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I've been trying to use Illustrator's new 3D tools to create more custom shape mock ups for a cosmetics brand, but am unable to use the library of materials on Adobe Stock to make them more realistic.Does anyone know if there is a plan to be able to download both versions? Or is there an easy way to convert without having to download additional software? It's frustrating to have a subscription to Stock but not be able to use the materials.
Hi, Yesterday, after a couple of years I tried to open Substance Player. Immediately after opening SP freezes and crashes. I’ve tried dozen of times, even updated my GPU drivers( studio driver) but in vein. I also have latest SP installed. Windows 10. RTX 3070Any idea what could go wrong?I thought to mention I have other Adobe products on subscription basis.Anyways, hope fix is available Tomas
The node without this line feels that it appears with the change of the chamfer value. What should I do if I don’t want the line pointed by the arrow?
Hi I'm trying to expose the value parameter (lightness) as a float1 from a color node that is represented as a float4. as you see, I attempted to break down the color node into vector float nodes , but it didn't work as I expected. Can you please help me with this issue?
Hi I have been attempting to make a part of my material transparent in Substance Designer by setting the alpha of the color node to 0. However, when I import the SBSAR file into Substance Painter, the part that was supposed to be transparent has color instead.I have done some research on this issue, but I have been unable to find a solution. Can anyone offer any advice or suggestions on how to fix this problem? Your help would be greatly appreciated. Thank you.
I wonder do we got anything new in this regrad? Any improvement? SD is most crazy thing in this respect. No other 3d or 2d soft ever so cranky and weird with distributed resources . Never had a single issue in 3d max for example or Blender. You give a new root folder you think resources may be stored inside and they find evrything on their own automatically. In SD you always pray it would be working. Today for example, it asked me for missing sbs that clearly in the same folder . If I need to send a sbs someone it collects GBs in huge archives full of senseless junk. Will it ever changes? I tried alieses, special hard drive dedicated to all SD related things I wouldn't even dare to breath on. Nevertheless in few months it all turn
Hi,I am trying to automate batch channel packing textures. Basically, I want to take a large batch of textures with various channel packing types such as [texturename]_BC, [texturename]_R, [texturename]_RMA, [texturename]_ARM, etc and re-pack the channels into [texturename]_BC_AO and [texturename]_N_H_R based on the file name. The issue I'm having is the import and organization based on the file name. Is there a way I can use the Automation Toolkit inside Substance Designer to achieve this result? Thanks
I would like the ability to draw inside a mask layer and use that as a bitmap within the node graph. So the painted mask can impact the designer graph. For example I have created a vein material that uses a single mask and goes through a scatter node to add small branching veins. I would like the ability to paint the original vein mask in substance painter on an object and have that automatically get the branching veins and fit within the material made within the graph.
Hi Guys,During the years I made a bunch of custom Generators for Substance Painter.Now, I still don't find how to get access to the Anchor Points and the -Micro Details- option with my custom generatos, is there some string I have to put somewhere?Any hint, link or sample file would be extremely helpful.thank you
Hallo an alleIch arbeite erst seit kurzem mit Substance Designer und versuche, ein schwarzes Leder zu kreieren.Mein Problem ist, dass es nicht wirklich schwarz wird. Egal ob mit Grundfarbe oder mit Diffuse Farbe.Wo ist mein Fehler?Vielen Dank für Ihre Hilfe!
First of all let's clarify, i'm using the 2020 steam version for both painter and designer, don't have plans to upgrade it unless the only way to accomplish my current goals have been implemented in the newer versions.So, problem i'm currently facing, i'm trying to develop a parametric fur material/filter to be used with Substance Painter, the final product will be a filter that can take data from underlying layers and modify the resulting material, the parameters will include the flow direction (painted using a flow map on the normal layer), size, clumps and other parameters that affect the final look.The main issue with making such a material is the lack of a shape tiling node that satifies all the requirements, the two primary options explored were the tile sampler and the shape splatter nodes, but none worked properly, starting with the tile sampler, it gerenrates pretty decent patterns and height information, but has the major drawback of not working with color and height in the s
example image attached. When publishing sbsar the internal folder structure is lost - it appears that only the first graph within a folder retains it's original path. This behaviour occurs with Designer 12.3.0 and Automation toolkit 12.4.0 on more than one machineThis is a significant issue when batch replacing dependencies
Hi, Is there a way I can create a custom output node that export json file? If so, is there any totorial on how to do this? apperciate any helps! thanks!
A one compatible with modern renderers. So we could import and composite procedural and rendered elsewhere things together. For complex things scattering/population it’s actually easier and speedier in something like Redshift or Octane. With better immediate visual feedback, better AA. Proper intersecting physics. Much easier to do erosion effects etc. That color ID node is a pain to use comparing to proper cryptomatte. Especially for small few pixels details.
I already have two tiles, each with a heightmap and a colormap:Is there a way to combine them for a Tile Generator that randomly places them?Now I have this result (picture below), but here is only the height. How to assign the correct color to each tile in the final result?
Hello, In designer I'm using translucency and it works just fine in Iray mode. When I'm using the texture in Painter it seems fine except in the material preview pan, the sphere doesn't look like strass but rather plastic with glossy effect.And when I'm exporting the texture from Painter I don't have the result displayed in the texturing window but the one in the material preview pan.It seems I hit- the translucency compatibility problem- the PBR vs IRay compatibility problem.I'm struggling to fix it. Help!
Yesterday everything was fine but today i am having issue importing SVG files. It just turns into black. Any idea what might be the issue?ThanksPina
Hello there.I'm currently making a library bookshelf made from 4 different types of smaller shelves I modeled. I want to position them randomly so that the whole object has realistic look. How do I achieve it?
Hi there, I was about to start building my first graph but got this comming up.I am recieving this error every few seconds: [WRN][1145][Dunamis]Error (ProtocolInvalidOperationError) requesting tracking flag: { "errorCode": "100", "errorMessage": "org.hibernate.exception.GenericJDBCException: Unable to acquire JDBC Connection" } How may I solve this?
Hi, It seems the parameter conditional visibility evaluation has changed in recent Designer versions (less than a year I'd say, I am using 12.4.0 right now), it is now less robust/lenient. For example, the following expression: input["HasIdMap" ]==1 does not pass anymore because of the space between the last " and ] characters. This is breaking sbsars which have been tested and released with earlier Designer versions, the conditional visibility of their parameters is now not handled properly in recent versions. I would suggest to revisit the conditional expression handling, an extra space should not break it, think trim() function, thanks!
Hello! I am trying to do some height map modelling with the shape extrude, however, when I look at the result there is a gray vertical line going throught the center of the shape that technically should not be there. I have tried everything I can think of to get rid of it but without success.To repro, just set a shape node of a square as an input, set the shape etrude to use custom input, and set the position to : X = 0.5, Y = 0.0
HiI have created a material using Substance Designer which can be used as a stamp on 3D models. However, I have encountered an issue where if the model already has a material, the "normal" and "height" of the model's material show up on the stamp. To address this problem, I changed the blending modes of the "normal" and "height" channels of the stamp layer to "normal" mode. Is there a way to define the stamp material layer modes as default layer modes in Substance Designer? Or is there an easier way to fix this problem?
I made a procedural material/filter on designer, and i noticed that some time in the process painter just straight up refuses to import the .SBSAR file anymore, i already scrapped the whole shader and started over, it was working fine and suddenly it breaks when i import to painter and all i get is an error ([EngineProcedural] Failed to decode substance) and an empty asset that doesn't do anything.This thing is driving me insane, i've been trying everything i could, there's zero information about any of this in the entire web and no matter what i do, i just can't get it to work anymore.Im linking in the .SBS and .SBSAR files, if anyone could help me out here i'd be forever thankful.
hii am newbie in SD i made assets for learning on it how to create Texture-Gen my problem is the uv seams creates cuts on the model in preview and i made test on the output texture its shows black line in the texture in the same place could someone guide me why this happen and how to fix it thank you ntoe:i am not english speaker i hope you excuse me for any mistakes
Hi all. I'm brand new to functions and I'm having trouble figuring this out. I have 3 nodes: 2 multiswitches and a Uniform Color. The multiswitches represent prescribed color pallets and the uniform color node represents a custom color option. I'm running all 3 through another multi switch(#3). The goal is that if the end user selects from any of the color pallets, that color is shown in the output. I'm assuming I need to add a function to the input selection of multiswitch #3, but I don't know what to do after that. I imagine one of you smart people could figure this out pretty quickly. I appreciate any help
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