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hi, you know when we drag out a new connection from a node, the node list pops-up. and in this list the nodes available are specific to the node connected to the connection we just created? well i was wondering if this information is available? i would like to work on a plugin that utilises this information.regards,phil
helloHow can I know the maximum resolution I can use in Substance Designer in relation to my computer? Do you have any calculations?regarding triangulation:When we open a mesh in Substance Designer, triangulation occurs.How can I speed up this process?Can I do something in the modeling in Blender to speed up this step? thank you very much
I have a plugin that utilises stock instance nodes. but at some point it would end up adding old graphs(nodes) to scene if we arent ever made aware that stock instance packages have updated as the plugin requires users to update the stored graph name as and when it gets updated by you guys. So if you could make this info publicly available that'll be great! regards,phil
Hello! I’ve been trying to troubleshoot an issue and I was hoping for some suggestions to try and fix this issue. I built a package that accomplishes several QoL functions. Inside the package/graph it functions perfectly. When linked to any other graph, including its duplicate, quality loss causes several functions to cease working. Pictures included show some examples of this loss comparing outputs in original graph and to linked results. Top two are the results after being linked while bottom two are the original results. The section I have for scanning dark values via histogram scans tends to be dropped after being linked- and the section I have that introduces samples of colored noise tends to blur towards singular color values.The graph uses only atomic nodes, heavily reliant on scans and blends. I’ve tried changing the graph properties output format and resolution to absolute, adding transform nodes after inputs to inherit parent properties, and upping bit depth to double the gra
Hey I have an issue with Substance Designer Exporting textures all in lower case even when I am giving it Upper and lower case in the Output name.
I want to somehow expose an Input Value Node in my graph (so it can be adjusted by the user) that's currently driving the scale values of two shape nodes, but I can't find an "expose as new graph input" button on the Input Value Node. I'm a SD newbie who just learned about input values and I'm eager to use them!
helloIs there a resource or plugin in Substance designer to have a procedural Gradient Noise, like in photoshop in the image below? thanks
the cottage is mostly done in substance desinger, displaced in blender and finished in unreal engine
hello Can anyone explain to me how to use this link resource? [Link removed] I already managed to put it in the library and on the chart.but the Color Pick never appears in its parameters. Do you have any secrets? thanks
Can I use textures exported by Substance Player for my business for free?
I want to control Visible if based on the output of the Value Processor.Is there any way to achieve this?Is this possible using python?
just noticed that the graph object(s) classes dont have this method: .getIdentifier() like the SDCompNode class does. This method is great cause it returns a unique set of nums(id) which is handy for when needing to compare entities. regards,phil
Ive noticed that in the uiMgr class, only methods exist for obtaining graph entities(nodes &/ objects) if theyre selected.It'll be great to have a method that simply returns all graph entities whether selected or not. Regard,Phil
Recently i made a simple ambient occlusion switching graph, so that i can choose whether i want to use HBAO or RTAO with a simple press of a button instead reconnecting nodes. What is not clear to me is how the final cost of a switching node is calculated.For the switching to work do substance need both HBAO and RTAO to be calculated? Because if i open the graph and recalculate it then it shows both the HBAO and RTAO timings, thus you could deduce that it actually needs both to be ready when needed. *1st attachment shows thisBut if i would instantiate this graph into another and use it that way, choose HBAO for the ambient occlusion, then in that instantiated form the timings indicate that only HBAO got calculated in the end. *2nd attachment shows thisHow does Substance Designer handle computation costs for nodes when using a switch node to toggle between computation paths? Is computation only performed for the active path, bypassing inactive paths?Or does it only calculate t
please consider adding this stuff to the api, thanks```All of this i know is pretty much GUI stuff. But its deffo cool stuff and would give us a lot more variety when letting the creative juices run wild.Im sure someone else would probs like other things ive not mentioned/not generally related to GUI. Some things i think we should be able to do: 1) subclass nodes, graph scenewhy?so we can access the following methods:mouseMoveEventMousePressEventMouseReleaseEventetc..or at least provide a callback for this. 2) map mouse cursor to scene(graph) posWhen i have a node follow the mouse cursor, theyre not aligned.Its due to mouse cursor going off monitor coordinate system and node going off graph coordinate system so need a method like mapCursorToScenePos() which handles the offset conversion for us. 3) change node outline color, mark a node as selected so the outline actually appears, change a connections color / thickness. chang
Hi, what's my best option for producing a higher quality version of the distance node's output? I need something that oversamples the boundary between black and white.I'm trying to create a signed distance field texture in substance designer from a threshold black and white mask generated from noise. Using the distance node and some blending, I can get something that is pretty close to what I need, but the issue is that the distance node doesn't have the capability to oversample along the boundary between black and white, and thus, it produces pixel artifacts. To illustrate the problem, here are three images.Black and white mask:Signed distance field remapped from [-1,1] to [0,1]SDF visualized by normal In the last image you can clearly see the problem with this approach. The boundary between black and white doesn't contain enough information, and so the distance node produces streaking artifacts. Simply increasing the resolution alleviates the problem somewhat, but it never truly
I am trying to leverage graph/node input paramter to control the blending mode of blend node. Seems it cannot work, looks like all value above 0 is treated as 0, so it's always the defalut "Copy" mode. Here's the version information
Hello Substance 3d Community.First of all, I would like to say I am very new to using SD and my learning has largely relied on YouTube tutorials and anything else I could find online so please bear with my lack of knowledge.I have a material which makes use of a number of alphas that I can choose between via a multi switch node. These alphas are used to create normal, specular, glossiness and diffuse with various nodes editing them in-between. I attempted adding another output node where I'm outputting the results of the edited alpha as-is, but after export, it's impossible to drag the material to the alpha input in painter.I worked around this by creating a separate package, including my alphas and relevant nodes and exporting said graph with unspecified type so I can import it as alpha in painter. This means I need to match the settings of both alpha and material however and is simply a hassle.So my question is: Is it possible to somehow include an alpha/brush in the material export?
heyHow should I proceed to have the edges of an object modified in the normal channel like the images below? thanks
Hi . I would like to ask for a help if notebook ASUS ROG Flow X16 GV601RW - Ryzen 9 6900HS, 16, 1000 GB, 16GB, Geforce RTX 3070 Ti 8GB, Win11, Asus Stylus will be enough strong for Substance 3D Designer. Thank yyou for advice .
Hi,I'm currently trying to procedurally texture a creature with scales. I have a mask which I've then blurred to create a nice gradient. This controls the scale of the tiles (which ironically... are scales!)I then use a distance node, followed by edge detect to give me a decent scale appearance. However, I really need the gradient to also control the number of scales so that as the scales get smaller, they increase in volume. Is there a method I can use to do this, or a simple function which would give me access to drive the X/Y amount using the same gradient as the tile scale?Thanks!
Hi Guys, as I said in the title, I try to create a custom material for Substance Painter in Designer, it works at 99%, when I use texture map in color or grayscale in input in Painter, everything is fine, but if the Input is an Anchor Point, the material doesn't seems to work, everything is black. I was wondering if there was a specific way to give the possibility to the Custom material made with Designer to support Anchor Point in Painter ? Thanks
Hey Good People!I was happily devloping something and noticed this anomaly (chk attached screenshot).I thought there's some gap in my understanding so went through the documentation.Inheritance in Substance graphsSo the Pixel Processor node doesn't give the "Relative to input" option which makes sense b/z it's itself a graph so it took values from its parent graph.. but can I set it to change based on input?I can't set it to Absolute and I can't set to Relative to Parent (graph)..What should I do? 12.3.0 build 6140
heyIs there any problem working with a complete scene of dozens of objects in substance designer?Or is it appropriate to use only one object at a time?I'm talking about also putting all the objects in the viewport with their respective materials and graphics in the same file.it's adequate ? Or could it cause problems?thanks
Hello Here I have several objects together in a single object that have the same material (same substance graphic) as in the image below. I would like to know how I can make a gradient from bottom to top aligned on all objects? I already tried with node: 3D linear gradient and everything got messed up. thanks
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