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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 ?
We are trying to build a plugin for setting each node properties more convenience, for some reason we need to know that the user change the current selected node to other node. Need to be a callback function. We excepted to do this by Python, or any other possible method to achieve this, appreciate!
When changing the resolution, anisotropic noise changes, meaning the lines it creates all change colour like if one were to change the seed value on it. This is undesireable behaviour for my purposes. Is there any way to stop this from happening or is this just a hardcoded part of anisotropic noise? Here are some images in-case my description is insufficiant. The only difference between the two images is that one has a parent resolution of 2048 x 2048 and the other has a partent resolution of 4096 x 4096. But the lines are different colours, like I changed the seed value (but I did not change it). This is undesireable behavour and I would like to know if there is a way around the problem. Although now that I think about it, I could probably manually create the same effect. It would just take more time.
Hello!I'm combining Splines into a group and want to select a specific spline from that last node, but when I add the Spline Select node and change the index value, there's nothing. Is there something I need to activate in the indivudual splines that allows them to be seen in the Spline Select node? Also, will this also work if I connect the splines together (Connect start and end)?Thank you!
We have just released a new version (13.0.1) to mainly solve a few bugs in the content introduced in the 13.0 version (splines) and some fixes in the portal node feature. Here is the full change log for this new release: Added: [Content] Spline (Poly Quadratic), Point List: add name of points in the Preview output [Content] Spline Mapper: add a parameter to offset the cylinder profile center [DotNode] Sort the list of input portals alphabetically Fixes: [Content] Incorrect result in several Spline nodes when using uniform distribution [Content] Minor errors in Spline & Path nodes' tooltips [Content] Quad Transform on Path: p01 and p10 default values are switched [Content] Quad Transform: result is incorrect in a specific situation [Content] Spline Circle: 'Flip direction' result is incorrect when not using Uniform distribution [Content] Spline Circle: tangents are incorrect when adjusting the spiral and size parameters [Content] Spline Flow Mapper: black streaks in
In the pixel processor, I would like to be able to store the result of a part of a function in an array/temporary image (up to the same size as image size) and have that stored array/temporary image available for sampling, modifying and re-storing in subsequent runs of the processor (i.e. for every pixel processed). This would increase the power of the processor, for example to build a mask as each pixel is processed and use and modify that mask when the next pixel is processed. If the final array(s) could be output alongside the normal pixel processor image output - even better Dave
I can reporduce this bug with a simple shape, applying RTAO node and tweaking the falloff distance. Machine will reboot. I've also noticed this in painter with some older files, once I load them machine will re-boot. I suspect it's something to do with my GPU (Drivers are up to date) or when Substance calls upon the GPU for certain functions. All ram tests come up with no issues. My config,Windows 11 Pro - OS Build 22621.184813th Gen Intel(R) Core(TM) i9-13900K 3.00 GHz128 GB (128 GB usable)NVIDIA GeForce RTX 4090 24GB - Geforce Game Ready Driver - Version 536.23
I tried to recreate the blur from this tutorial https://youtu.be/Ggoy8G90oDI?t=300And see nothing. Could somebody show me what I did wrong in attached sbs Can I do something like slope blur with it? I think I understand the concept of loop but nothing I tried really working .
I'm using the tile sampler node to create the tiles; although, I would like to fill the shape in red whether that is one single large tile or two smaller tiles. I'd like to know numerous methods to which to accomblish this, if numerous methods exist ?
Hello everyone,I tried to create a material in Substance Designer for used it in Substance Painter, with a lot of exposed parameters. In the preview interface of Designer everything is ok, but in Painter some parameters are missing, specially the recent exposed parameters.Is it possible that it's come from the abusive number of exposed parameters in my material ?Regards,Lucille
I am working on a Python-based Exporter that will interface with our Version Control software and Content Management systems to Check Out, Add, and Configure Textures output by a Graph.I have been able to get some rudimentary support for this working by adapting the code found here:export modulesd.tools.export.exportSDGraphOutputs(aSDGraph, aOutputDir='', aFileExt='png')Export the textures of the output node of the specified sSDGraph :param aSDGraph: The graph that contains the outputs to export :param aOutputDir: The output directory used to save the output’s images :return: True if succeed else FalseHowever, this code doesn't seem to use the information defined in the Export Outputs... options.Is it possible for me to Query the Destination, Pattern, Output State and Exported Color Space parameters with the Python API?Thanks.
On a PC, create a standard gradient linear 1 node and feed it into the input of a tile sampler. Set it up so you can see the tiles without any additional rotation. The patterns you see in the tile sampler should all be the same orientation as the original input. White top, black bottom. So when viewed on a PC the tiles appear the correct way up.But share that material to a Mac and they're flipped vertically or rotated 180 degrees. So either -- the tile sampler is flipping the tiles or the default linear gradient on Mac is vertically flipped. I've not got access to a Mac and the artist I'm working with can't use designer.
My Substance 3D Designer is fully up to date but when I come to use mg_dirt I get a warning that its got an error. That contrast_luminosity cannot be found, yet the address its pointing to ... C:/Program Files/Adobe/Adobe Substance 3D Designer/resources/packages/contrast_luminosity.sbs ... is correct.
Whenever i try to use the filter (dependencies) from any material taken from substance library and use it in my material.Iam Unable to export sbsar file or the exported sbsar file is empty doesnt have any information.While exporting .sbsar iam getting this warning below One or More Package Dependencies Are Not Saved.I Dont have any errors in dependency manager as well. Can someone help me with this.
how do I get the computation time to display at the bottom of the nodes?
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