A community for Substance 3D Designer users.
Recently active
Hello!Does the Substance Designer have an "image posterization" node?Photoshop has a "Posterization" filter and the result of its work looks like this:How to achieve such an effect?
Hi all!I continue to learn Substance Designer, I came across such a feature as color profiles:The first node has "Color 8 bits",second node has "Luminance/Grayscale 16 bit".If I convert from "C" to "L", then I can use the "Grayscale Conversion" node: The question arose: are there nodes for converting from "L" to "C"?
Hello!I would like to create renderings of spheres with different materials. A result could look like that:For this, I would like to use existing assets from this site:https://substance3d.adobe.com/assetsI saw that I can render such spheres with Substance 3D Sampler, and also be able to change the light and so on. My question now would be: How can I get materials from the asset store to a sphere in Substance 3D Sampler?I would be very thankful for a short manual.
What is happening for people currently subscribed to Substance 3D via the old subscription methods? Can we keep those? I personally like the Substance Launcher a lot more than the creative cloud one, which crashes a lot and takes up way more RAM that is necessary by default. Will the software in the Substance Launcher be updated the same as the ones in the CC launcher?
Hello!I'm new to using Substance Designer, unfortunately I'm stumped.I made a node tree:I built a node called "Pixel Processor" like this:In Substance Painter, I need to change the "Float" value in this tree (red color).How can I make this number "FLOAT" a parameter available in Substance Painter?If this problem requires rebuilding the tree, then how do I change it?For surface nodes (not in functions) I can click on "Edit exposed graph input", but there is no such thing in the function editor 😞
When saving a few of my materials i get this message, any ideas? I've looked over the graphs and can't get any clues on something there.
Hi!I am just starting to learn Substance Designer. Currently I am trying to create kind of limestone material (the one that you see on the photo) and I am kinda struggling with several things:1) How do I crete those little black parts that go in and how do I make them more visible. I've tried a lot of things (modeled some cracks and used a normal map) , but nothing semms to work for me. In other words how to make them moe realistic?2) Another thing is not really a SD question, but I still think it could be related. When I apply a texture to a model in Substance Painter (including the ones I created in SD) and scale it down it seems to repeate many times. Is there a tilling noise or something to make the seems invisible?3) Also I am interested in some overall suggestions. Like for example what is a proper way to export my material to SP. Now when I just publish it, I don't have any control to Roughness value for exaple. I am aware of the fact that you could expose a graph as a new param
Hey All, I am struggling to comprehend how I can achieve decently predictable results when applying the vector map multiplier to the Tile generater node. For example, I want to use it in the rotation channel of the tile node. It's easy to know what will happen with a rotation map multiplier, but the vector map, as far as I observe seems pretty random. I'm sure it's user error/misunderstanding on my part but I've yet to find literature that can explain what is happening beyond the quick description in the documentation( 'Uses Vector Map to drive per-tile rotation'). I get that of course, but I would like to know what exactly is happening in this process that will let me know what sort of image to expect, so I can customize them better. A vector map in this case is a normal map, correct? Anyone know of a good resource I can reference to clarify this?
Hi!I'm dealing with a bug where I can't seem to rotate the light in the 3D view with the regular Shift+RMB.I am able to rotate the environment just fine and it does register in the UI that I'm going between camera and light.I tried looking at shortcuts but it seems this version of Substance I'm using doesn't have a shortcut section for things like this? It only seems to have Node Creation Shortcuts (:Rotating the light works fine when I'm in Substance Painter and a restart of Designer doesn't seem to fix it.I'm on Mac M1 Max Monterey 12.3Using Substance Designer 11.3.3
Hi all I primarily work off of a workstation laptop that goes back and forth between being plugged into an external monitor and just being used by itself as a laptop.If I plug in my laptop to an external display and then open Substance Designer, much of the UI text elements are scaled to be extremely large. This is fixed only by restarting the laptop every time I plug it into a monitor. Likewise, when I unplug the monitor and try to use Substance Designer again just on my laptop, the UI scaling on the text makes it look tiny. And this is, again, only fixed by restarting the laptop.(Picture for reference) Is there a setting or way to get the text to display correctly on both displays without having the restart my laptop everytime I unplug/re-plug it into my monitor? If it's important, the laptop is a 4k display scaled to 150% and the monitor is a 3840x1600 display at 100% scaling. I would assume the scaling number is reason behind this but I'm just guessing.
I have a 128x128 pixel texture that I need to tile 8 times over a 1024x1024 pixel output without changing any pixel.The tile generator node resamples the texture. I have tried to set the sampling to "Nearest" but I'm still getting this antialiased result.Is there any other way to do this and get a perfect tiled output with the exact pixels from the input?
I've created multiple iterations which depend on random noises. For randomness I'm using a simple incrementation in value processor so that every following iteration should have one greater seed.It looks like every single iteration calculates noises for every preceding seed till the last one, so the more iterations the more bugged it is. After over a dozen iterations it never settle, and every recalculation of the same node will give a different result. GIF Attached.Although this method seems to work with the random value in pixel processor. And yes, I have tried to manually change seeds for my 128 iterations and with that it works perfectly fine...and I'm sure I don't want to do this that way.So firstly I wanted to report this, what at least for me seems like a bug.And secondly wanted to ask is maybe I'm overcomplicating it and there is some simpler solution for random seed per iteration (like child's seed = 1 + parent's).
I've created my first difficult material in SD. During the process, I made material's height scale higher (like 3.5). But then I exported it in Blender and SP and found out that my height map is much weaker! What can I do to save the height map strength? Thanks.
Hi there, We are importing an axf file into Designer, and the resulting graph doesn't look quite right in the render preview.Our material is a simple mate mesh textile. But the metallic map output by the graph is white, which seems wrong for this material.In the graph's user params, models_specular_fresnel is set to false by default. And when it is false, the input Fresnel map seems to get ignored. If we change models_specular_fresnel to True though, the input fresnel map is taken into account, the output metallic map is almost black, and the render preview makes more sense for that material. Should we always set models_specular_fresnel to True? Or is that something that should be driven by the axf data?Please find attached a snippet of the axf data that was extracted by the SAT axftools. The "models/specular/fresnel" property in the "representations" block sounds a lot like the graph's "models_specular_fresnel" user param. It is false though. So it doesn't look lik
I have my product that i want reproduct in 3d for e commerce.if I have a lot photos wide and i want to do a object 3d with subastance, it's possible with one command?there are some software that you upload different wide photos and they trasform in 3d
I need my material in tiff formate. in substance designer that is possible that is, I know.but I want with high dpi, not 72 I need 400 dpi how to export with 400 dpi?
Hello!We are trying to blend 2-3 material subgraphs in Designer in order to create more complex ground materials with them, but even if we optimize the graphs with all the recommendations we can find in the documentation page it's still very slow when we edit parameters at the end of the graph, even for a simple level. I also solved all warning and error in the console and increased the memory budget in the parameters (but it wasn't very high anyway, 1 to 10%). It's the same for different graph using different materials and on other PC also. Tried with GPU and CPU engine...GPU drivers are up to date.I'm pretty sure it's not related to the hardware since I'm working with a RTX 3080 GPU, Threadripper PRO 3945WX CPU and 64gb of RAM.It feels like nothing is kept in cache and is recomputed everytime. In fact, enabling or not the ''Enable node image cache'' checkbox results in the same time which is around 9-10 sec for a 1024x1024 graph.Sure its a big graph (a total of 1500-2000 ms when I pu
Hi i want know if is possible create object 3d from 30/50 pics with different view?
Hi everyone, I'm working on a proof of concept with MDL graphs. Currently, substance exports MDL graphs in MDL version 1.5. Vray only supports MDL version 1.4.3. Is there a way to set substance MDL graphs to an older version? As to not have compatibility issues. Thanks
Hi Adobe Team,I am working on mdl graph in Substance 3D Designer for my current project and I need scale syntax values in .mdl files, but I am unable to find or create this property in Substance 3D designer. Where could I find or how could I create scale syntax for mdl? Please help and guide me. Thanks
I have some texture maps for a line marking for a road, the dimensions are 16k by 512 since its just a long white line.it has an alpha, and i've set it all up in designer and the alpha appears to work in substance but when i export the sbsar and view it in Sampler or Painter, that alpha isn't working anymore, how can i get it to keep this opacity/ mask map that seems to work in Designer? Also it's stretching this thin white line a lot in width, how can i get it to not stretch and preserve it's original size/ ratio? the alpha and diffuse if anyone wants to try them https://drive.google.com/file/d/1dajeLuFZTN4ej-kJekTMoQk8BjohLjHm/view?usp=sharing
When a preset is added from a file, the boolean parameters are not reflected. Other parameters are reflected correctly.The preset file is opened in a text editor, the boolean parameters are saved correctly.Version is 11.3.3.Thanks.
But if I import the file from Maya to Substance it doesn't make my problem, but if I import the same model from Zbrush to Substance. I get this weird UV distortion at top. Anyone having any ideas for why it does this? I have tried every approach to fix this, with no luck and I simply don't know anymore what is the issue here.
Hi all,I have a value processor that calculates a float number for me, and I would like this value to be the input of an exposed attribute.How could do this? Thank you.
I am iterating over all the Graphs in a Package, calling compute() and then getting all the outputNodes and writing them to disk. This allocates about 3GB of memory for each Graph. There doesn't seem to be any way to tell Substance Designer that I no longer require this data to be cached in memory. So after iterating over 50 Graphs SD runs out of memory and closes. It would be great an API call could be added to allow me to flush out all the memory used by a Graph.
Remix with Firefly Community Gallery
Thousands of free creations to fall in love with and remix in Firefly.
Already have an account? Login
No account yet? Create an account
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.