of yet. Sure, some of these applications might seem out there for the average user, but isn't that part of the fun? Pushing the tool to see what it can do? Also, let's talk about having automatic and manual mipmaps. Automatic is great for when you're scaling down and just need it to work smoothly, but manual control? That's where you c
Hi, I was recently testing spline nodes family in SD (which are super cool btw) and I have noticed that when I use Spline Sample Height with a grayscale node (Anisotropic Noise) to drive the height of cables along the Y axis and make them look "tangled" - Hor. Along Spline (rand. offset Y) - which is probably the most common setup - I get nice tangled cables but, I can clearly see them intersecting with each other when the brightness of each cable is similar in value (see attached screenshots).Is there any way to fix that? Some settings I can change / tweak or is it just a side effect of the node itself and how it works? Best regards,Robert
A dedicated, atomic dummy node would be very useful, and less tacky than using something like a levels node as a dummy node. It should have a dynamic input (like most atomic nodes), and a single parameter to manually change the output type to color or gray. It should still have mipmaps, like most other atomic nodes. In addition, you (Adobe) could use this node to automatically convert an input to gray or color type, instead of using gradient map and grayscale conversion nodes. Lastly, the node should be called "Dummy", its icon should be the silhouette of a crash test dummy's head, and its description should definitely be something to the effect of "this node does nothing... and that's the point!" THANK YOU!!!
Hi all, I just got the latest Substance Designer (version 13. 1. 0) and I have noticed that using nodes like Non Uniform Dir. Warp Grayscale results in having very visible "banding" artifacts in the Heightmap, Normal Map and AO. My document is set to 16 bit, all the nodes are 16 bit and document resolution is 2048x2048. From what I remember my previous version of SD (which was like a year old) didn't have that issue. Right now the only way to avoid those artifacts is to use Blur HQ node which is not always helpfull as it "softens" the look. See pictures below. Am I missing something? Best regards,Robert Wilinski
I am working in Substance Designer 3D 13.1.0 on my Macbook Pro m1 Max and I noticed very slow perfomance of NEON engine on some nodes, such as Shape Extrude, Voronoi and others. OpenGL works more fast now, but potential of NEON is hugeI hope that it will be fix over time
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