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Substance Engine: OpenGL 3.x Memory: 8% Version: 12.3.1 macOS Monterey 12.6.2 32GB I have a graph with two dozen Value Processor instances that consist of a Get Float node and either a Rotation Matrix or a Scale Matrix node that I use to expose one of eight input parameters at the Graph level along with many other input parameters. I have included a Full Graph View to illustrate the extent of this project. I noticed this morning that various graphic components were oriented in the same direction. Editing the exposed parameter in the Get Float node of a VP instance, I found that SD is synchronizing the Get Float and Matrix nodes and the exposed parameter in the Get Float node in all of the VP instances! I thought that copying and pasting VP instances and adjusting the parameters might have caused the problems, but recreating the VP instances fron scratch doesn't resolve the problem. I thought that VP instances within a Frame might be made consistent, but neither removing
Hello, i am following a latest tutorial from Adobe YT channel for Designer and i don't have option for substance Painter in Send to option (both package and graph) it only shows Substance 3d Player. (Substance Painter and Designer both are installed from steam. both are up to date with new icons)
Hello everyone, I am following a tutorial from youtube and encountered an issue regarding height maps on substance designer. The tutorial in question can be found at this link: "https://www.youtube.com/watch?v=gk0h1D5hpOA".As you can see from the screenshot, some parts of the asset are very stretched, and i feel like it's just how substance deisgner works. But before moving on I would like to see if anyone here has a solution for this problem or a workaround. I would be rendering the material on marmoset to showcase, and implementing it on UE5 on an environment I am working on. Also the parts of the books that touch wood have their basecolour blended between them, any adive on that ?thank you 😃
Hi,I'm curious if it's possible to parametrize the blend crop into some variable so I can maybe convert it to a mask and use it in other situations? I converted it and got "Get Floa4" but I don't know how to use it. Thank you.
Hi Everyone, I am new in substance designer and i am stuck here in blending my pebbles shape in shape splatter node for distribution.after plugin in patterns, sculpting details of pebble is going away. files are attached given belowwanna know where i am doing wrong !Can u guys help me out plzz.. ?
if there is any solution, please give me some inspiration, all tell me the api. Thank you all.
Hi. Very new to Substance and appreciate your patience. I'm trying to understand: A. What may have caused this height connection to break, andB. How do I fiix it? My .sbs has two subgraphs within it. I was working in graph 2, and then when I returned to graph 1 (see screencap), the previously-functional height connection was now a red dashed line and the material in my 3D view was no longer displaying height data. I see that I have a yellow-to-grey-dot situation but I'm still unclear as to how this happened and how to resolve it. I cycled through the Link Creation modes to no avail. This issue doesn't seem to be disucssed in the Youtube comments and my searches are hitting dead ends hence my posting here. Hope this is okay!K
Im trying to bake substances from procedural geometry from houdini. Im generating model and baking it in houdini and later im inputing it as a image to sbsar. But the effect is a lot of banding, like images are input in low bit depth. Images input are position and world space normals for triplanar, and normal for normal combine I set input node in substance to 16 F HDR low precision. Usage Any, normal or position. in Unity i set bitmaps to format RGB 16bit. When i import textures generated by houdini to substance designer it works fine. but it doesnt in unity editor. Unity 2022.1.12 URP. Im attaching the files. Meta files from untiy werent accepted.
Hi, I am new to substance designer so sorry if Im missing here something:I've recently pruchesed a substance desinger file of a material, but when I opend it there were some missing files:uniform additive_blending.sbsbrush_splatterbrush nodeIs there a way to download those files anywhere?
Namely Height, U and V gradients and index . Maybe in some of 32 bits by some kind of an order mask for those 32 binary bits numbers the pixel value should be build from theoretically or maybe by how many numbers after comma a pixel value has. I want to do an FX map in 32bit mode the way I could split the resulting floating point image into those height, UV and index? And do this the way I still could do more or less MAx (lighter) blending?Is there a way at all or it's totally silly idea?
I followed the example code here:https://substance3d.adobe.com/documentation/sddoc/logging-188976498.htmlWhen I check the CONSOLE window I see my Messages appear twice...
Hi, I'm encountering a bug with a steam version of the Substance Designer, most thumbnails in the Library are missing. After some time I was able to figure out the cause, it's a missing dependency. To generate thumbnails SD uses sbscooker which depends on libGLU.so and libGLU does not ship with the SD. This can be fixed by providing the required file but it's not an ideal solution. I'm using flatpak version of the steam which does not have access to system libraries, everything is contained within the flatpak. Given that libGLU is the only missing dependency I belive this is a bug and it should be shipped with the software. Extra links:My steam post about it: Steam Post My flatpak issue about it: Github Issue
Hi everyone, I'm a newbie on Substance Designer, I created a texture for a carpet that references a flat pattern created earlier, to simulate the contours of the tufts to make it smooth between colors, the problem arises right here: I don't really know where to put my hands to get each color in the bitmap to be applied as such and such to the base color of the texture, I tried using a Quantize Grayscale to determine all the different gray tones, but it doesn't seem to work at all.I hope this makes sense, thanks in advance!I attach below an image of the bitmap:
Hey guys, I have a perpetual substance designer key from allegorithmic from 2019. I have a new PC now and wanted to install SD but I dont know how because I cant find the standalone version anywhere and I cant seem to use my key with the Adobe CC version. I tried putting the key file in the directory but that didnt do anything.Is there something else I can/have to do? Thank you very much for any help!
I'm trying to open Substance Designer but i click the open and nothing happen how to solve this? Thanks.
Hi, I once bought a perpetual license to substance Painter, Designer & B2M via Allegorithmic, however I can no longer access the license download as the website has been discontinued. Looking at the FAQ directed me to the help center, but I couldn't find any articles. Is there a way to retrieve my old licenses? Many Thanks
hello people, can anyone help/explain to me how to get this flowery shape i linked here ? "https://www.tiles-direct.com/wall-tiles-c26/laura-ashley-tiles-c1288/wicker-blue-33cm-x-33cm-floor-tile-p4038/s4033?utm_source=google&utm_medium=cpc&utm_term=wicker-blue-33cm-x-33cm-floor-tile&utm_campaign=product%2Blisting%2Bads&cid=GBP&glCurrency=GBP&glCountry=GB&gclid=CjwKCAiA76-dBhByEiwAA0_s9WyDCnxuppOAljb-hcp-eXr9uLL3cQWkJMT-gMvZ0lYii01yZ5FwgxoCc7YQAvD_BwE"I tried to play around with the shapes, and various blends but i cant seem to get the rounded pointy bits at the end of each leaf. thank you
I am having a hard time making a trim sheet based in designer, I'm kinda new to designer but I think this is the best tool for the job. I have a few plant atlases that I want to combine together, however I'm not sure how i'd do this. I don't think it can be done in painter, i've tried googling how to do it with designer and not really found much. I have tried making a sample tiler and then histogram selecting the different grays to it however it only shows part of the material. I need it to show the whole material not just part of it.
I mean to share some parameter you have to expose it and onse you did it the parameter it's locked . You have to click on background , look through parameters, change the default settings , click , click, click etc It's so monstrously inconvenient and tiresome . Especially if it's levels or transform nodde whree graphical representation is always better than just sliders. Please let it be editable, or do something color codded Blender does with drivers and driven, or let us have a widget sliders on top of the main node pane .I know I can make value inputs and connect nodes by means of this but it's so much extra pain in my a.. too. Just make exposed parameters editable please.
I have two nodes, and I want to insert an sRGB_to_ACEScg colorspace conversion node between them.NodeA has it's baseColor output connected to the NodeB input. I want to insert the sRGB_to_ACEScg node between them. I have successfully connected the output of the sRGB_to_ACEScg node to the input of NodeB. However, I am having a hard time trying to find out how to take what was connected to NodeB and connecting it to the sRGB_to_ACEScg node input.The smaple files all show how to create nodes and wire them up but nothing on how to get the connection and connect it to another node input.
I can say when I try to modyfy default nodes to do something specific I don't understand a thing . Moreover I don't understand a thing in my oun pixel processors a month after untill I write huge documents describing evrything that takes me forever. The reason IMO is because SD provides zero clue what goes from one node to another . Please do it Blender way where we have special viewer node and spreadsheet showing what is going on. I am so tired to copy/paste nodes in value processor just because it at least shows you some numbers .Ideally it should both spreadsheet with numbers , and pixel preview with "normalized: button as in some 2d compositors.Some fileld vs single value only indication maybe like in Blender.
Hi folks!Does anyone else have problems with extrusion or is it just me?Tried to replicate the example from the documentation to illustrate.
can i publish sbsar with udim in substance designer?
I'm having a heck of a time trying to get the last bit of detail on my bricks. See the reference image on the right side, those vertical scratches. Does anyone have any ways of doing this? Everything I try spreads across multiple bricks and just doesn't look natural. Thank you
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