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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
Is there a global variable like $seed or something? I'd like the "Seed" input of the "Global Random" node to be driven by the same global random seed integer as every other node so I don't need to add another integer param just for my pixel processor.Is there a way to do this?Thanks in advance.
I'd like to be able to right-click on a node/graph/subgraph and do "Open Dependencies". Today we can do that from the package itself, but this sometimes opens many more dependencies than we need.
It's a huge source of issues . lost resolution, etc. Can we have it same way Fx-map node do?
Please add the ability to reset to default the values of all the parameters inside a parameter group.
I'm trying to create a tile generator for my team, and have therefore created a base graph setup with a lot of exposed parameters that users can then input into their own graphs to blend tile and grout materials. I'm using tile sampler as we require a lot of pattern imputs, but for some reason my "TileBaseGraph" node that I have created only uses the first pattern imput, even when 6 different patterns are plugged in. I've tested the patterns with a simple Tile Sampler node and its working fine, so it's definitely something to do with the way I've set up my base graph. Rather than waffle trying to explain everything here I've attached a version of the file, with annotations.If someone with better knowledge on creating procedural graphs and exposing parameters and inputs could take a look and help me out I'd be forever grateful!
I have a library of assets that I've built up over time, and it's become a bit unweildy so I decided it would be good to restructure. I tried to rename a folder in the project from my OSs file explorer (I use the OS folder names to narrow paths in my Library window for organization), and after 10 minutes of spamming "no" to the missing dependency popup in substance designer, I gave up and decided to come here. Is there any way to quickly rename and relink dependencies in a substance designer project? Or is it just going to be painful?
Question:I'm using an integer value to drive the input value for multiple Multi Switch Grayscale nodes, and I'm wondering how to also use that integer value to drive the user_data section in my output file names. Is this possible, if so how?Thanks in advance!
Hi, I'm following a tutorial online for Substance Designer and I came across a problem.The authoer of the tutorial used the 2019.1 version of SD and I'm using the steam version (the newest one).In one occasion, the auther connected a "Height Blend" node to "Blend" node using the "Blended Height" output.For some reason I can't replicate that in the newer version and I'm currently stuck.Is there any workaround for this?Thanks
HelloDoes anyone know what user data is during exposure and what usage or values it can accept?
Hello! I am brand new to Substance and would like an expert opinion on the best way to learn Substance. - What should I learn first? (Designer? Stager? Sampler? Painter?) - How should I learn Substance? (online courses? live training? etc...) Thank you!
Hi! New to Adobe Substance here, need some help troubleshootingSo my 3D viewer stopped previewing.saved and close my file after working on it3D view showed texture i was working on, with the scene being on plane (hi- res) as I've set it to be.opened it next day to find that the 3D view was in "Rounded Square", with no texture at all. graph remains the same. what happened and how do i fix it? Version of App: 12.3.1 build 6274 commit 23ad2214 Release (2022-11-21)Platform and OS version: Windows 11 Home 22000.1219
The following site is returning a 504 Gateway Time-out. https://substance3d.adobe.com/documentation Testing on Windows 10 21H2 using both Chrome and Edge.
I mean I have one material 32x2048 pixels and want to put another one 2048x2048 on top of it ? Is there a node that allows to do it in a simple manner like in Photoshop ? I am tired to do my own blend nodes which somehow always fail at certain conditions. Am I missing something ready made and simple to use?
I am trying to figure out how to reference the defualtMaterial baked maps as inputs in my material instead of having to drag them in when I apply the material in painter. basically how do I use the ambient occlusion map or curvature that painter generates automatically like some of the defualt material do
Hello,I ran into an issue where the text and line work on the SVG I imported looked great in Substance Designer but was poor looking alias when importing the SBSAR file into Painter. I tried looking up info to see if there was a good anti-alias solution. One option I found was converting the svg and adding a slight blur. It didn't look great but it worked. The best was simply exporting to bitmaps. So I'll probably just be exporting my future SVG files into bitmaps. I wanted to suggest adding an option for converting the SVG into a PNG file when publishing SBSAR. This would seem to be the best way to get high quality anti-aliasing from the SVG image.
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