『アドビコミュニティフォーラム』に質問/トピックを投稿する方法
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Hi, I am looking for a way to create a custom, multi material switch, so I can attach more than two instanced materials to it.I have experimented with the 'switch' and 'multi switch' nodes and am using the 'material switch' as a starting point. So far, I have run into the problem where some of the inputs are not detected, for example I have a normal input in the node editor, but it does not show up when I load the node in a different package. I have attached the sbs file so people can have a look. My newest version I have taken the inputs and blends from the 'multi switch color' and 'multi switch grayscale' nodes and duplicated them across all the outputs. In total I only have 4 color and 4 grayscale inputs, while when looking at the graph of the node there are clearly 5 outputs for color and 7 outputs for grayscale. I have also some errors but I cannot find a lot of information about it, since the substance forums are not available anymore.It also makes me wonder w
Hello! this if my first post on this community so pls be gentle ^^Im trying to link the ''size'' variable of a shape node to the ''tile(x,y)'' variable of a tile generator node.The tile generator it's clamped (1-4)So i need a node tree like....If tile number value is 1---- size value---- (0.68) If tile number value is 2---- size value---- (0.32) If tile number value is 3---- size value---- (0.2) If tile number value is 4---- size value---- (0.14) for exampleBut i dont find a simple way to do thisPLS HELP ME! ^^ Thx in advance!
Hi everyone, So, I want and need to create some custom mask generators for Substance Painter. After some reasearch I found out this is something you can do with Substance Designer. However, it is proving difficult to preview how the generator is working in Designer. I have to export and import into Painter to see how is affecting the geometry. My idea was also using some of the premade mesh generators to produce what I need along with some extra nodes. Any suggestions or tips on how to preview these generators in Designer? Many thanks in advance
I bought a monthly subscription, i downloaded the material that i like and when i open it, i don't know why but it's completely disabled, doesn't matter what i do I tried to import it, save it with another name, exporting it. I don't know what to do actually.I use Substance Designer 2022 ( Steam Version ), on Win 10.
Can anyone recommend any beginner Substance Designer tutorials outside of what adobe offers that actually focus on material creation and explains what each node in SD does? I gave the Adobe tutorials a shot and they only confused me more (exceptions are the Quicktips). Any feedback and recommendations would be very helpful. Thanks!
Hi. Can anyone help me with creating a tree trunk material like this in Substance 3D Designer? I have been trying but can't even get close. I am looking for a simple PBR material but no good tutorials. Can anyone please give me a hand? Thank you very much.
I know we can “Expose SCALE as Graph Input” on a “Master” Polygon1 node and then use “Existing SCALE as graph input” on a bunch of other Polygon1 nodes. Then, we must to SELECT OUR GRAPH (or double click on background) go to Input Parameters > Preview to change there the exposed SCALE for all 4 nodes…QUESTIONIs there a way to change a parameter DIRECTLY in a given “Master” NODE and have a bunch of other “Slave” nodes to update accordingly that same exposed parameter? IMPORTANT: without need going to the Graph > Input Parameters > Preview Or maybe, creatingsome kind of “Null Node” or “Controller” (visible as another extra node in my Graph) to change a Parameter who affect to several “slave” nodes?Thanks!
Hi guys! Do you have some other suggestion to create the base geometry for this “Gaudi Mosaic”? If you look at reference photograph, it’s a bunch of broken tiles. And resulting pieces are mainly triangles and irregular quads (forget the circles). In my WIP setup I use a VORONOI starting node. And it gives me a nice mosaic…but it’s not exactly like the Gaudi example. Voronoi tiles tend more to irregular penta/hexa pieces and very few tris/quads. Do you have some idea to better approximate to the original Gaudi tiling shapes? (Of course, is mandatory that pieces does NOT overlap, for that reason I don’t use a Tile Generator as starting point) Thanks!
Hi there!I’m extremely worried with this Designer scene (attached) Working on it I have suffered, for 2 times, a completely freeze and restart of my iMac (!!!)Never occurred this before in the past 2 months, since I started learning and working with Designer. There is a 8K PNG external resource (attached)And I also use some custom nodes by Maxime Guyard: https://www.artstation.com/nova__12/store Specifically “Non Uniform Transform” and also various “Better Flood Fill to…” Could be these ones the cause for this? The first completely freeze and restart occurred jus changing my top resolution from 2048 to 4096Once the iMac restarted it continued with the fans at top speed for a time. So much that I decided to shut down.The second time I opened again the scene. Not problem initially… exported Base Color as PNG… fine, and sometime later, again, the iMac freezed and restarted. I opened some giant scenes from Jonathan Benainous, to study and learni
Hello,I would like to know how to change the default rendering of the 3D view to ACES sRGB to avoid changing it each time a new project is created. Thanks
I've got some clumps of grass that I'm putting into some Tile Samplers to make distributions of them. Grayscale clumps go into a Tile Sampler, and color versions go into a Tile Sampler Color with the same settings. The problem is that the color patterns stamp on top of each other as square tiles, while the grayscale clumps act as if they have alpha information (or mix together as if they're all an Add blend). A couple images are attached to show what I mean. I'm looking for a way to mask individual pattern inputs for the Tile Sampler Color. Anyone have any ideas?
Hey guys! I am trying to share project across the team and faced annoying issue. We work on different platforms Mac and Windows. And for some reason SBSPRJ file changes case all the time after launching Substance Designer on different platform.Is this our local issue? Could it be ahndled somehow?Thank you for any advice!
Hello all, I'm trying out Designer and have watched many tutorials and started my first material. In most tutorials where the tile generator is used the number of tiles is usually 10x10 or lower. For a mosaic material I need at least 80x80 or more, as the mosaic is small (around 25x25mm) so if I generate a 10x10 tile then it will only cover a small area and the tiling will be obvious. I noticed that if I start small (say 6x6) and then increase that at the end the scale of all the grunge I apply then needs to be adjusted - pretty much starting from scratch... So I increased the tile generator settings to 100x100 but it's quite difficult to see what I'm doing at 2k resolution and ideally I'd like to work at at least 4k, though 8k would be ideal. So are there any workflow changes I should be aware of? Can I crop the work area so that even though I'd like a 100x100 material I only work on a 6x6 area?Am I even going about this the right way? Sorry f
Good afternoon. It's been a while since I've posted for anything related to Substance Designer, and I'm kinda stumped as far as generating this specific pattern that goes over the fibers of the iris, and I was wondering what would go into creating such a detailed pattern. This reference is from a generator from Blender (it's mind-blowingly detailed). I'm also working on my own eyes for my game projects, but after seeing this, I am now wanting to get my eyes to this level of detail. Below is the image from Unity and my procedural eye and while it looks passable from a distance, I know there is a way to recreate that insane shape. Any pointers would be helpful
Hi guys!Hope this post could be helpfull for me and other user too 🙂So, at this moment, my collegues and I are trying to create a custom Project settings file to share our libraries. In particular, we are interest to use aliases correctly, because we use different path for our repo library and, for this reason, we need to create relative path . But for unknow reason, when we set the alias, and share the file, it's seems get lost the "Templates Directory" in "General" tab (Edit --> Preferences -->Project --> General). Are we doing something wrong? Thanks to everyone who will give us an hand about!
Hi all, I'm new to Substance Designer 3D, having used C4D and Blender a bit in the past.I'm trying to create some extruded text, with bevelled edges and to bend it, in Substance Designer 3D.I believe I need to use a Text Node to do this, but can't find it in the list of nodes when I right-click on the graph.Is this because I'm using the trial version?In addition the Node Toolbar isn't visible in the interface, Adobe's documentation indicates it should be visible: https://helpx.adobe.com/uk/substance-3d-designer/using/interface-overview.htmlAny help is much appreciated!
Hi guys, I'm trying to create a function that says: if ''white'' is above 0.5, then it is 0.5. But I don't know how to tell designer what is ''white''. I guess that would be in a level after my FX map. I'm trying to fix the color stacking when my leaves goes above each other:
Unsure if this is a bug or I am just missing something. I have a material that I have created in Sampler which I have then exported to Designer for rendering with the PBR Render node. The material shows correctly in both Sampler and Designer, but when I feed it into the PBR Render node (in a separate graph) either as an SBSAR or with raw maps I get banding in the height map despite it being 16-bit. Anyone have a similar issue that they were able to resolve? Designer Version: 12.2.1 build 5947Sampler Version: 3.3.2Windows 10 Pro 21H2 build 19044.1889 Realtime Designer Render PBR Render
Hi Adobe Substance 🙂 I started a trial of the Adobe Substance Suite. Can you update the designer training material? 1. Can you replace the .rar file with a zip file? (See Screenshot) Here's the referring url, https://substance3d.adobe.com/tutorials/courses/First-Steps-with-Substance-3D-Designer/youtube-22fZAM6r6Hg
Hi, I have recived this warning in console, [WRN][1624][GraphRender]Mix graphOutputs and compNodes isn't supported !No other message.Any suggestion on wich node may cause this warning?How can I resolve? Thankyou.
Hi there,I just started a trial version of Substance 3D modeller but also just found 3d designer which might be more suited to my project.- Is it suited and can i adapt these patterns for 3d printing eg. as stl files?Really new to this and have more experience with rhino but wondering if this might be easier and faster?Once learnt of course.really appreciate feedback, thanks.
Why a so basic node as Symmetry has only a Color version and not a Grayscale?substance3d.adobe.com/documentation/sddoc/symmetry This forces us to use two extra nodes (hence, add complexity)• A Gradient Map to convert from gray to color• And another Grayscale Conversion to convert from color to grayThe Mirror node (as many other basic ones) has both versions, Color and Grayscale. But not so Symmetry.Not a tragic thing, but it seems like an incomprehensible forgetfulness or absence…
Familiar with Sampler but not Designer. I have created a base material in Sampler which was sent to Designer. I cannot find any instructions on how to begin a project starting Designer with an sbs file. Eventually fluked that double clicking would placed the nodes in the graph, etc. But there is no way to connect the nodes to enable further editing. Where do I find this information?
Hey guys. Is there a way to do some iterate (for each) with some ordinary nodes like directional warp? I only find iterate node in fx-map, but how can it work with direcional warp? I don't want to rebuild the existed node in fx-map myself, i think it's a waste of the existed resource. So, can anyone help me? Appreciate it.
Hi, is there a way in designer to bake multiple albedo maps to one?Example - A hi res character made up with 2k textures, Each mesh set up with UVs in 0-1 space (so the overlap)- Head - Upper Body- Lower BodySo I need to bake all textures down so all 3 fit in 0-1 space in a 2k textureIs it possible?
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