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Hi If we have a set of texture map as below: Could we make a material and export sbsar file with parameter? (I google and search youtube but there no document) Link: [Link removed by moderator] Thank Travis
Hello, I'm newbie in Substance product. Recently, I purchased material (SBSAR & SBS) from Artstation. However I would like to scale down the UV of the material (not sure if this is the correct term) so that it's more "packed". Example shown below. Is there any easy way to do this directly in Designer for all maps at once (basecolor, normal, roughness, metallic, height, AO)? Or what would be the easiest way to do this outside of Designer? I'm thinking about Photoshop but I don't know how to do that while preserving current pixel size, sharpness & details for all of the maps. Any advice appreciated. Thanks. Original material output: Expected material output:
Hi I am probably trying to do the impossible here but I have seen many times what looks to be impossible acheived in Designer. I am trying to create a thatched roof texture. The ref pic I am using has steps in the thatch which I have managed to create. However here comes the problem - I want to apply a pattern just to the slopped area (Edge face of step). The reed ends (circles) need to be just on the slope as you can see in the images below. The reed ends would be visible only in the slope. I cannot get them just to appear in the slope and when they do they look distorted. I hope there is a simple solution to this, please let me know if you need further explanation. Cheers!
There is a steam version for Ubuntu. How can I install and license this with my creative cloud license?
I've built an SBSAR that I need to export frames from over time in Substance Player. When I open it in SP, the program either crashes or gives me this error: Linking : Linker Version 8.1.0 0x2c523eda Dec 7 2021Linking : Started.Linking : DoneCannot load Substance 3D binary file Is there a way to debug this? There were no signiciant errors in the console when exporting the SBSAR from Designer. I've been able to open different versions of the file in SP before. It's been a journey.
Hi, everyone here. I'm sorry, but I don't know where to ask this. I often use '2D view' in the SubstancePainter export texture option. We call this Complete Map. I wonder if Substance designer has a 2D view. Because I want to Complete Map in a Substance designer. Thank you.
In my work I've found SD to have tremendous utility building single output graphs for 2D graphics. As such, I often have no use for the 3D view window. It's kind of annoying to have to close it when I've got my UI set up the way I like it, and I am constantly having to do it. Is there a way to prevent it from popping up every time I open or make a new graph? Ideally I would like to save my desired UI as default. Most of it saves, but the 3d window always comes back.
I typically use directional noise+"floodfill-to-grey" to achieve the details per tile but it seems impossible with overlapping tiles. Curious if there's a workaround.
Hi,I'd be very grateful for pointing me in the right direction.I'm not sure if this is the matter of other Designer version or my own mistake, probably both.In about 8:25 minute of the Aged Wood Planks 02 there are input parameters to be added, which in my Designer version (10.2.2) are missing: Thanks to some new options in the interface I could obtain quite similar results, as in the tutorial, unfortunately at later stages the person from the tutorial calls this Integer1 parameter in his functions. And I really don't know what to do at this stage.If anyone knows what options I'm missing, I'd be very grateful for any help.Thank you!
Hi All,I recently had the idea to expose a HSL node via a float3 and use the X,Y and Z values via the empty function for each parameter Hue, Saturation and Luminosity, I was curious whether this made any performance impact vs exposing each parameter via it's own float1 which has always been the usual case of doing things.Visually using the float3 parameter looks far more appealing for the end-user.I've attached an image for context on what I'm doing incase I haven't explained it enough.Thank-you in advance.Dan
Hi Adobe folks,Is the 'Export with dependencies' tool exposed in the python api? We'd like to use it in our Designer plugin, but we can't find it in the documentation. Thank you! Isabelle
Hi 🙂 I saw in a tutorial there's a hand tool in the graph but I can't for the life of me figure out how to access it? Thanks very much.
I need to generate a SBSAR file for Unity that has 8-bit colour and one for Houdini that requires 16-bit colour. I know I can change the colour depth on each graph but is there any way to change it at the package level so all graphs inherit it?
Hi guys, I've started to learn Substance Designer recently so I interested in creating such a weave pattern, trying to find a way, what would be the best way to create? Thanks so much😊 https://ibb.co/Lnwz4HVhttps://ibb.co/JmRr4py
Hi,Problem with updatingDoes a substance update have to delete my private node libraries every time?Before that, there was no problem with thatI cheer and thank youArek
. Could somebody explain how to use crop node please. For example I want to cut/crop a single 1024x2048 image into two.One in between 200th pixel and 456 in x dimention. And another in between 456 and 584 pixels . Basically cropping off two side by side textures from a single intital image : 256x2048 and 128x2048 . What should I do? Documentation says I should set input image size in pixels , right? When I do it I get cropped part somehow away from what I see doubleclicking a node before the crop one. As documentation suggests . I am totally lost
Hey Substance3D team and community!I was pinging Substance3D on twitter about this a while ago, but didn't get a response (https://twitter.com/olafhaag3D/status/1484321640515129352).I was looking into the PBR BaseColor / Metallic validate node to better understand how safe values are determined. As a first step, it converts the albedo to a grayscale image, presumably to get luminance values.I was a bit surprised about the channel weights .299R+.587G+.114B, which are typically used to calculate rec601 luma, not used with sRGB/Rec. 709 values.Why is that? Aren't the colors linearized internally? I try to understand why the colorimetric weights (.2126R+.7152G+.0722B) weren't used, assuming nodes use a linear colorspace.More on grayscale/luminance/luma conversion and the difference: https://en.wikipedia.org/wiki/Grayscale The PBR Albedo safe color node, on the other hand, treats all channels equally.I assume the 0.19 and 0.12 values in the function are just the range between 50 and 30
Hi, I'm getting some massive file sizes when exporting to PNG (4096x4096) from Substance Designer. I understand PNG 4k is going to be large, but my normal maps are coming out at 110mb. I was expecting more along the lines of 15mb. What can I do to optimize my exports while still maintaining an acceptable level of quality for offline render engines?
Hey SD Team! I'm working on a high-end interior architecture project and specifying a recycled high-density polyethelyne (HDPE) material as a interior lining (pictures below). I was hoping to do some realistic renders using Blender to show the client, but have come up stuck on how to recreate the HDPE as a PBR material. I had an initial go using Blender shader using the voronoi texture and a colour ramp, which looked okay from a distance, but wanted to see if I could use Substance Designer to recreate something much more realistic for close-up renders. I think specifically I'm after suggestions for achieving the subsurface fading effect that the material has (as the plastic pellets melt into and overlay over each other), rather than a voronoi which has solid chunks that a are blurred. For context I'm new to Substance Designer, but have had a little experience with textures using Quixel Mixer (and not afraid to jump in and learn) Any suggestions/id
I'm trying to switch our current legacy Substance licenses over to our Adobe account, which already has a bunch of Photoshop and CC licenses happily attached to it. But the only options I have are to add a single Substance license to the account and attempting to purchase any additional ones gives me the message 'This purchase is not supported.'. It seems that the full Substance subscription with Stager might be possible, but we don't need that and it near quadruples the cost.I've spoken to Sales and whilst I feel pessimistic after three hours on a chat, they're going to try and sort something out. I'm baffled why I can't just add a bunch of Substance 3D Texturing subscriptions to our Teams account and assign them out the same as I do any other app.Maybe this is something that's still transitioning over to Adobe and I just caught it at a bad time? Does anyone know about this?Thanks!
I can only see the 'send to player' option in the dropdown, nothing else. I am using the adobe version with a student license. Do I have to enable it anywhere? I see nobody else experiencing this issue, except for steam users but I am not using it on steam.
Hi everyone, enjoying both designer and painter except for one issue at the moment. When I send a material from designer to painter, what's the best workflow? cause any tiling in painter (using UV scale) and the material seems to lose resolution quality which is understandable cause it's not tiling like in a shader. So what's the workflow to bring in a designer material, tile it to fit scale of model, do some manual painting and have high quality textures output from painter? Thanks much in advance!
Hey! How to repeat such a pattern?
Hey at work Im using substance Designer trough Creative Cloud Desktop app. Whenever it updates it revert to default templates and it deletes all custom templates I made. How to keep my templates
Hello all, I'm getting this issue when I launch Substance Designer where the UI wont load at all and remains invisible, the title bar and welcome screen do load. It seems to happen at random and there's times where it does load without issue. I can fix the problem by dragging the title title bar out of full screen and then the UI comes back but this always causes my layout to resize, which I have to realign each time. Any ideas?
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