A community for Substance 3D Designer users.
Recently active
Substance Designer pixel processors are so undeciferable puzzle usually coming after Blender. Why not have a spreadshit with values showing what exact data is coming through in each node. I also love math node in Blender where I can just switch the math instead of reconnecting new nodes. Make it possible at least to show resulting values for math nodes and some indication single value vs field etc.
Fx map in color mode does 3 kinds of blending : add/sub , Max and alpha blend . But Max one doesn't seem working.Is it a bug or I am missing something?
I was wondering how to create a halftone square pattern like the image below (except squares and not circles lol)?I tried messing around with the Tile Sampler and a few other nodes to no avail. I want to create a pattern of squares that starts out large, then gets smaller, and then gets smaller again.Does anyone have any experience with this?
So I contacted Adobe customer help, and asked them if I can run substance apps under one account and simultaniously CC apps under different account and they told me that I CAN, imediately following by asking my 2nd email account under which I want to buy the subscription. It felt like they just told me YES, so they could get some points as a successfull sale. But maybe it was all legit.But then I searched more and found this thread where it says you can not do that. https://community.adobe.com/t5/substance-3d-designer-discussions/account-dilemma-with-substance-apps/m-p/12413079#M569 So which one is it? Can I run CC apps with one account and Substance apps with another account at the same time?
Is there a way to read current position in SD Graph when inserting new Node so it can be placed in the middle of the screen ?
I would like to set labels for output nodes in Python, but the documentation only tells me how to get them.If it is possible to set labels, I would like to know how to write them.
I try to add a grunge map here, but the color is not showing. Anyone knows what couse this? Thanks a lot!
SD does not recognize a Step option other than the default 0.01 for a Float parameter.Select an unused portion of the Graph to view INPUT PARAMETERS.Select Parameters to view the list of exposed parameters for the graph.Select > for any Float parameter to view the options for that parameter.Notice the default value, 0.01, for the Step option.Edit the default value so that it becomes 0.1 or 0.001.Select the parameter under Preview or Presets.Select the increase or decrease (step) controls to change the parameter value.Notice that the parameter is changed in steps of 0.01. It is inconvenient to scroll through hundredths of a unit of the parameter when tenths are suffient.It is more inconvenient to have to repeatedly delete and enter hundredth of a unit after 0.99 when changing the Mask Random value for a node with a large Tiling Amount.
Hi, i dont know why there is some strange dark stain on the cheek and shin on the render, but everything seem to be okay in the viewport, can you help me please ?
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.
Remix with Firefly Community Gallery
Thousands of free creations to fall in love with and remix in Firefly.
Already have an account? Login
No account yet? Create an account
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.