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Hello there!While i use the spline mapper node its behavoir is pretty strange fo me. It seems there two issues:1. The 0 height of splines is not considered as real 0. So if i blend (multiply) the height and the color outputs of this node, the exteme point are still visible (but their height is 0)2. "No-tile" mode is not working. all my node are no tiling mode but the extreme points os spline mapper are still tileable. I put the spline render node to see the difference.
Hi, I am experimenting with SDUIMgr.focusGraphNode() and it seems this is not working for items inside a PixelProcessor or an FXMap. Is this a known issue?
Hello,This issue seems to exist only in the text function panel, as other settings like font size and font color can still be correctly recognized.Interestingly, if I use the input value node, it can recognize the input value.I also attempted to change the data type to integer or boolean, also tried packaging the text node into a new node.but it still didn't work.
I have tried installing/uninstalling but to no avail. It only appears again when I install 13 and below.Any help?
Substance Designer에서 참조를 열면 '이 패키지는 읽기 전용이므로 편집할 수 없습니다.'라는 메시지가 표시됩니다. 이 문제를 어떻게 해결할 수 있습니까? 이 프로그램을 처음 사용하는 것입니다. 도와주세요.
meu pc: placa de vídeo RTX 4070TI , placa mãe ProArt Z790 , Processador i7 14700K , 4T de SSD m.2 , 64 de memória ran e estou usando o windows 11 pro original estou com problemas nesses 5 logs do substance designer comprado na steam , mais confere o resto por favor para vê se é só isso mesmo. [INFORMAÇÕES][Traduções] Carregando tradução (en, substance, ) Falha... (repetido mais 1 vezes)[INFORMAÇÕES][Traduções] Carregando tradução (en, substance, C:/Program Files (x86)/Steam/steamapps/common/Substance 3D Designer 2024/resources/translations)[INFORMAÇÕES][Traduções] Carregando tradução (en, py_substance, ) Falha... (repetido mais 1 vezes)[INFORMAÇÕES][Traduções] Carregando tradução (en, py_substance, C:/Arquivos de programas (x86)/Steam/steamapps/common/Substance 3D Designer 2024/resources/translations)[INFORMAÇÕES][Traduções] Carregando tradução (en, qt, ) Falha... (repetido mais 1 vezes)[INFORMAÇÕES][Traduções] Carregando tradução (en, qt, C:/Arquivos de programas
So I have to hit Ctrl+B 3-4 times or even re-load the graph before certain texture is exported . Especially ones having alpha. Does anyone know what might be a reason?
One year later, same problem. I tried to renew my Free Substance 3D for Students and Teachers License by submitting a new request for an e-mail with my Adobe ID. But this mail was never received and no, it isn't in my spam folder. I can't resend the mail, because I now get the error: "UniqueID already exists" in the forms input field. I tried my secondary e-mail address, but that didn't work either. Why is this still not fixed and how can I renew the license anyway?
Whenever I right-click a node, and select duplicate, it is SUPPOSED to do something, right? Like duplicate the node? It doesn't do anything at all. Doesn't emit an error, just, does nothing. Like, duplicate SHOULD duplicate things, equivalent to copy/paste (which also doesn't do anything), right?I'm on OS X Sonoma 14.6.1
I feel like this may be a bug but it could be an overlooked feature or even me missing something.When Subsatnce Designer exports textures using Export Outputs, the images output will always have an alpha channel no matter what is input to the output and no matter what settings are used.I've tried setting User Data to alpha=none which does not work.I've tried using an Alpha Split node before ouput, despite only pumping in RGB Designer will still ouput an RGBA image.I've also tried setting the Components to RGB rather than RGBA, Desiger seems to completely ignore this entirely for output exports.Anything else that I am missing or is this just missing funcitonality or a bug?It's worth saying that Substance Painter can handle not exporting Alpha so it's weird that Designer can't.This is important for game development because RGB and RGBA images have different compression and cause different memory sizes.
When i open an SBS file in substance designer, it always warns me that the sbs format has changed for a dependency. I go through the steps of clicking yes to all, it tells me it has completed the format change successfully, but doesn't give me an asterix on the file to suggest it needs saving. I try saving anyway, but then when i close the file an re-open it again it gives me the same format changed warning.This seems to be an endless loop. How can I get it to save the format changes it wants to?
I have subscribed as a student but I can't download it why?
Hi there ! I wanted to try out the vertex processor for paths but i don't have the button that is shown in the example video from the documentation about it. Pixel Processors do work normally though. I have really no idea what's going wrong here.
I'm pretty sure this is a bug, but please correct me if the issue is something on my end: 13.0.2Windows 10 Create Spline (Cubic), connect it to another Spline (Cubic), connect the result to a Spline Merge List. The final result is as expected, albeit with two issues: 1. the tangent handle lines are no longer visible in the 2D preview when one of the spline nodes are selected and 2. The last Spline (Cubic) node gets squashed into 2048x16 C32F, making it uneditable. The effect always happens to the final Spline (Cubic) node in the chain, regardless of how many are connected.
在 Value Processor 和 FX-Map 中,使用 While 循环和 Distance_vec2 进行累积计算后,加法、减法、乘法和除法会产生不正确的结果。
When I click on a node red text url to find it and make an editable copy I get this "could not find explorer.exe " ion my win10 laptop. Looks like a bug IMO.
It seems like Python plugins (haven't tried other types) can't be loaded back into Designer in the plugin manager after they have been unloaded. Is this a known bug or issue? Repro steps:Open Designer, open the plugin manager, unload a Python plugin, and try to load it via the checkbox, can't load. The console only reports the plugin being immediately unloaded when the checkbox is clicked. I verified this is only in 14.0. In version 13.1.2 this issue doesn't exist. See the attached GIF for the issue. Thanks all!
Hello.I've had a custom script based on the one from here which I used to add some new menus to Designer. However, since the latest update to v 14.0.0 the same script which worked before, now stopped working and instead throws an error:No module named 'PySide2'There's no need to modify the example script in the docs. It throws an error even with the example code shown in there.
I bought a new copilot laptop and just realized I cannot install substance designer from creative cloud. When is official ARM64/ copilot pc support coming? Is there anyway to run substance through emulation even if there isnt official support yet?
Hello: We are using Designer 13.1.2 build 7745 and when I create a simple material using a perlin noise, the noise is appearing stretched and wrong if I bring it into painter 10.0.1 3757. Other artists are experiencing similar issues with a few types of noises. We seem to be experiencing this bug in Rocky Linux 8.10 but the windows version seems ok. Is there some system requirement that I need to check into or is this a bug/known issue? Thank you!
When I blend uniform color on the texture appear on the model. How do I fix it?
I am trying to bake mesh maps with sbsbaker with python. This is the code I been using.import subprocess location = 'C:/Program Files/Adobe/Adobe Substance 3D Designer/sbsbaker.exe' run_com = 'run' json_commnad = '--json' json_path = 'G:/Projects/vintage_bookshelf/map_bake_parms.json' command_json = [location, run_com, json_commnad, json_path] res = subprocess.Popen(command_json) print(res) but when I run, it gives me this error[WARNING][SBSBaker]invert-skew: invalid attribute. [WARNING][SBSBaker]sbsoutput-place-into-specific-folder: invalid attribute. [WARNING][SBSBaker]sbsoutput-resource-method: invalid attribute. [WARNING][SBSBaker]subsampling: invalid attribute. When I delete this parms from the json file it runs but nothing happens. Do you have any ideas what i did wrong?
I've noticed since forever that SD resource folders get bloated pretty quickly, not wanting to bloat perforce with tons of unused SD resource files I decided to have a deeper dive today.It turns out that when inside Substance Designer I move a baked texture map between folders, or just up & down in the "order" of resources it duplicates that resources adding a "1-" in front of it, and point the moved resource to that file.The old resource is never deleted.This causes tons of duplicated resources, and when we're talking 4k bakes it eats up drive space fast.There also seem to be issues with deleting resources in substance designer, but the actual file not being deleted, again cluttering the resource folder.There's also no function inside SD to remove unused resources, so it ends up being a tedious process figuring out which resources you can manually delete, praying you don't break dependencies while doing so.This is an absolutely terrible bug, and it would great to see it fixed.Payi
Hello everyone!I have a somewhat annoying issue, let me explain: I created a Smart Material in Substance Designer and I'm trying to apply it to a flat surface in Substance Painter... But I'm getting this "aliasing" effect on the material which doesn't appear in Substance Designer! I noticed that it's present on the base color and the normal map.Does anyone know where this might be coming from?Thanks in advance !
Hi,I made simple filter graph, grayscale input set to inherit bit depth from input. This is connected directly to an output. Both with default "input", "output" names. I've saved this graph as an .sbs and .sbsar and brought them into a new graph. I've connected a 16bit input to both, the .sbs properly inherited the bit depth while the .sbsar does not. I couldn't find any mention of this as a known limitation in the documentation and was wondering if this was a bug or did I miss something. Chat Support wasn't helpful...Thanks in advance
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