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Hi Everyone, Please have a look at the attached image. I need to create the fabric thread pattern and color as it is like that, I don't have a clear idea to make the colour of the fabric threads some threads looks darker green, light green and others looks close to white. Please share the knowledge how to achieve that in substance designer. Regards,vasanth
Hello community! Question: Do we have any way to export custom shortcuts? Personally I have a lot of shortcut for substance's nodes and my custom nodes but I didn't find a way to transfer them to another computer. There is no button for exporting shortcut as far as I know. Just a thought: maybe we can bind shortcut setting into Project Files so every shortcut and custom node will follow this project. Merry christmas,Hang
Please make it possible to scroll the Properties with Wacom Alt + middle mouse so it's quicker to go through the long menu without clicking on the tiny scroll bar.
I am having issues getting the add-on for Blender to be enabled, I install the zip file Adobe_Substance_3D_for_Blender-1.0.2+default-176-any-multi and it appears in the add-on, but when I try to enable it it gives me this error. I have restarted the blender a few times after removing the add-on and trying to reinstall it. Blender 4.0Windows 10
I would like to extend a humble request, and maybe to ask whether it falls within the realm of expectation, that primitive Matrix types are included to substance function graphs. It seems something rather trivial that I never really understud the absence of.Considering my personal anecdotal experience for the past many many years and also the ones from other collegues in the industry, I seems like the need for that is frequent, systematic and it is often met with an excessive amount work and underoptimized logic in order to get around this deficiency.I think people would do many more cool things if stuff like working in homogenous coordinates wasn't prohibitively laborous and yielded slower results. The only thing preventing that is the lack of a way to input (and especially to output!) matrix types from from a substance function graph. Imagine how much simpler it would be to make custom splatters, ray marches, custom 3D shapes, etc, if one could only store and manipulate transfo
There's an option in substance painter that is only applicable to brushes where it does random seed on every stroke or stamp. I was wondering if this is also possible for tiling?
Hi, I'm new to Substance Designer. In my 3D model, there are four objects, each with a designated material. After exporting as FBX and importing into Substance Designer, the materials of the model itself do not appear in the material section of the 3D view. I would like to ask if anyone knows where the issue might be. Thank you! Under normal circumstances, it should be as shown in the YouTube video linked below, where the materials of the model are successfully loaded into the material section of the 3D view: https://youtu.be/oAW5FQl7j2A?si=TFXnRIhxKxD28giL&t=226
HiI am looking for the usage of the channel parameter group that I see in some of the default Substance Painter materials. When I activate or deactivate them nothing seems to happen.Thank you!
Hi there, I have this question that in my opinion would be great if it works. Is it possible to use a curve as value processor input so it can be used as custom distribution instead of a linear one? What I am trying to make is a remap a linear distribution based in a custom curve. Instead of using a linear one where all the samples are equally distributed, using the curve would remap these values in the position where we want. Thank you
I have two different resolutions of meshes, but I do not want to go through the process of renaming my geo from high to low as its a bit of a pain in Zbrush to do that. So I exported lower res geo with the same name as the high res geo and want to use a "_high" suffix to match to. In painter I can customize this input to make it work but in designer this does not seem to be possible. Am i missing an option to allow this?Thanks
I'm having a weird issue where only the 3D viewport has inverted zoom. 2D and graph zooms work as usual, but 3D is inverted. Any soulution to make them all zoom the same way?
Hi, I recently updated Substance Designer to the latest version 11.3.0 and I wanted to know if there is a way to reverse the mouse scrolling: when I scroll up, it zooms in and down, it zooms out. I know I could do it with previous versions but I can't find the setting that would allow me to do it in the lastest version. Thanks
Bonjour tout le monde, j'aurais une question importante, je travaille avec Substance designer et Unreal Engine et je cree des Sbsar sur Designer pour les utiliser dans Unreal Engine. Jutilise actuellement des Imput Color et Imput Grayscale afin de pouvoir changer de map directement dans Unreal.Ce que jaimerais faire cest de pouvoir load mes Map D'udim sur Unreal mais je ne trouve aucun moyen de les mettre en place dans Designer.Je precise que loader des Udim(Vt) dans Unreal dans Imput Grayscale du sbsar est possible mais il ne la lit pas en tant q Udim mais en simple texture.Desoler si ce nest pas tres clair japporterais des precision, merci a vous.Hello everyone, I have an important question, I work with Substance designer and Unreal Engine and I create Sbsars on Designer for use in Unreal Engine. I currently use Imput Color and Imput Grayscale so I can change maps directly in Unre
Hey Everyone,Is there a way to change the order of the parameters and their groups in the final node in Instance Parameters? During the work on my custom node I made a lot of changes, and now I'm trying to finalize it and set logical hierarchy of the groups and parameters in the final sbsar file.Please help,
I want to show my texture in my 3d view but didn't show Pelin noisewhy is my base material input is not working
I often get SD slow as hell . Loading and rendering substanses forever and wondering how I managed to create them at all. Could number of other sbs files previously loaded and visiable curently in explorer panel be a reason? Also should I avoide doing several graphs in single sbs? I am accustommed to versions as copy paste the graphs inside same sbs . Is it a bad practice and there is better way to save versions of same thing?
We would like to inform you about a significant change coming to Substance 3D Designer. As indicated in the changelog of the 12.4.1 bugfix, this release of Designer will be the last one to support Substance model graphs. This decision has been made to streamline our focus on Material creation and enhance the user experience. Our team has closely analyzed user feedback and adoption rates for the feature, and we've come to the conclusion that Designer is not the optimal platform for procedural geometry within the Substance 3D ecosystem. To fully concentrate on delivering cutting-edge features and improvements for Material artists, we have made the pragmatic decision to cease development of Substance model graphs and remove the feature from Designer entirely. This will allow us to move forward without constraints and dedicate our resources to areas that better serve our users. We sincerely appreciate your understanding and support in this matter. Please stay tuned fo
hello the image below was made in Blender with the modifier: displace. Is it possible to do it in Substance Designer with procedural maps?Note that the edges/corners of the box are also embossed.My goal is mainly to make these edges with relief.thanks
Let's say, using pixel procressor, I want to output the first 32x32 pixels from the input (i.e keeping the rest black, value = 0).How do I achieve that? I first thought that using while loop one can create a "list" of position values that could be fed into sample grayscale/color but I guess it doesn't work like that. It only gives the value at position that while loop calculates in the last iteration. In the attached screenshot, my intent was to output 32 pixels diagonally (from top right corner) but it gave the value at position (32,32). How do I append the results of Sample gray? (Why do I want the first 32 pixels? For no reason, I'm taking baby steps right now. Once I connect enough dots then I'll node my way to get a specific result I want to achieve. Something that can work with general input. I'll share that node graph and tutorial with you all!)
Chat GPT wrote me a pyton script that should replace all bitmap resources to other folder . here it is:import xml.etree.ElementTree as ET import os def replace_bitmap_paths(sbs_file_path, old_path, new_path): # Parse the XML file tree = ET.parse(sbs_file_path) root = tree.getroot() # Find all elements with the 'bitmap' tag for bitmap_element in root.iter('bitmap'): # Get the current bitmap path current_path = bitmap_element.text # Check if the current path contains the old path if old_path in current_path: # Replace the old path with the new path new_bitmap_path = os.path.relpath(current_path, old_path) bitmap_element.text = os.path.join(new_path, new_bitmap_path) # Save the modified XML back to the file tree.write(sbs_file_path) # Example usage: sbs_file_path = 'path/to/your/file.sbs' old_path = 'textures/' new_path = 'new/path/to/bitmaps/' replace_bitmap_paths(sbs_fi
In the attached example, I used gradient picker (super handy) to sample multiple colors from a photograph.The bright regions of the input (of Gradient Map node) got the grays and dark regions got the browns. I wanted the other way around.Since there are many pins in the gradient it's time taking to move each one. There should be a way to rotate the gradient. By rotation I mean:Moving all the gradient pins left or right such that the pins overflowing from right side goes to the left side. Also, I'm aware that user can move multiple pins at once (that's neat 👌) and can resample from image in reverse direction to roughly get the effect required above.
Please Adobe add a simple 3d painting to SD . I am so tired to switch in between Designer and Painter all the time and also find Painter quite inconvenient . It never works right when you export sbsar from Designer and it's a constant pain in your ..... A huge time waste for exposing parameters where in Designer you could always go straight to right node. Besides nodes are so much easier than layers . With those layers in SPainter I couldn't figure out a thing in my own files. Textures from Painter are never same pixel art precision like you can do in Designer using pixel processors. I have to work in double of target resolution In Painter because of that and it's slow as hell. And please update bitmap and vector nodes . Make it a same thing with both brushes and vector tool
Hello,I want to create a tool that I can use in substance painter and will use the position map as input.Is there a way to expose graph inputs in Designer? So I can drag my Position map in Painter into that input. Here I use the bitmap from my position map in Designer as input, but I would like to be able to use the position map in Painter in my tool.Thank you very much, Tom
Hi, I wanted to use a mutiple fonts in a single sbsar file. I tried to create it in the Substance Designer. I havn't got any satisfied way to it. Here anyone know how we can add multiple fonts in the same sbsar file? Thanks...
Is there a simple way to quickly change resource folder like putting the resource folder in same folder sbs is saved or something like that and change one link instead of lots of them?For exmple I have a texture which is composited from render AOVs saved as exr files . Now I do a slightly diffrent version and output it to another folder. So far I rename this folders to a path saved in substance file but with time I lose track of it and have no idea which folder I have to rename to get the version I want. Is there a simple qucik way to to reassign new folder for all the resources ? I used aliases before but they not much of a help. For axample I have an aliase "AOV output' . Still have to rename the folder for other version instead of changing the links in SD to just another folder one time and s
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