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I have selected a node on my subgraph and would like to expose the perameter "seed", but the option to expose the perameter is not visible. This appears to be true for every input other than this one as well. What can I do to expose the perameter?
I am trying to do a procedural model where the mesh deforms a bit when necessary . Without re-doing textures. Like in this example. Certain texture space squeezing to the right is expected because I want the center point keep it's coordinate in texture. But how can I make top and bottom triangles keep it straight? I appreciate any idea how can it be compensated for alredy built texture ? I can pre-bake each triangle having its own vertex color . It's sort of automatic in Blender and use colorID it as a mask plus distorted UV exr as distortion vector but what's next?
I set up the P4 version control script path according to the official technical documentation. After that, I added and submitted the package file. During the submission process, I always reported an error. The error message is as follows:[MSG][1182][ActionMgr]Traceback (most recent call last): File "D:/toolset/SubstanceDesigner/Tools/ManageLibrary/ManageLibrary/perforce.py", line 520, in <module> exitCode = execute(context) File "D:/toolset/SubstanceDesigner/Tools/ManageLibrary/ManageLibrary/perforce.py", line 493, in execute return executeSubmit(aContext) File "D:/toolset/SubstanceDesigner/Tools/ManageLibrary/ManageLibrary/perforce.py", line 439, in executeSubmit changeListID = p4ChangeList.create(aContext.getDescription()) File "D:/toolset/SubstanceDesigner/Tools/ManageLibrary/ManageLibrary/perforce.py", li
物質デザイナーできらめく線で構成されたパターンを作りたいのですが、どのノードを使えばいいのかわかりません。少し大きめで、風の模様のような模様感がありながら、線で構成された模様を思い描いています。画像や動画でお見せいただければ幸いです。画像を添付しました。
Nearest vs bilinear and repeat vs non repeat ?Or only way is having 4 samplers and switching between them with if else ?
I'm trying to figure out a method to create this tile pattern I understand that a lot of people manually create the shapes that make up the tile but is there a way that I can upload a file of the shapes and substance designer automatically recognize them/give the option to color the shapes?I was thinking that I could image trace 1 part of this pattern in adobe illustrator and upload it to substance designer as a vector but I'm not sure how to do that. From there, I'm assuming I could just use the transform node for the other 3 parts since they're just reflections of each other.The ulimate goal is to be able to expose the proper parameters and replace the input image according to whatever tile pattern I'm trying to recreate.I hope that makes sense. Any help is appreciated, thank you.
Hello, Im pretty new to susbtance designer. I was following a tutorial to create two fabrics, one in top of the other one by being masked by a black and white image. It seems everything looks correct, and the image that I imported from google works just fine as a test, but when I imported a black and white image that I was trying to use as my actual pattern, it just didnt work, and the connection appear in red .Im attaching the setup of the work, and the two images that I was testing. thank you!
Hey guys, Is there a way in designer to generate a mask by slope angles of the terrain height map? Here's the height map I have: Can I generate a mask in areas that have angles let's say from 0 to 20degrees? Just for a reference here's how it should look like: Thank you very much!
Hi All, I have exported textureres (two Textures Sets) from Painter that I am blending together in Designer. I have an issue, that the luminances/brightness of my Base Color Map. After the Material Blend node, it appears darker (all other maps are fine). I have tried all blending modes for the Base Color with no success. Both Base Color maps are exported from Painter with the same settings. I have Inputs for all maps connected to a Material Blend, only the Normals maps are first combined using the Normal Combine node. I would really appreciate any help and suggestions. Many thanks
ive noticed that when removing an input from a node that has a connection it doesnt remove the input/break the connection automatically? not even with the multi_node_preset. we have to break the connection and then increment/decrement the input number by 1 for it to update. regards,phil
You have a display mode for the Boolean parameter, called "side by side". It does not display correctly in Painter. Can you please fix this, I often make instruments for myself via SD.
would be nice to add any additional inputs to the output node, set them to height, normal, ao etc & enjoy all our pbr outputs graphically as one. regards,phil
Hi, I am trying to load a substance 3D designer file into substance painter and I have this error message:"[EngineProcedural] Failed to decode Substance.resource://your_assets/headLight_generator_controls_v001/headLight_generator?version=987d39414efaa9cf2fae535744e6046c24fc6c59.sbsar" It's not the first time that I experience this issue, the only workaround I found is to copy past all the nodes and redo all the parameter exposition. But in the case of this one it's kind of a complex one and if someone have any idea on how to fix it I'd be glad to have some insight on how to do it.I have no errors in substance designer, everything works nicely, it's just when I export a .sbsar and load it into painter it doesn't work, but the .SBSAR works in substance designer!If someone from the support need the original .sbs file please send me your email and I can email it to you.Thank you for your support!
Hi there, I want to export UDIM sequence from the Substance Designer output node. I work with imported geometry, and I can link my resources as a UDIM sequence. I can apply it on a graph but can't export UDIM sequence from my output node. I can batch export output as bitmaps for each UV Tile from the resource folder but not from the main graph, where all the output nodes are being stored. Could anybody help me to understand this? Thank you! Cheers! Jarka
can you add an option so we can hide all connections in general? theyre a nuisance. i believe that who ever created designer/node based tools, made a fundamental flaw of having connections on-view. imagine if there were connection in scripts, would be a nightmare right?but anyways, can you also add straight connections, cause the bezier are ok but sometimes annoying and the other circuitry type ones are pretty useless. a nice straight line from `A to B` just like the ones in blender should suffice.regards,phil
can you save our workspaces, i.e what graphs we have open per pkg?unlike others, i plan on structuring things properly so my material pkg's will have somewhere between 5-10/15 graphs in them. and having to reopen them all each time i open the pkg is a nuisance. regards,phil
For example in shape splatter I have scattered things sort of sampling the background and residing on top of it . In "Scatter on spline" all the things are laying on a plane. I tried both "spline height multiplier" with "spline sample height" node before and "heigh input multiplier" but both just send things beneath the backround. Not that I couldn't do it separatly with black background in "scatter on spline" node but still wonder am I missing something and there is an option to do it in the node alredy?
I tried to publish sbsar file but error is happen...ㅜㅜㅜ I searching for this but there is nii hint for resolution.. Error:[WARNING][Cooker]Can't find subgraph:Subgraph Url: pkg:///hbao?dependency=1297162667From Graph: pkg:///Substance_graph?dependency=1489676287 [2][ERROR][SBSCooker]Can't find subgraph:Subgraph Url: pkg:///hbao?dependency=1297162667From Graph: pkg:///Substance_graph?dependency=1489676287[ERROR][SBSCooker]Cooking fail [Error 13]v
the node input/output labels(that appear when hovering a node) color is the same color as node connections. could you change the node labels color to black so it can be seen when a label is directly over a connection? regards,phil
could you add a method so we can obtain a child comment's graph position? i have this plugin that when placing entities(nodes/objects) in scene, it first checks if an entity is selected, if so, it offsets the new entity from that. however when it comes to offsetting something from a selected comment thats a child of a node, then the newly placed entity is badly offset due to the child comment's pos being based off the nodes coordinate system rather than the graphs. regards,phil
would be neat to have a hotkey to disable frames that are behind entities from actually moving said ents when frame is being moved. so the hotkey essentially temporarily disables the frame's "stickiness". regards,phil
Can I use adobe products to create 3D dynamic wallpapers for smart phones desktop and tablets? if so what adobe programs?
hello How do I make Substance Designer recognize multiple objects imported with a single .fbx file to make variations in textures? as in the attached image: thanks
basically, when we selected a portal node, the dashed wireless connection becomes visible, i know why this is and its a nice feature. but any chance of adding a btn to the permanent graph toolbar where we can toggle the wireless connections from appearing cause when graphs are large and portal nodes in graph is many, then wanting to shuffle things about, the vast wireless connections being on-view is quite obstructive. regards,phil
hello I have an object that I didn't apply bevel to the modeling, it has sharp edges.How can I create a bevel using the procedural texture in substance designer?thanks
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