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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?
Can I somehow improve the quality of the 3D viewport and get rid of the jagged outline
HelloI made a substance graph in Designer and published it. Loaded into Blender 3.1.2. The result after generating/rendering the graph in Blender is not like the output in Substance Designer. Looks like a bit depth issue, with clipped values or compression errors. Everything is on 16bit. Anybody?
Hello everyone!!! I want to export a SBSAR file out of Designer that allows me to be able to pull any maps off of my hard drive to sub out Diffuse, Normal, AO, Roughness input maps. What can I do in Designer to make an dynamic image input that allows me to have the option to pull image maps off of my hard drive inside of Painter / Houdini or whatever uses SBSAR files? The goal is to be able to dynamicly change input maps and still run through sbsar node tree. I am assuming this is possible but I am a noobie. Hope you can help. Vincent Griffith
Hello!! When I export my sbsar from Designer my file is 0kb when I have a Tri Planar node connected... when I disable it, suddenly the sbsar is no longer 0kb and is writing the file with data... Can anyone tell me the reason why? Vincent Griffith
I want to do a few presets in material nodes . How can I unlock them to be able to modify them ? Before I just saved it in another folder but now they still staying read-only.
I have some issues with Project Configuration: we are trying to set up Project Configuration across users on both Windows & macOS. The library path/library folders & filters/alias path worked seemlessly for PC users, but for Mac users the library & alias paths are not showing up at all. The .sbsprj is saved in a shared location and it's at the root of both library and alias folder, so they show up like this in the .sbsprj: <watchedpaths> <size>1</size> <_1 prefix="_"> <url>$(PROJECT_DIR)://</url> </_1> </watchedpaths> <urlaliases> <size>1</size> <_1 prefix="_"> <path>file:.</path> <name>Library</name> </_1> </urlaliases> How can I solve this issue for Mac users? It this a path compatibility issue between PC/Mac?
Hello! I am working on an eyeball material in Designer. The idea is that i should be able to use this material to create custom eyeball textures for my characters without having to export a whole different material every time. Im having some trouble with exposing the color for the eyeball, as right now im using a color gradient and i've read that those cannot be exposed. Im therefore curious if there are any other methods of creating exposed colors that can be customized in Painter? The attached pictures show the gradient im currently using and what the eye currently looks like, i want to be able to keep the same amount of "levels" on the material somehow. I had a thought that maybe i could separate each of the colors on this gradient into "uniform color" nodes and blend them back together to create a similar result, but i have not been successful in doing so as of yet. Any suggestions are very welcome, thank you!
I'd like to combine height, two UV gradients and ID into single 32-bit gray channel to use it in fx-map node max blending to then split successfully after.I tried to put the height before the comma and two gradients as passengers after in digits order using just floor and add nodes ? It works with one gradient at best , the second comes pretty degraded due to values precision and no room for ID at all. Should I use some other math . Rather multiplying one to another? Isn't floating point value should allow to pack lots of info? Is there any cool advanced way to do it that could workaround precision issue? Sort of bit masks maybe?
Hi I'm a newbie, so forgive me if this is a stupid question. But as you can see here, I have created a weave generator for myself. It works great except I'm not able to add separate colours for the warp and the weft. How should I go about this?Am I missing something in the steps?
Hello, I am new to Substance Designer, I usually use Mari software for texturing, and I was exploring different ways to create Masks/Gradients and to control them in SD.I noticed that there is an option to create a gradient using 3D linear gradientand using worldposition to orient/manipulate it,I was wondering if there is a way to reproduce sort of 3D Radial gradient, based on an empty object location as gradient centre, and controlling the radius, falloff and feather from that point forward?If not, I think the software would benefit from such a node.
Substance 3D Designer 12.4 brings several quality of life improvements (a tool to clean a graph, using basic formulas to set parameters, a button to generate random seed, a lock for size, etc.) and support of Substance model graphs in the Python API. See below for more details about all these changes. Release date: January 31st, 2023 Quality of Life improvements Clean graph tool When you edit your graph, you sometimes have to experiment several possibilities, and plug / unplug various nodes until the moment you get the result you want. Then at the end, you have some nodes in your graph that are not connected to an output, therefore have no impact on the final result. This new tool will allow you to automatically detect and delete those nodes in order to clean your graphs before finalizing them. The cleaning tool is also optionally looking in parameters functions, and can be launched on the current graph through the dedicated button in the Graph View toolbar,
Hi, I've exposed parameters and created presets in the past with no problem and if I create a graph from scratch I don't have a poblem creating presets but, I've exported a Sampler file to Designer, exposed a colour node and made a preset. When I publish it as sbsar file I get an error message. [ERROR][Cooker]Parameter: Unknown parameter type[WARNING][Cooker]Input type is unknown in parameter normal_format of preset white. [2][ERROR][Cooker]Compositing: Input bridge not found... (repeated 15 more times)[ERROR][SBSCooker]Input type is unknown in parameter normal_format of preset white.[ERROR][SBSCooker]Cooking fail [Error 13] I don't really understand why since if I make the graph from the same image files in Designer and create the presets it woks fine. I have to be honest that error log doesn't really help me at all. So how can I fix it? I'd really like to be able to export from Sampler and create presets because I created a lot of graphs that got lost, I'm only left with th
Hello all,I want to take a 2D file that was built in Illustrator and build a 3D model (I've attached a sample). I'm not familiar with 3D all that much and I have access to Creative Cloud apps. Can someone give me some tips please? Thank you!
Hi everyone, i'm totally new to Substance Designer and only just started few days ago and so far i'm loving the tutorials i found on the official channel, as they are really well explained.I'm having a small issue though related to the "Aged Wood Planks: 02 - Creating the planks pattern" video, around 17:20 min, where it shows how the pattern of the nails mask follows the input parameters as it's getting changed from 2 to 3 and then 4. In my case my nails mask disappear when i move to 3 and 4, but i'm totally sure i followed the process of editing those simple functions twice already.What am i missing? I'd be happy if anybody could help me with this, feeling like my brain is about to burst lol.I'm using SD 12.4 by the way.
For U and V independently . Or just a scale gizmo for a test object. It's so annoying to make and load new objects for each of texture output factor .And please make zero height scale a default material setting. It's so tiresome to scrol through material settings to find it evry time.
I am trying to use the "get slope" node in substance 3d designer 12.4.0 while watching a tutorial. However it does not pop up in the list of nodes. Has it changed to a different name, or is it a node I have to download and install in my version? This is the tutorial https://www.youtube.com/watch?v=LjTONstmYz0 and it is at 19:45 in the video where he uses it. Any knowledge if there is a different node that has the same effect would be greatly appreciated.
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