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I started creating a material in Substance Designer and then I realized that SD wasn't setup for ACES. So, I changed the colour management to use ACESThen in Painter I am also using ACESOk, so now when I check the material in Designer is all green clear:However, the same material in Painter So what am I doing wrong?
Ever since the latest updates, my dependencies like this are broken and I can't locate those original files. Any idea on how to restore them? Thank you.
I have this issue in SD. Sitting for minutes answering "no" for evry lost dependency , including those your substance doesn't need at all .Can we have a checkbox please to answer "no" to every question at once.
Hey guys! I'm fairly new to substance designer, decided to learn substance designer a bit more!I'm trying to find a way to create a black marble, something that looks like that.Thank you
Does anyone know why, when I open up substance designer and go to create a new graph/ project it is just closing its self down and if theres a way to fix this? Its fine on my PC but on my laptop it does this. I have tried unistalling and re insatalling different versions it did not fix it.
Hello,Are there any plans to support MaterialX/OSL in Adobe's Substance Packages?There is a link to a video here, about implementing a MatX plugin in 2020, but now it seems like Adobe has discontinued it. I hope Adobe doesn't drop the ball and fall be Thanks,D
Hello. I noticed that several of my graphs, which I created from scratch with no element pulled from anywhere else, somehow end up locked, and I can no longer edit them. That usually happen after I've published the sbsar, and it's not consistent or happens immediately after the publishing (I can actually republish several times, edit, and suddenly, it's locked). Is there a way to unlock the graph since I'm the author, and what can I do to prevent this from happening (other than keeping several copies in case one gets locked, but it's too late for some of my work). Thank you.
currently, I'm making some substance filters. I'm watching this page(https://substance3d.adobe.com/documentation/spdoc/channel-specific-filter-140902406.html) for reference. when we use substance painter, we usually add the mask to a layer or folder. I like to read the mask as input. So I tried to use blendingmask as the usage and identifier. But the filter doesn't even work as a filter. I mean, after I clicked 'add filter' and chose the filter I made, the filter box remained empty. I attached the .sbs file. Please check the file to shoot the trouble.
Alt Scroll Wheel in 3D viewport only zooms out in Substance 3D Designer. Previosly in Subsntace Designer you could hold alt to pan and zoom in and out. I understand you dont have to hold alt to zoom or pan, but its force of habit coming from Autodesk Maya where holding alt is nesssary to rotate.
Hello folks!Got a little issue with scaling a substance designer made material in painter. Bascially I made a material in designer and have brought that into painter....I have custom map inputs in the material that I have exposed in designer so's that in painter I can drop curvature or AO or whatever into them, the trouble is when I scale the material in painter it scales the custom map inputs as well! which i dont want it to do. How do I get around this? I tried setting those in designer to absolute no tiling, but that seems to do nothing. painter just scales everything, and like I said even the custom map inputs...im sure its just a setting or something? Thanks
Before I was able to project polypaint information using vertexs and ID maps, but I'm getting this now instead. Please help!
How can I do a something like 2d transform which would allow to scale something around a center of transform? Not just left or right? And do it not 0,5 or 1,5 but rather exactly to 55 x 1500 pixels for example ? Does anyone ever tried to make such a node?I hate 2d transform , It's so monstrously inconvenient and blurry . Any image editor starting dfrom Photoshop have this feature for decades. Is there any way to make your own transform gizmo that would have those features?
Is there an option to permantly hide the "What's new" window on open? Please don't make me see it every time I start the program.
Here :It is NOT the same issue as seen here :https://community.adobe.com/t5/substance-3d-designer-discussions/exposed-parameters-in-dependency-not-show-up-in-main-graph/m-p/12771040 I do have read the documentation, all "glitched" exposed parameters come from an Histogram Range, which is not limited. They're regular floats like any other float.I can see all exposed parameters I exposed last week, but since today, I can't expose anything. Not a color or any float, nothing more exposes.What is happening here ? (Using Substance 13.2.0 build 6140)
I know there is output node I can set randomly to any node. But it's mostly unusable if output require other format. I open some pixel processor and couldn't understand a thing usually. It's very SD thing actually.Super cyiptic and undeciferable. Let's see at Blender for example . It's shader editor made me learn about CG a lot just by ability to show real time output for evry math opration ( with help of some normalization on and off) . It's very visually illustrative. It's geometry nodes "viewer" node shows your a lot what's actually happening in each stage of node flow, up to exact digits. In SD it's a crypto puzzle you have to figureout yourself . Please do something with it.
I'm new to Substance Designer and everything I do looks way more blurry and worse than things I see in guides and tutorials. What can it be connected with?
Hi there I'm trying to support my .SBSAR for a material variation of 90º rotation, using a UniformColor as a RotationMap for a NonUniformRotationGrayscaleAccording to my calculations, 90º should equate to "0,25" on a 0-1 slider, but the texture no longer tiles at this valueIf I compensate to 0.249 the misalignment gets worse and there is no smaller step available that yields a visual difference Am I using the wrong method in order to expose a 90º rotated material variation, or would I have to create a new set of bitmaps & a separate .SBSAR to achieve this? Please advice
Hi. I am trying to learn Substance Designer. What would be the best and most straightforward first material to make in Substance Designer for a beginner? I want to get into it but all of the nodes and interfaces and settings are confusing me. Can anyone give some recommendations? Thanks!
Hi! I'm not new to designer but new to this forum! So I hope I can find some answers here 🙂 the new Apple Watch commercial shows the orange textile strap really good modelled and I wanted to ask if anybody has an idea how to do this with designer. I know about weaving patterns and stuff but what I can't figure out is: how to make this look good also on the edges and warp the underlying model with the texture so I really looks 3 dimensional!! hope somebody has an idea of maybe a workflow I don't know yet 🙂 thank you and greetings
Instead of doing second input ?
If I create a sbs containing a MDL material, it seems I can export the MDL as a mdle file, but cannot publish the sbs as a sbsar file. The error message will be shown. Is there any way to publish sbs containing MDL as a sbsar file? or is it possible to convert mdl to sbsar?
Good morning. I hope someone can assist with a simple question about the upcoming Adobe online seminar, "3D Character Design: Make a Monster" using Substance 3D Designer. I will not be able to attend this seminar happening October 6 at 10am (PDT). Will this session be recorded so that I may view it at at later time? I hope so. Thank you.
I see some extract curve node but it doesn't work at all. I am super confused. Is there any simple way to import a curve to substance Designer Model graph? I tried to read extract node documentation. Haven't understood a thing . Didn't help me a bit. Could somebody explain step by step please how to extract / import or whatever a curve from 3dmax or Blender? Or Modo , I have steam version of it? So far nothing is working.
Years ago I switched to SD from Filter forge. What I am still missing from Filter forge is an ability to scale material gradually to whatever pixel per detail ratio I need .Whatever I do in Substance Designer looks ok for a scale I started initially. 40x40 bricks for example . or 3x6 meters of surface. etc. Whenever we need to change texel size or to clump a texture to a specific size I.e. to change pixel per cm ratio Substance material is no more looking realistic because some of input noises are scalable , others not that well by integers only and other kinds are not scalable at all. Switching form factor like 2x2 to 1x2 is never a safe opperation too.It's a huge drawback IMO since a half of our repeating textures are clumped to a specific size . A fence/wall height for example and doesn't h
The resolution/bit depth text in the Blend - 2D View is black and unreadable against the background. Please FIX!!!! Version 12.2.1
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