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I’m baking out textures from a source mesh to a target mesh using the Transferred Texture baker. One of my source textures is RGBA. But when I bake out the texture output is RGB. How can I bake out RGBA? Do I need to link the source texture to an alpha map in the source material? If so, this is quite tedious since I use alpha in both the Diffuse and Roughness maps.
We recently posted the 2025 Substance 3D Designer Insanity Awards! Each year the Substance team celebrates the Designer projects that have absolutely blown them away over the previous 12 months - for their originality, technical brilliance, and sheer nuttiness. The phenomenally talented artists who create this artwork have found way to push the limits of Designer in utterly unanticipated ways; the Insanity Awards recognizes the triumph of that excellence.Take a look at the Insanity Awards 2025 article now to learn more! (Banner artwork by Romain Lemaire.)
I am trying to update my workflow in Designer by sending images for final composition, crop, export and archiving to be done in Photoshop. So I need the files be looking same in Photoshop. I want to keep 16bit integer format at least and want a quick one to update and save inside PHs smart objects. I Did it with pngs before but they slow as hell in PHs .Tiff looks much quicker but I seems couldn't get rid of extra gamma correction in PHs. Is there a way to export tifs as is without any profile attached? The way PSH would use default srgb profile without asking anything or recalculating colors ? For some reason I thoght RAW is the way but looks like it doesn't .
Subject: Request for Permission to Use Adobe SoftwareHello Adobe Team,I hope you are well. I want to be honest with you. I am currently using a cracked version of Adobe software, and I recently learned that this is not allowed in my religion (Islam). Because of this, I do not want to continue using it without permission.I am a student and I rely on this software for learning, so I wanted to respectfully ask if you would allow me permission to continue using the version I have, or advise me on what I should do to use your software in a way that is lawful and acceptable.I respect your company and your work, and I want to do the right thing.Thank you for your time.Kind regards,
I think we could have Terrain/Cliffs dedicaded nodes in substance designer, we already have insane nodes to create cliffs and terrain, but i think if we mix something like we have on Gaea with substance designer nodes that already exist would be amazing, you could even also add some way to create Cliffs the same way too, cliffs to create modular pieces.
https://helpx.adobe.com/substance-3d-designer/interface/preferences-window/version-control.html#setup-p4It seem that the current version control actions all rely on calling the P4.exe through subprocess, why not use the official p4python api?The path that one is expected to make edits to would likely at many studios require admin to come and help as users are not always admin of the machine. And the install location will for windows at least be Readonly.
Installed Substance Designer Painter, Stager Stager runs fine, Designer, Painter keep generating error 205 messages. Have installed , uninstalled, rebooted, logged in to ACC, logged out. No Joy. I am signed into my ACC subscription. I have signed out. I have signed in, have signed out. It appears that Substance app is not finding my subscription. I cannot even sign in our out from the app. I keep getting the error code 205 popup. Selecting the contact support brings up a 404 page error. I have disabled my Anti-virus many times I have tried different browsers. Anyone? Anyone? Bueller???
Hello, I'm having trouble using any painter channels within a 'specific filter'(https://helpx.adobe.com/substance-3d-painter/content/creating-custom-effects/channel-specific-filter.html )For anything I try, not the channel in Painter but the inputs default value in the designer graph is used.I wanted to use the user channels initially but failing that I tried to simply make the Specific Filter - Painter sample work, but here the same thing happens.This the small modification I made to the sample, using the roughness channel to blend the base color with noise): Roughness channel:Result (should use roughness but uses white value from graph): I checked with others who experienced the same issue. It might still be a user error, but if it is, it might be good to make it more obvious that something is wrong 🙂 This is using the latest designer and painter versions:Substance 3D Painter, version 11.1.2Build 5115 - 5faba39802156445fcb0e2b9673b9805f16bd43515.1.1 build 10305 commit 12408c79 Relea
Baking textures on Mac and PC has a different outcome and I really don’t know why. Is this an Apple Silicon Problem? Rendering on a MacBook Pro M3 Max 64GB RAM, macOS 15.7.3 all renders (HDR) are darker, especially the Bent Normals and the Normal WS passes are almost black Rendering on Windows 11 with an GeForce RTX 3060 all looks fine. Please see attached images.
Hello,I am running into an issue where the textureTransfer bake doesn't preserve the alpha of the texture. I am fairly certain this used to work. Is that a bug, does the new baker not support alpha transfer, or am I just overlooking something somewhere? I was running throught the SAT, but it also just results in a white alpha channel when baking manually in designer.Thanks,Chris
Hello, My Substance Designer crashes every time I try to open a new or old scene. I tried several methods to fix it that I found online, but nothing worked, and I am out of solutions. What I've tried:- Completely uninstalling and re-installing SD - With a clean wipe- Updating Graphics Driver to the latest version- Switched to Studio driver - Switched to Intel iGPU for a test- Renamed several folders to reset the settings- Paused the OneDrive sync- Checked the log but didn't get much from it. The image includes my email address, if it makes it easier for you to locate the crash logs I sent. Thanks,Raz
Hello,Why does the UV image appear as shown in the image when importing from Blender to SD?It's a normal sphere created in Blender and mapped using the command: smart uv project. These "cuts" don't appear in Blender. What's the problem?How can I fix it? Thank you.
Everything works normally for generic graphs, but Input Color won't show up in Painter, does generators allow only grayscale inputs or am I missing some setting?
Hey there,I’m working with the wonderful PBR Renderer node (pbr_render2.sbs), customized to prerender PBR textures into a single "unlit" color texture with neutral lighting and AO. Surprisingly, it works quite well, but I’ve run into some core issues. Feeding prebaked World-Space Normals to replace the standard projection causes:HDRI projection behaving incorrectly (inconsistent and partial)Visual glitches, like noise or lighting appearing from belowThese are the most visible problems. There may be deeper issues especially since, from what I understand (now), this is fundamentally a 2D-based node which makes full 3D simulation likely impossible. Do you think there is a way to modify the PBR Renderer to respect World-Space Normals and fix HDRI projection without rewriting underlying functions? Any advice would be greatly appreciated.Thanks!
I am trying to create a material for Japanese roof tiles and it always comes out incredibly flat. I have tried to put the Tessellation factor and the Height in the render settings higher and beyond the recommended values to see what happens and it has barely changed anything. So it shouldn't be a geometry issue or that the settings are simply too low (I hope). I've attached an example from a tutorial (red tiles) that does something similar and their height shows up a lot more pronounced. The other pictures are what I have in my project. I would like to achieve a lot more movement in the silhouette of my material so it looks like actual tiles and not like a flat puzzle. I've tried a bunch of suggestions I have found online and followed tutorials, but I was unable to make it look right. Is it maybe an issue with the settings for my graphics card? I have a NVIDIA RTX 3060Ti so I don't think it's not powerful enough, but perhaps it's not being used correctly?Substance recomm
Hi, I'm new to Designer, and have been following tutorials to pick up the basics.I have run into an issue where if I change the resolution of the work that I'm doing to try and preview the project in 4k, (upping the resolution from 2k) the client crashes. I downloaded some project files from the internet to see if it happens with someone elses work, and it doesnt crash with theirs, so I'm assumming i have a combination of nodes or settings in my project that are causing the problem. Can anyone advise how I should go about troubleshooting this?
Hi, I'm having trouble exporting my 3d scene. I am seeing the hi-res plane properly, with height displacement and all the right textures applied on the override material. When I export scene as any file type (fbx, obj etc) it is an empty flat plane. All the tutorials for exporting scene are like 4 years old, and the interface is slightly different. I'm using Adobe standard shader (i think). any clues?thats my first material btw 🙂
Experimenting on a grass generator FX Map node with various masks + height packed into RGBA but I'm struggling to achieve the correct blending/layering of elements (bottom image). Pretty new to it. Not sure if my workflow is bad or if its just a limitation of FX Maps.Considering just making 4 variations of grayscale FX Map but hoping to avoid having to make a bunch of matching variables to sync the parameters.
Say I have a subgraph saved in same sbs , now I want some of its instances do slight different thing. in Blender I can make a group instance unique and local to the file , make an override. All this seam impossible in SD . The only way is to make a copy , change what it does and then manually drop and reconnect . Is so painstakingly annoying coming after using Blender. Especially in some loop like operation like slope blur . Am I missing something?
We’ve just released the newest version of Substance 3D Designer, adding features that make Designer faster and smoother to use, and easier to learn for users coming to the tool perhaps for the first time. What’s new in Substance 3D Designer 15.1? An updated ‘new graph’ window If you’re new to material creation, the first head-scratching moment can come right at the start, when selecting a template for your project. The new release of Designer makes this step much, much clearer, giving you thumbnails allowing you to visualize templates at a glance, and informative tooltips which help you to determine which template suits your project best. New noises Noises – whether dirt, directional noise, Perlin noise, or many others – can be a key part of a project. Designer now allows noise nodes to override bit depth; noises are no longer fixed at 16bit, providing better support for non-tiling workflows. In addition, this newest version of Designer adds new parameters to noises, to pro
! pops up when use the directional warp node.
When relocating the files after baking it is a bot irritating if you have to work on Windows as well as on macOS that the buttons to link the file as a “regular source” or as a “template” are on the oppsite positons on the respective OS. Windows has the “Link as regular resource” on the right side as opposed to macOS which has it on the left side of the pop up window. Is it possible to have that on the same position on both version of the OS.
Limited testing so I could be wrong.I noticed sometimes ctrl+B doesn't work to open the Export Outputs window for some graphs. I noticed whenever I edit the Pattern field from its default settings, ctrl+B stops working, even when I change it back to the default $(graph)_$(identifier) i.e. this T_
Environment artist Sherif Dawoud has just created a new Signature Collection for Substance 3D Assets, Welcome to Mireland, focused on the richly atmospheric world of wetlands and marshes. We’ve also just published an interview with Sherif, where he breaks down the creative and technical processes behind this collection, exploring the construction of several key materials, including a highly flexible birch bark system, a mossy swamp-ground surface built from tile-based organic patterns, and terrain materials enriched with customisable grass, leaves, and twig placement. Sherif also shares insights into using displacement-driven workflows in Unreal Engine with Nanite, and how decals, with carefully applied normal exaggeration, can add realistic variation without heavy geometry. Read the interview with Sherif right now!
Wondering if someone can point me in a direction. I'm used to PySBS, but need to understand how the SD python API handles a couple of things.I've created some node instances, outputs, and graph parameter (inputs) via the API.However, I need to set the graph parameter to Vec4 type (but not the default slider variant, I need to set to a color variant, and potentially change color specific settings [sRGB, float, etc]).I also need to bind that parameter to a uniform color's Output Color parameter. Thanks!
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