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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.
Hello I've been experimenting with Substance Designer and I'd like to know if it's possible to use a user provided image for processing in a graph. Specifically I'd like to use a sampler node to sample a user provided mask. I'd like to make something such as this example from Adobe. but allow the user to provide the maskhttps://substance3d.adobe.com/documentation/sddoc/using-the-sampler-nodes-102400024.html Best regards
When saving a preset (.sbprs) to file then loading it into a node, its resolution is turned to 256x256. This problem has been there for years.
When an SBSAR has embedded presets containing boolean parameters, these are not being set properly in Designer when enabling those presets. Works fine in SBS and in SBSAR in other hosts, but not for SBSAR being used in Designer.
I've made a decal material for Unity with a series of custom inputs for the user to control, with one of them being a float slider to determine the value of the height mask. However, when I import to Unity, every input is visible and working except the height slider, which doesn't even show up. Is there something I'm doing wrong? Or is it because it's a decal material?
As a live filters over photoshop layers with access to multiple layers i.e. anchors . Basicaly make Photoshop read sbsar files please. would be so much better than Sampler IMO. At least let it be an option.
Working in pixel processor is always a kind of miss and hit, try and see for me and whenever I am trying to invent something I do it in Blender.Because it so much more convenient there. If you want to try another math opperation you just switch the node , you don't have to go through the list of them again and reconnect.But the main reason is Blender viewer and output nodes you can connect to anything and it always show you something. In SD you do it blindfolded half a time . Pixel processor expect vector 2 , you couldn't even output anything different to see . No spreadshit pannel to see what numbers is passing either . Half a time you just have no idea . It so damn inconvenient . Earlier I used Sverchok addon for Blender . It always showed some clue what goes through each node at least. In Sd I aleays have to copy paste to value processor to see something .It's so inconvenient. I alredy recreated a few of SD nodes in Blender and one day may stay there altogether.
I find having and maintaining so many grayscale channels in SD somewhat tiresom. It just adds to that notorious "macaroni monster" tremendously. I always lost something on the way and have to waste my time trying to figure out why my roughness suddenly became black and it what material node something haven't been connected properly.Wouldn't it be easier if we could pass alredy packed RGBA node to node? So perhaps just two RGBA. color, height, normalX and Y ( we could perfectly recreate Z just at export) , roughness , alpha , so just two RGBA. Maybe an extra one for passing through several masks . I am trying to do such a workflow but have stuck in it . Looks like it would take me forever . Can we have it pre-codded somehow in the soft? I am so tired of gazillion links , a Hordian knot typical SD file is. Gree
New to this... I was trying to create a text using 5 digits of random numbers. I looked for an hour or more and haven't found a way. Considering there are only two nodes for string in the Value Processor I'm begining to think it can't be done. I wanted to make a text node. Make an Input Parameters with an integer set it at 10000 min and 99999 max and be done. But there no text (string) data so the node is blank.I tried looking at what is possible in the Value Processor but only saw two nodes for String. And none of them were "To String".I didn't see an obvious way to make a random number in the Value Processor. Still plenty of room for me to learn I guess.
Hello, I'm fairly new to the baking process. Does anyone know why the teeth look like that and the texture in the rope only shows up on only 1. Thanks for the help
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