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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
For some reason, when using the tile sampler, I can't get it to offset for the larger squares like in the first photo (with the blue background). Essentially there are various rows of squares that are offset way more than the rest in the first photo, and I cannot replicate it in Substance Designer.I tries using the Horizontal Quincuz Offset Type and using a Displacement Map Input for the Tile Sampler, but it did not work. Does anyone know how to create this type of offset circled in red???
Rookie post-Been in awe of what people can make in substance for a long time, I'm more of a kitbasher and stock materials user 95% of the time. However, I am in desperate need to make a certain material right now for a job, and I'm at a loss as to how to do it, so I'm looking for advice to see if Substance can do this. I need to create a carwash with a car inside covered in thick foamy suds. my google searcehs for premade textures, psd brushes and materials have come up dry, so wondering if substance could help me make it. Pic is for reference. I mostly just need the coating of foam on the car. Will be using keyshot for rendering, and will not be closeup, so no displacement or 3d geometry needed. Think this can totally be done with textures. second pic is the closest I've come to it in another project, but I need a thicker foam look. Thanks!
When I set up the dependent libraries of the project, I need to manually set individual settings in the project setting in the preference. I want to write a tool that can dynamically manage these. How do I do this?
heyHow can I deform objects, as in the example image, from procedural maps without the seams appearing in substance designer? thanks
I want to export this render from the viewport as a transparent image, but I can't figure out how. I've tried to export the render as a png and tif, and I can't find a setting for transparent or alpha channels. Is it even possible? Thank you for any help!(For reference, I click Camera -> Save render, is this the right way?)
Hi everyone! Now I am working at the material preset for the project and due to some specific restrictions I cannot use some default functions and have to invent some solutions.What I need to do for now is to create somehow the generator which will find areas on the object which are "flat" (or almost flat) and exclude them from mask.I could do thatusing pixel processor and tangent space normals, but there are some areas where the gradient is presented to compensate surface shhading of the mesh. (Imagine the cube where all edges are soft, but it has a baked normals which make it appear flat). So, using only the tangent normals is not a solution and now my main idea is to utilize the object space normals and make the pixel processor count value of each pixel and compare it with its neighbours, but I have no picture of the final math for now and need some suggestions on how could I do that. Or if someone could suggest another way to solve that problem, I'll be very glad.Thanks a lot
Hello, for now I am creating the tiny veins (or you can deem it as the smallest venation level of leaf) of the Japanese Maple by using the FX-Map node. The reason I choose this node instead of the general Voronoi node and cells node is that I am not satisfied with the result generated by them. Based on my observation of the actual leaf of Japanese Maple, I discovered that its tiny veins look like the combination of the “Y” shape. One “Y” ‘s middle branch connects to another “Y” ’s left or right branch and repeat this process until a net structure is formed. For now, I come up with two ideas to achieve this effect. I attached images bellow to illustrate them. The basic logic of the first one is that I separate the “Y” shape into 3 branches and only focus on generating branches on one side at first and set some conditions to generate another side later. The problem is that I must set a counter variable for each “Y” shape ‘s connecting point to judge whether the number of line
I always want to fix the docking of the Console window to check the logs, but it gets undocked every time I restart the application. I'd like to know if there is a way to fix this problem, and I hope this will be fixed in updates if it's possible.
helloI'm trying to use the feature: UDIM MESH on an object made in Blender.but when I do a curvature bake in : substance designer the result is all messed up, like in the image:How can I use UDIM correctly? thanks
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