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Namely Height, U and V gradients and index . Maybe in some of 32 bits by some kind of an order mask for those 32 binary bits numbers the pixel value should be build from theoretically or maybe by how many numbers after comma a pixel value has. I want to do an FX map in 32bit mode the way I could split the resulting floating point image into those height, UV and index? And do this the way I still could do more or less MAx (lighter) blending?Is there a way at all or it's totally silly idea?
I followed the example code here:https://substance3d.adobe.com/documentation/sddoc/logging-188976498.htmlWhen I check the CONSOLE window I see my Messages appear twice...
Hi everyone, I'm a newbie on Substance Designer, I created a texture for a carpet that references a flat pattern created earlier, to simulate the contours of the tufts to make it smooth between colors, the problem arises right here: I don't really know where to put my hands to get each color in the bitmap to be applied as such and such to the base color of the texture, I tried using a Quantize Grayscale to determine all the different gray tones, but it doesn't seem to work at all.I hope this makes sense, thanks in advance!I attach below an image of the bitmap:
Hey guys, I have a perpetual substance designer key from allegorithmic from 2019. I have a new PC now and wanted to install SD but I dont know how because I cant find the standalone version anywhere and I cant seem to use my key with the Adobe CC version. I tried putting the key file in the directory but that didnt do anything.Is there something else I can/have to do? Thank you very much for any help!
I'm trying to open Substance Designer but i click the open and nothing happen how to solve this? Thanks.
Hi, I once bought a perpetual license to substance Painter, Designer & B2M via Allegorithmic, however I can no longer access the license download as the website has been discontinued. Looking at the FAQ directed me to the help center, but I couldn't find any articles. Is there a way to retrieve my old licenses? Many Thanks
hello people, can anyone help/explain to me how to get this flowery shape i linked here ? "https://www.tiles-direct.com/wall-tiles-c26/laura-ashley-tiles-c1288/wicker-blue-33cm-x-33cm-floor-tile-p4038/s4033?utm_source=google&utm_medium=cpc&utm_term=wicker-blue-33cm-x-33cm-floor-tile&utm_campaign=product%2Blisting%2Bads&cid=GBP&glCurrency=GBP&glCountry=GB&gclid=CjwKCAiA76-dBhByEiwAA0_s9WyDCnxuppOAljb-hcp-eXr9uLL3cQWkJMT-gMvZ0lYii01yZ5FwgxoCc7YQAvD_BwE"I tried to play around with the shapes, and various blends but i cant seem to get the rounded pointy bits at the end of each leaf. thank you
I am having a hard time making a trim sheet based in designer, I'm kinda new to designer but I think this is the best tool for the job. I have a few plant atlases that I want to combine together, however I'm not sure how i'd do this. I don't think it can be done in painter, i've tried googling how to do it with designer and not really found much. I have tried making a sample tiler and then histogram selecting the different grays to it however it only shows part of the material. I need it to show the whole material not just part of it.
I have two nodes, and I want to insert an sRGB_to_ACEScg colorspace conversion node between them.NodeA has it's baseColor output connected to the NodeB input. I want to insert the sRGB_to_ACEScg node between them. I have successfully connected the output of the sRGB_to_ACEScg node to the input of NodeB. However, I am having a hard time trying to find out how to take what was connected to NodeB and connecting it to the sRGB_to_ACEScg node input.The smaple files all show how to create nodes and wire them up but nothing on how to get the connection and connect it to another node input.
I can say when I try to modyfy default nodes to do something specific I don't understand a thing . Moreover I don't understand a thing in my oun pixel processors a month after untill I write huge documents describing evrything that takes me forever. The reason IMO is because SD provides zero clue what goes from one node to another . Please do it Blender way where we have special viewer node and spreadsheet showing what is going on. I am so tired to copy/paste nodes in value processor just because it at least shows you some numbers .Ideally it should both spreadsheet with numbers , and pixel preview with "normalized: button as in some 2d compositors.Some fileld vs single value only indication maybe like in Blender.
Hi folks!Does anyone else have problems with extrusion or is it just me?Tried to replicate the example from the documentation to illustrate.
can i publish sbsar with udim in substance designer?
I'm having a heck of a time trying to get the last bit of detail on my bricks. See the reference image on the right side, those vertical scratches. Does anyone have any ways of doing this? Everything I try spreads across multiple bricks and just doesn't look natural. Thank you
Is there a global variable like $seed or something? I'd like the "Seed" input of the "Global Random" node to be driven by the same global random seed integer as every other node so I don't need to add another integer param just for my pixel processor.Is there a way to do this?Thanks in advance.
I'm trying to create a tile generator for my team, and have therefore created a base graph setup with a lot of exposed parameters that users can then input into their own graphs to blend tile and grout materials. I'm using tile sampler as we require a lot of pattern imputs, but for some reason my "TileBaseGraph" node that I have created only uses the first pattern imput, even when 6 different patterns are plugged in. I've tested the patterns with a simple Tile Sampler node and its working fine, so it's definitely something to do with the way I've set up my base graph. Rather than waffle trying to explain everything here I've attached a version of the file, with annotations.If someone with better knowledge on creating procedural graphs and exposing parameters and inputs could take a look and help me out I'd be forever grateful!
I have a library of assets that I've built up over time, and it's become a bit unweildy so I decided it would be good to restructure. I tried to rename a folder in the project from my OSs file explorer (I use the OS folder names to narrow paths in my Library window for organization), and after 10 minutes of spamming "no" to the missing dependency popup in substance designer, I gave up and decided to come here. Is there any way to quickly rename and relink dependencies in a substance designer project? Or is it just going to be painful?
Question:I'm using an integer value to drive the input value for multiple Multi Switch Grayscale nodes, and I'm wondering how to also use that integer value to drive the user_data section in my output file names. Is this possible, if so how?Thanks in advance!
Hi, I'm following a tutorial online for Substance Designer and I came across a problem.The authoer of the tutorial used the 2019.1 version of SD and I'm using the steam version (the newest one).In one occasion, the auther connected a "Height Blend" node to "Blend" node using the "Blended Height" output.For some reason I can't replicate that in the newer version and I'm currently stuck.Is there any workaround for this?Thanks
HelloDoes anyone know what user data is during exposure and what usage or values it can accept?
Hello! I am brand new to Substance and would like an expert opinion on the best way to learn Substance. - What should I learn first? (Designer? Stager? Sampler? Painter?) - How should I learn Substance? (online courses? live training? etc...) Thank you!
I mean I have one material 32x2048 pixels and want to put another one 2048x2048 on top of it ? Is there a node that allows to do it in a simple manner like in Photoshop ? I am tired to do my own blend nodes which somehow always fail at certain conditions. Am I missing something ready made and simple to use?
I am trying to figure out how to reference the defualtMaterial baked maps as inputs in my material instead of having to drag them in when I apply the material in painter. basically how do I use the ambient occlusion map or curvature that painter generates automatically like some of the defualt material do
Hello I've been experimenting with Substance Designer and I'd like to know if it's possible to use a user provided image for processing in a graph. Specifically I'd like to use a sampler node to sample a user provided mask. I'd like to make something such as this example from Adobe. but allow the user to provide the maskhttps://substance3d.adobe.com/documentation/sddoc/using-the-sampler-nodes-102400024.html Best regards
New to this... I was trying to create a text using 5 digits of random numbers. I looked for an hour or more and haven't found a way. Considering there are only two nodes for string in the Value Processor I'm begining to think it can't be done. I wanted to make a text node. Make an Input Parameters with an integer set it at 10000 min and 99999 max and be done. But there no text (string) data so the node is blank.I tried looking at what is possible in the Value Processor but only saw two nodes for String. And none of them were "To String".I didn't see an obvious way to make a random number in the Value Processor. Still plenty of room for me to learn I guess.
Hello, I'm fairly new to the baking process. Does anyone know why the teeth look like that and the texture in the rope only shows up on only 1. Thanks for the help
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