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Hello please helpWhen I use path and line in the new update and export the sbsar file to clo3d Crash even though the file size is small and the device specifications are highWhen using any other file that does not contain (spline and path ) it works finePlease help and solve the problem
Hi Guys. I'm having a lot of trouble creating this pattern. I thought this would be simple, since I've made much more complicated things before, but I've spent several hours now with nothing to show for it. (don't mind the paint marks) I've tried a whole lot of tinkering with voronoi, tile sampler, shape splatter, stripes, fibers, etc and I just cannot get this pattern to emerge. Any insight would be very much appreciated. This is for a product visualization job and I'm in danger of falling behind on time. Thank you!
Can we please get an update for Substance Automation Toolkit to work with the latest version of Substance Designer? The current relase of the Substance Automation Toolkit is only compatible with Substance Designer 12.4.0, but the latest release of Substance Designer is 13.0.1 as of this request. The last update to Substance Automation Toolkit was on 03-01-2023 according to the change log, so that's over 4 months behind.
helloHow should I go about saving the files generated in the bakes in the folder where I am saving my projects?thanks
I am new to Substance Designer and I am having some issues with it on my M1 Mac. When I create a new graph and start adding shapes, everything works fine at first. However, as I add more nodes, the Blend-2D view stops updating. If I single-click a node, it does not show the composite of the previous nodes. I have to double-click a node to make any node to show at all. I am not sure if this is a known issue or if I am doing something wrong. Is anyone else having this problem? Is the Mac version of Substance Designer super buggy? My Mac is an M1 Ultra with macOS Ventura 13.5.2.
I am thinking of using Substance 3D Designer to earn money by selling textures created on this software along with its 3D model as a pack. I just need to be sure that doing this does not go against any policy or guidelines. Is it okay to sell textures that I create on Substance 3D Designer? Will this come with any extra costs?
helloCan you point me to a tutorial for the Substance designer to make defects on the edges of an object?as the plugin for unreal from the link : https://www.unrealengine.com/marketplace/en-US/product/edge-bevel-decals thanks
hello Is there a tutorial on how to place a gafitti on a wall in Substance designer?and parallax in substance designer? In fact, I wanted to make a broken corner on the wall with the sampled bricks using parallax. I also wanted to make dirt run down the wall below a window and I would like to have a way to position these effects easily.thank you very much
Hello. I want to download .sbsar texture from substance asset, and export the texture into .png files. (color map, height map, normal map .. etc) When exporting, I want to modify the texture into specific physical dimension. (which is 1m * 1m)And the tiling should be applied after the modification, and the texture scale should be corresponding to the real-scale. Here's what I tried.1. Create 1m * 1m plane on a blender, export it into .glb and import the .glb file into Substance 3D Painter.2. Applied downloaded .sbsar file to the .glb3. Adjust texture scale into real-scale.4. Export textureAnd I got to have several .png files but the key problem is when I tried map my 3D model with the result texture, the tiling wasn't working. Can anybody fix the issue?
I really wonder why this simple baking process take sometimes the hell of time.Initially I thought it was something wrong with my computer but this year I got some on my students reporting the same issue.Am I the only one that noticed this issue here?I'm using an up to date software and Nvidia driver on windows 10.
The boolean buttons are often getting converted to this thing (see attached image).They still work as 0 and 1 but its quite annoying for my team.Initially I thought it has to do with the size of properties panel in painter but that is not the case. Also.. I can't share the .sbsar or .sbs file (NDA) plus this situation is kinda random (but often) so creating a dummy project having this issue is not feasible at this moment. Designer: 12.3.0Painter: 8.1.1
Hello,I'm trying to use a PBR Coated Substance in Unity, Unreal or VRED. But the Clearcoat attributes have no effect in these applications. But in Substance Designer everything works fine.Can anybody help me ?Thanks.
je cherche le setup pour Substance_Designer 12.4.0 pour windows 64je ne le trouve pas sur votre site
Hey! People I made a filter and I want its output to go in the ID map in painter so that it can be used by "Add Mask with color selection" feature. Is that possible?I read this documentation and do not see the ID entry in the table "List of input/output usages and identifiers"https://helpx.adobe.com/substance-3d-painter/content/creating-custom-effects/channel-specific-filter.html In general, Is it possible to output data in Mesh Maps?If yes, then what happens to the baked data? Is it possible to blend the output (from filter) with the baked/user_imported mesh maps? I can't explain much on "Why I want to achieve this.." due to NDA 😬 Designer version: 12.3.0Painter version: 8.1.1Thanks ♥
So when we have a few missing images we could select their folder only once. Not doing it for each and every missing resources. Perhaps as an option.
Hello, I want to know if there's a way to set up a parameter that disables the height channel.I tried using a black color via the switch node, but it led to a negative material height. also, I experimented with a 50% grayscale color, which makes a minimal height effect on the material.
Hey there,in the documentation of Substance Designer is a "random integer" node available, but I can't find it in substance itself. Do I search at the wrong place, it should be available in value processors I guess but if I search for it, it doesn't show up..Iam actually using v 13.0.2Can someone help me?Thanks in advance
oiexiste um live link para: Substance designer for Unreal Engine ?obrigado
Or it's possible to do with loading a preset file or something ?
I've got a number of images that share the exact same transforms. Using the transform widget in 2d view for my scenario is the fastest way to position and scale multiple images. Instead of manually updating each one I want to instance their values. I setup an exposed parameter then duplicated the transform nodes. However, the widget is no longer useable even if I click on "Edit in 2d view". I couldn't figure out a way to expose outputs from a Transform 2d so they can be daisy chained using custom inputs, so I assume exposing to the main graph is the only method to instance a transform 2d? Below is my instinct on how this should be possible.
I really want an input node in my custom graphs that acts as the input node on the levels and blend nodes. A node that dynamically detects the input type and then outputs grayscale and/or color if needed.It would save me a lot of hassle when building custom nodes if I don't need to make them using a boolean to toggle input and output visibility. I just want run everything though the same graph, independent of input type without using conversion nodes.
When adding a new node, you have to type long strings for longer node names, or scroll through many options if you don't want to type long names. What if you only had to type part of each word of the node's name? For example, if I want to add a "Multi Directional Warp Grayscale" node, it would be much faster to type "mul dir gray". Other node-based softwares do this. It means less typing and less scrolling. Adding nodes feels slow and distracting when you have to sort through options every time. There are many nodes that start with "gradient" - so either I type the full word "gradient" followed by another word, or I have to read through all the nodes that start with "gradient" until I find the one I was looking for. Or I can type "gra lin" and press enter to add the "Gradient Linear 1" node in less than a second. This would also be helpful if you don't remember what a node is called, or you don't remember what order the words are in. Right now, the search doesn't show a
Is there a way to reorder the input list for the new portal node? I tried labeling them with number e.g. "01 Base Height", "02 Height w Cracks" but they don't sort alphabetically for me.
Similar to a new feature introduced in Unreal Engine 5's material graphs, reroute nodes that lets you plug an input into a node, and then grab that as an output elsewhere in the graph without the need to have tons of connecting lines going all over the place.So instead of this:You'd get something like this: Obviously it's a limited example, but it'll let you produce much more readable and clean graphs, and can help with optimisation as you could grab and use a single noise rather than reusing a new Clouds generator each and every time, while keeping everything tidy and organised. Bonus points if the nodes were visually distinct, and maybe didn't have the thumbnail to save computation time, as all the nodes need to do is point to where data should go like a connector.
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