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Hi,How i can add an image when i publish an sbsar file? Attached an exampleThanks
I'm trying to use a spotlight but it doesn't give any effect even when changing the intensity to 10000 nothing changed, while the effect shows when shifting from openGL to IRay. Version 13.0.1Windows 11
We have just released a new version (13.0.2) to mainly solve a few bugs in the content introduced in the 13.0 version (splines) and bring some improvements in the Home Screen. We have also added a new system variable to access to the Physical Size in function graphs. Here is the full change log for this new release: Added: [Function graph] Add $getPhysicalSize system variable [Home Screen] Support opening SBS files by drag and drop [Content] Spline Mapper/Spline Flow Mapper : Add 'Non-Square Correction' parameter Fixes: [Home Screen] Do not display Home Screen when a file is sent from another software [Home Screen] Wrong status for Designer icon in the Windows toolbar [Content] Atlas Splitter: Description is incorrect [Content] Incorrect reference value in 'Linear to sRGB (luminance)' function [Content] Numbers display tool does not support non-square resolutions [Content] Point List: 'Point number' parameter has incorrect minimum value [Content] Shape Drop Shadow: Shadow can
Wish we can add a node that can cache previously computed result so that the image caches before this node is not stored in memory. I know the new version of SD has node image cache option on the menu, but many times I found its really the best to cache some nodes while others are not. Please make this come true thank you!
Hello,I'm having a problem with the "Shape Splatter Blend" node, it only displays the first pattern I connect and I don't understand why because there's no blend mode, there are very few parameters either.Thank you in advance for your helpBestHervé
I have a color ID mask, I'm using color to mask node to extract BnW masks from it, however the node doesn't seem to work with green color. Am I missing something? Is that an expected behavior? Couldn't find it in documentation.Nodes and settings:It works fine with red tho for example:Is there a way to extract the green text? My solution for this doesn't feel like it's a good one. I've recolored it all to red and masked by luminance. Color to mask cathes edges of other shapes tho, so I've had to blur them and run through a histogram scan
I am using Unity 2022.2.10 and imported the Substance 3D plugin. When I import an SBSAR file it always imports/generates textures as .tga format files. Is there a way to change format of the textures to PNG in the settings of the substance plugin for unity?
I have a large .SBS library for a project that i'm working on, and after auto-updating to 13.1 all of the graphs CTD upon opening after the updater gets done converting them. Log shows no errors, just immediately cuts off. Rolling back to 12.4 allowed me to open them again. Something with the new update seems to be incompatible with my library, would really appreciate some help.
Hi guys,I wonder if any of you know how to get this kind of RGB gradient inside substance designer.thank youMax
Hi, I´ve been trying the new spline and paths nodes, they are incredible and can buiild awesome things with them.The problme taht i found is that i was trying to build a smart material with them, but when i publish it as a .sbsar, on painter i have the error [EngineProcedural] Failed to decode Substance. if im using this new spline nodes.Is it somthing taht you guys are aming to fix? Thanks!
Big issues, while trying to bake a 10x10 poly plane from Maya into Substance Deisnger. I know this a bit much for a Substance software, handleling 100 poly is hard. So I've imported a poly plane, that was conformed to my high poly, a wall (almost flat). But inside Designer, the window "Bake model information" do not show up, and no error message in the console nor the logs. The "proffesionnal" contact / support, do not "work" on the week-ends. So I try to find a response on this forum. But I'm not a big fan of this methode, because the community will do Adobe's job, for a software the user are paying for...
In Designer, I created a simple Grunge texture and want to use it as a texture (with exposed parameters ) in Substance Painter. In its texture category, my problem is that when I export the sbsar file, Substance Painter recognizes the package as the base material, but I want it to be added in the texture category (texture below) In previous versions of Substance Painter, we could manually use the category, but in newer versions, I can't change it manually.I'd appreciate it if you helped fix it.
Hello !It often happens that when I'm working on a designer, I can't make Redo. The Undo function works fine, but the Crtl Y shortcut has no effect and the top left button is grayed out.This happens frequently, but I can't define the cause.I've encountered this problem using Designer on several different PCs, but always with the same (professional) license. Please send help ! hahaThank you for your time 🙂
I see Designer support huge list of bitmap formats but I have troubles to find a convenient one. I prefer to keep height in same image alpha. You never loses the height that way and it's easy to store and manage as RGBA since normals and roughness are totally derivative. But it seems only png format is working ok that way and it takes forever to export from Photoshop with extra trouble of applying alpha on a layer transparency.Is there a good alternative ? It seems doesn't read alphas in exr at all. Does something weird with Tiff like spoilng RGB /color part. PSD files work ok but take forever to read on Designer side and so on. Does anyone know a convenient way? I mean a file format in RGBA style to export from Photoshop and import in Designer?
I know I am supposed to use Painter. But gosh how inconvenient and pain in someone ... it is comparing it to Designer nodes. Always non stop troubles with some hidden checkboxes and gazillion sliders I have no understanding what they really do math wise and no way to see or quickly modify it. Or why they work odd when in Designer evrything is just fine. It's miles easier when you do your own "filters" and understand what's actually happening . With Painter I wasting days and weeks debugging things. Also anything I do in Painter is a tad bit blurrier . Had to downscale at export . While in Designer I use my own transform node that works in pixel precision . i.e moves something exactly 5 pix left for example. Not 5,345 that instantly adds more blur. Tried to do a same "filter" for Painter and it neve
Hi !I'm a 3D material creator.I want to take a real fabric and photograph it in 8 different directions under the same intensity of light (clockwise) and then extract the PBR maps in substance designer.I used the template provided by the software to extract the maps, and the results were amazing. I was able to see very fine details, but unfortunately I found a major flaw. (See attached image) I have gone through numerous node operations to fix this, but I have not been able to do so, and I have come to believe that this was intended and built in when the "multi angle to normal" node was designed. I would like to ask the developers on the forum for their opinion. As you can see in the attached screenshot, the top and bottom of the normal maps are inverted, is there any way to fix this?Best,Pat Kim
Hi,For example :graph.newNode("sbs::compositing::uniform")Creates a new uniform node in my Substance Designer graph, great. Besides uniform, which other ones can be created this way? I've been trying to find a function that returns the complete list of nodes. The closest one so far seems to be :node.getDefinition().getLabel())This returns Uniform Color And 2nd question, is it possible to spawn a graph from a sbrar imported resource?Thanks!
i have a problem with creating a smooth low poly texture in substance designer.plz see this below image : this is the texture i wanna create. but i cant do that.this is my texture in substance designer :as you can see, my texture color is totally flat. but in the target texture, we see that this texture is not flat. we can create such a texture in substance designer?my texture is flat and i wanna create a non flat low-poly texture
Hi all, i'm new to substance however have made many textures in the past through mroe trditional means, I was hoping to make this parametrically although i'm not sure where to start! any suggestions please as i need to make a large version of this to span a mesh and right now I don't have enough to work with. I've tried going down the route of Midjounrey however it starts to get lost in form. thankyou all
In substance 3d designer I have a square tile that needs to change colour from taking a sample of the colour of a disc shape beneath it that has a colour gradient across it. The point the colour sample shall be taken from shall be the centre of the square. The disc beneath it could be rotating beneath the sample point with the discs centre point offset from the centre of the square. The colour of the square needs to update at a max of 60 fps.
Hi, I just wanted to find out if there was a way to edit the default settings for the iray photoreal renderer rather than having to go in and alter the settings every time we load a package to work on.Also, is there any way to access/alter other options not available in the UI?
The image below is a musgrave noise map created by the Musgrave Texture node in Blender. I was wondering how would one recreate a musgrave texture (like the one in the image) in Substance Designer?
Hi, i recenly subscribed to Clo3D, what would be the ideal plan to subscribe to to download 3D fabrcics.Thansk Stevie
Hi there, When I import an sbsar material and apply to an object it is not showing the intended 3d mesh topology of it's normal or height map at the edges of the object in the scene. However when the same material is opened in Substance Painter it displays on the object as it should. Please see the following pics. Umar AR
The Flood Fill to position node gets the position of each tile but when using this node with the Flood Fill to Index node, how can I along with the value processor get the position of the tile then if the tile position changes, using the Flood Fill to Index get the new tile position ? Between the Shape Data Table and the Shape Data Table size, I don't know which would return the tile position before it changes so that this same tile position is recorded after it changes ? In other words, if you have twenty tiles; index 0-20 and tile 13,14,15,16 position tile changes I want to record this change and what is it's new tile position and tile index ?
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