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Hi, I have these spots very sharp and I want to keep the border sharp as much as possible. Inside I would like to get something smooth like a water drop/pillow/bubble effect. What would you suggest ?Thank you.
I have exposed evrything of color tile sampler and now want to make it sync in secondary gray Sampler . Would be nice to exsposure the gray one to alredy exposed color samplers inputs and make the gray one synced automatically instead of tediously do it one by one manually.
Woulld be nice to have "replace node" or maybe shift+drop over existing node to replace it. or Shift S like with Blenders "node wrangler" addon.
Like the input node for a regular graph? I see it's just get float in functions graph but when I put it in my function graph i dont get the green dot to connect. What am I missing?
I exposed all the inputs of color sampler and now want to have grayscale sampler be synched. Is there a way to do it quickly?
Hi ,I have a splatter circular with a polygonal shape as input and I repeat that shape 3 times.Can I create 3 inserts for the splatter circular and provide the same shape on all those 3 in order to extract masks for each one? Below I made it work but it's not very elegant imo. Is there a better solution? Thank you.
Hello,Im following this Adobe Substance Designer tutorial https://youtu.be/eFp6qCJYh_s and I am stuck starting from 15:50 in video.My material (wood.sbsar) does not apply automatically as it is in the video, I also can not get material graph to open.I am on trial, could there be limited functionality on trial version?
Hi, I have this situation where I used a transform 2d to make my texture smaller a bunch of times by pressing divide. I don 't think transform 2d allows you to see any numerical data right? I replaced the transform 2d in this situation with a tile generator with 10X10 on X/Y amount. Do you have any other node you would use? Also I noticed that if I use in the Tile Generator , Image input filtering to Bilinear + midmaps, this causes some subtle black edges on every tile, to remove that I changed to bilinear....
Substance Designer pixel processors are so undeciferable puzzle usually coming after Blender. Why not have a spreadshit with values showing what exact data is coming through in each node. I also love math node in Blender where I can just switch the math instead of reconnecting new nodes. Make it possible at least to show resulting values for math nodes and some indication single value vs field etc.
Fx map in color mode does 3 kinds of blending : add/sub , Max and alpha blend . But Max one doesn't seem working.Is it a bug or I am missing something?
I was wondering how to create a halftone square pattern like the image below (except squares and not circles lol)?I tried messing around with the Tile Sampler and a few other nodes to no avail. I want to create a pattern of squares that starts out large, then gets smaller, and then gets smaller again.Does anyone have any experience with this?
So I contacted Adobe customer help, and asked them if I can run substance apps under one account and simultaniously CC apps under different account and they told me that I CAN, imediately following by asking my 2nd email account under which I want to buy the subscription. It felt like they just told me YES, so they could get some points as a successfull sale. But maybe it was all legit.But then I searched more and found this thread where it says you can not do that. https://community.adobe.com/t5/substance-3d-designer-discussions/account-dilemma-with-substance-apps/m-p/12413079#M569 So which one is it? Can I run CC apps with one account and Substance apps with another account at the same time?
Is there a way to read current position in SD Graph when inserting new Node so it can be placed in the middle of the screen ?
I would like to set labels for output nodes in Python, but the documentation only tells me how to get them.If it is possible to set labels, I would like to know how to write them.
I try to add a grunge map here, but the color is not showing. Anyone knows what couse this? Thanks a lot!
Hi, i dont know why there is some strange dark stain on the cheek and shin on the render, but everything seem to be okay in the viewport, can you help me please ?
Hello, i am following a latest tutorial from Adobe YT channel for Designer and i don't have option for substance Painter in Send to option (both package and graph) it only shows Substance 3d Player. (Substance Painter and Designer both are installed from steam. both are up to date with new icons)
Hello everyone, I am following a tutorial from youtube and encountered an issue regarding height maps on substance designer. The tutorial in question can be found at this link: "https://www.youtube.com/watch?v=gk0h1D5hpOA".As you can see from the screenshot, some parts of the asset are very stretched, and i feel like it's just how substance deisgner works. But before moving on I would like to see if anyone here has a solution for this problem or a workaround. I would be rendering the material on marmoset to showcase, and implementing it on UE5 on an environment I am working on. Also the parts of the books that touch wood have their basecolour blended between them, any adive on that ?thank you 😃
Hi,I'm curious if it's possible to parametrize the blend crop into some variable so I can maybe convert it to a mask and use it in other situations? I converted it and got "Get Floa4" but I don't know how to use it. Thank you.
Hi Everyone, I am new in substance designer and i am stuck here in blending my pebbles shape in shape splatter node for distribution.after plugin in patterns, sculpting details of pebble is going away. files are attached given belowwanna know where i am doing wrong !Can u guys help me out plzz.. ?
if there is any solution, please give me some inspiration, all tell me the api. Thank you all.
Hi. Very new to Substance and appreciate your patience. I'm trying to understand: A. What may have caused this height connection to break, andB. How do I fiix it? My .sbs has two subgraphs within it. I was working in graph 2, and then when I returned to graph 1 (see screencap), the previously-functional height connection was now a red dashed line and the material in my 3D view was no longer displaying height data. I see that I have a yellow-to-grey-dot situation but I'm still unclear as to how this happened and how to resolve it. I cycled through the Link Creation modes to no avail. This issue doesn't seem to be disucssed in the Youtube comments and my searches are hitting dead ends hence my posting here. Hope this is okay!K
Im trying to bake substances from procedural geometry from houdini. Im generating model and baking it in houdini and later im inputing it as a image to sbsar. But the effect is a lot of banding, like images are input in low bit depth. Images input are position and world space normals for triplanar, and normal for normal combine I set input node in substance to 16 F HDR low precision. Usage Any, normal or position. in Unity i set bitmaps to format RGB 16bit. When i import textures generated by houdini to substance designer it works fine. but it doesnt in unity editor. Unity 2022.1.12 URP. Im attaching the files. Meta files from untiy werent accepted.
Hi, I am new to substance designer so sorry if Im missing here something:I've recently pruchesed a substance desinger file of a material, but when I opend it there were some missing files:uniform additive_blending.sbsbrush_splatterbrush nodeIs there a way to download those files anywhere?
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