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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
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 ?
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