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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
I'm trying to make an editable organic texture in Designer, but I'm finding the resulting shapes' borders too clean and regular. Is there a way to edit the Shape node output for something a bit more distorted? I've tried blending with noises at different modes, but it kept affecting the center of the shape as well.
I'm trying to use a Transformation 2D to let the user choose where to position a specific shape within the texture, but it keeps stretching or compressing the result when I move the offset. Is there any way to do this while keeping the original shape?
Does anyone have an idea how to make such a UV splaine with U and V gradients following? I think U one is possible to do with bevel node from initilly binary black and white split sides distorted into something bent . But how to do V one fading along the curve?
Hi, I've been checking for a while the possibility to import an OBJ/FBX and use it as a bump or displacement map, exactly like Xolotl Studio did with their now-outdated mesh importer ( https://www.youtube.com/watch?v=O2xgBg2YbIM ). Now, I was under the impression that it was already a base functionality in more modern versions of the software, but I somehow can't seem to find any information about such a thing. With Designer, it's hard to know if it's because it doesn't actually exist or if, as everything else in the software, any documentation about the functionality is absent or severly lacking. Does anyone have any insight on the subject?
Hi! Since the latest update I can no longer send substance model graphs to Stager. If lathe is used anywwhere in the model, Stager just recieves/produces a lowpoly ball.
My first instinkt is lots of blur. But it gives totally wrong result if 90% is just black pixels and only 10% is actual height of something . Besides blur makes same kind of halos you see in hipass usually . So I wonder is there any proper math to calculate a height image middle point ?
How can I clean sbs file to get rid of unnessassary links ? I mean when I open my typical SBS file I have to waste 5 minutes answering "no" to some missed links that do absolutly nothing in my current file and most probably some cross references from years ago or something. A reference to some subgraph I did 10 years ago to some another sbs tools collection or something long gone from my pc and not needed at all any more. Or just lost on a SSD turned brick 5 years ago.Is there any self clean mechanism? Why not a single other 3d or 2d soft ever made me such issues? And why when I try to archive sbs it collects a huge pile of senseless junk from my pc , does a huge file . What am I doing wrong?
Geometry edges in substance designer are jagged and have to antialiasing or multisampling.Is there a way to fix that?
Perhaps I can save someone else the trouble.
Hello,I am new to Substance Designer and have downloaded some sbsar materials from substance share to play around with and was wondering if it would be possible to access the graph from sbsar files because the often only have quite few parameters exposed and it would also be really helpful to learn how certain materials were created.Thanks.
A feature I need most of all in Substance Designer . An ability to have masks from a cryptomatte exr.So I finally could just use 3d rendered things with proper collision phisics instead of those never working properly, as you want them to and never having accurate anti-aliased alpha splatters, samplers , atlas scatter etc.Some of 3d renders, gpu based are doing it quicker now and with better visual feadback. Always look realistic. just out of a box with perfect AO and GI and whatever material phisical properties you want to bake. It's beside a fact that scattering things in 3d soft is easier usually. Just looks at geometry nodes in Blender . They are so much easier to work with. Multi layer exr support would be nice too so we wouldn't have to maintain gazilion macaroni lines from one node to enother
Hello!I made the material in Substance Designer and set up some presets for it.But after importing into Substance Painter, the color values change a little.With what it can be connected?
Hi. Could you help and tell me how I can remove the grid from 3d and 2d views, created by the Generator node?For creating tiles I used "the Generator" node, but after changing the size of the tile I noticed the grid that overlaps the tiles.
Hi I have a custom graph with some input nodes and I'm trying to find a way to determine if the parent graph has connected to the specific input node, how can i check using a function or something if a connection has been made to the relevant input? The FX Map seems to be able to do this as it adds additional input when i connect to the available input? Any help would be greatly appreciated thanks
Hi there, This might be a weird question. But you guys might have some ideas about how to go about this.Is there a way to use an bitmap's range to drive another filter's attribute like a normals intensity?We have a bunch of normal maps, some of them are sharp and others are faint. And we are trying to increase the normal intensity on the faint ones, using the Substance Automation toolkit and a suitable substance template if relevant.An initial idea was to find a filter that returns the image range as output values, and apply that value to a normals intensity filter's intensity attribute. But the Range filter doesn't have a range output. This may not be a typical Designer workflow. Any suggestion? Thank you Isabelle
https://youtu.be/Xwv4vPvVju4This video uses the Atlas Maker node. There is a link to the source files in the video description, but it doesn't lead anywhere. I couldn't find this node in Substance Designer itself. Most likely it's not standard. Or there is an analogue, but with a different name. I will be glad if someone can help.
Hi gang,Over the past few weeks I've been very pre-occupied with 'Designer', even managed to help out my gf by providing a home made texture generator for some of her clothing assets. She actually started the idea for this small project of mine: getting a sine wave and use that to generate some flower-type shapes. So one thing led to another... I'm aware of 'Waveform 1', but that's not what I was looking for. I also saw some interesting examples online but from what I can tell most people never bother with generating a waveform but they rather constructed the shape themselves to which they then applied some variations. So I got to work... focused my attention on the FX Map node, which turned out to become a whole study in itself, and this is the result. About the generatorIt generates a pixelized waveform, that's the default. However... it also provides you with some controls; there are 2 sections: the generation control allows you to switch between the
Does Substance Designer have a post-launch python script it will run similar to maya's "usersetup.py" or unreal's "init_unreal.py" or houdini's "123.py"?It appears Designer DOES execute "sitecustomize.py" post-launch, but I'd prefer not to clutter that up since we're using it for a lot of things at the moment.Thanks in advance.Jake H
About 2 years ago I created a bat file that uses the Substance Automation Toolkit.When I update the .sbs file that the bat file references with the latest Substance Designer, I get a warning and can no longer process the file.When I update the Substance Automation Toolkit to the latest (Substance_Automation_Toolkit_Pro-12.1.0-1081-msvc14-x64-adobe), I get the same warning.What should I do? b'[WARNING][SBSMutator]Application is too old to open URL\r\nURL : "file:///D:/****.sbs"\r\nCurrent application manages format version "1.1.0.202201" instead of "1.1.0.202204"\r\nCannot load: D:/****.sbs\r\n[ERROR][SBSMutator]At least one input file cannot be correctly loaded.\r\n[ERROR][SBSMutator]Terminating...\r\n'
When you need to tweak a node in the beginning or middle of node flow it's sometimes super slow and unresponsive because Substance Designer calculates evrything after. Diconnecting and re-connecting works but it makes so much exra troubles. I'd love to see an option to pause evrything but only after a node in 2d preview currently with some "paused" indication in 3d preview . In fact I think it should be a default behavior.
Hello, I am curious to know if there is an equivalent to the Gradient Map in Substance Painter? I'd like to be able to remap an input grayscale image to RGB values of my choosing. I can't figure out a way to do this in Painter. Thanks for the help!- Michael
Hello, I have two light nodes in my substance file that I am adding together with a blend node. I'd like their horizontal angles to be opposite, and be controlled with one horizontal angle control. So, Light A's horizontal angle is facing the front of the model, and Light B's angle is facing the back. Essentially, Light A would control the horizontal angle of both Light A and Light B, while maintaining the opposite positions. Is there a way to do this through functions? Thanks for the help
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