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1. version used11.3.3 build 5430 commit 15760e94 Release (2022-01-20) - Steam edition2. OS : Windows 10----------------------I don't understand why this issue is occurring.3.The 'Gradient Editor' of the 'Gradient Map' node does not work.The node itself is working, but the 'Editor' window does not appear.No response. I tried the following way- Reinstall the program- Reset Layout I am suspecting the following situation.- Editor is open but goes out of the monitor screen But I can't figure out how to get it.'Alt+Space > move' doesn't work.This only works for Substance 3D windows.Windows such as the editor or colorpicker require you to click on the window at least once for this to work, so that doesn't help in this situation...Anyone know how to fix this?
I couldnt tell you wehat the issue is. The Nodes are clean and fine TILL they reach the AO and normal. I cant tell what would be cuasing the issue. Any help or info would be great!
Hello,I'm testing to export MDL materials und import them into Unreal Engine 5 or NVidia Omniverse.But I often get the error:"No materials are present in the MDL module!"or sometimes also:"alg::base::core" is not a package or a module name.Can anyone help me what that measn ?Thanks.
Hi All,I want to know if there is a way to control multiple parameters from different node at the same time. For example, I have 4 tile generators, and I want to control the Y Amount for all 4 tile generator at the same time using 1 control. please help. thank you all!
Hi, I want to know is it possible to have the expected output to be float for X Amount and Y Amount in Tile Generator?
Hello, For several weeks now I am unable to access the substance documentation link https://substance3d.adobe.com/documentation It gives me an 504 Gateway ime-out error. I have checked with my colleagues from another location and they seem to have the same issue. Do you have any suggestion where else can I access the Substance Designer documentation? Thank you.Eliza
Hello, My expriments for velvet and satin lead me to a question about Iray and OpenGL.While OpenGL is not that bad, IRay anisotropy seems to be totally ignored in Iray mode. The shiny effect is totally gone. (Left is Iray, right is OpenGL).What should I change, add, delete?Currently, I have:base colornormalmetallicroughnessspecularanisotropyConsidering the OpenGL sample how could I make it a bit more glossy? Currently my attempts make it looks wet, metallic or mirror-like but never "glossy" (I've tried with sheen channels, with no avail, it become grey, overexposed). PS : Side question, how to enable auto-smooth in Iray mode?
Hello.I've just installed some custom SBSAR-nodes via Edit > Preferences > Projects > Library. They appeared in the node list and seem to be ready to work.However, there is a problem: none of them are cached. Every time I tweak any parameter in a further node, the entire chain up to the custom node is recalculated. The preview update latency increases dramatically, and milliseconds under each node in the chain constantly change. Could you please explain to me why this happens and how it should be fixed?Thank you.
I'm attempting to create a tile floor consisting of flat pebbles - see first reference image. I am unable to get the stones close enough and at the same time create a random pattern. The second image shows my failed attempt. Does anyone have any pointers on how to accomplish this? Have a recommendation on which node(s) to use? Thanks in advance.
I wonder: is it possible to "fix" something in Atlas node to make it not eat the details in the alpha/silhouette? They are pretty important for small leaves, twigs, grass and such kind of details. Why is it modifying them at all when alphas could just be added one on top of another as they probably are? Has anyone ever managed to fix this? Is it a speed or optimisation price we could not avoid?
In a recent Designer version, resetting a parameter to its default value was also resetting the range to the initial min/max, which is a very good thing. However this doesn't work in the preset/preview view.
HI!I am trying to setup the P4V version control for Substance Designer, and unofrtunatly the documentaiton is outdated for lasts versions : 12.4.0 build 6411 commit 089af196 Release (2023-01-25)I am not able to find the "tools/version_control/perforce.py" ( it was previously under Allegorithmics folders)Did someone have some update about that ?Thx a lot-Jimmy
Hello, I'm trying to create strass material and if glass is fine, if height is ok... I'm struggling with mask between the part that is glass and the part that support the strass (be it leather, plastic fabric or whatever). I have a graph for the glass with some output (IOR, color, translucency etc.).I have a graph for the pattern of the strass (some sort of honeycomb pattern) with the pattern and its inverse.Where I'm lost is for the masking/blending part.While I'm at it, I'm using a value for translucency but then, blend node can't be used, should I replace the value and use a greyscale instead?
How can I use the twist node in the substance model graph?Drapping and dropping them into the graph does not work.
Hello, While everything looks fine in Designer (cloth simulation model), while the model without textures looks fine in Painter (smooth surface), when it comes to apply my material, I meet two problems :- roughness seems inverted : rough in designer become shiny in Painter- the object looks smooth without normal map, and when the normal map is applied, the object becomes edgy/faceted. Any hint?
Like "make unique" and "make local" in Blender ?
Hello, I've got a question. It's partially related to other software but I think it's important to ask about. While creating height map and exporting it to Unreal Engine 5, I discovered tesselation density doesn't match the one I was making map while looking at SD 3D viewport. How can I adjust it properly?
Hello there, Is there any tips and tricks about making a sparkling or glossy texture as strass/velvet/satin? I guess I can deal with the depth and relief in Substance Sampler but I'm stuck with the shiny part.From what I see my problem is related to- gloss- metalness- IORAny advice?
Hello Forum,As i was working i noticed that the 2D preview of my texture wasn't as white as i would expect it to be. It looked closer to mid gray than what i'd expect pure white to look like. I'm working in aces and when i switch my 2D preview to RAW, the whites become the whites i'd expect to see but that's obviously not a good sollution for working since when i start adding any colour to my texture, working in RAW will scew the final results in my renderer.I've attached images of what i see below.I was wondering if there's any way around this or if that's just how it's supposed to work ? If so how can i ever use pure white as a colour IF i wanted to?I get the monitor can't display full aces and there are LUTS involved.
Hey internet people, I am currently trying to set up Version Control for my substance 3d designer project for my company and the instructions are asking me to select a file: Tools/Version_Control/Perforce.py in order to continue my setup. I have scoured my computer and am unable to find that file. I was wondering if anyone who had successfully set it up could help. -Hawke
Is there a way to have Substance Designer auto-fill in the Author / Author URL on creating new graph? Through python API, how to do that?
If I have the master suite plan and I am supposed to have access to all the design application for my subcription, why do I have to pay for these new 3D applications. They should be part of my subscription.
hello, how can I export sppr in Substance Designer?
Hello, So I was testing publishing a sbsar from designer into painter. If I export my maps out of Substance as PNGs it looks great, if I publish a sbsar and import it into painter / houdini it looks like it is a minecraft block in terms of quality. My parent size in designer is 8192x8192 and it exports PNGs at that size so I am not sure if that is the reason the quality is drop so significantly in the sbsar. Let me know what you think, hope you can help! Vincent Griffith
I am trying to do grass and would like densier distribution . Is there a way to do it in same shape splatter node ? By having unrestricted shape multiplier probably like with fx -map?
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