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How can I make sure a custom output would autoconnedt to next node input ?I set same usage from integration attributes and sometimes it works , other time doesn't? What's the rules?
Hi im trying to recreate something like in the image belowThis is my current work so far. Its really blurry up close and I want to know if there is anyway to improve that in designer. The problem only seems to get worse when I import it into painter as a base masterial Any help would be greatly appeciated
Is there any plans to resume or re-take the support for MaterialX?Or at least an another node based shader programing alternative?
Hello, I want to design a base material with an opacity map. But Designer's base material node does'nt provide any opacity entry. How can I do to publish a sbar PBR with opacity ?Thank you !
Its been a while since i played with designer, I forget how to invert a parameter vaule? lets say I am remapping a float vaule into a liner interpolate. How do I invert the vaules. Right now my slider is going in the wrong direction for what i want it to do, hope that makes sense?
Hi guys,My cement/brick material in Substance Designer is supposed to generate small clusters of bricks over the texture area like this: but for some reason when I export it to .sbsar and import it into Painter the clusters of bricks look massive and unnatural like this: I have attached the .sbs file for the cement in the post. Any help or ideas as to what could be causing this to happen would be very appreciated! Thanks,Edvin
Hi! I am trying in Substance Designer to recreate a diamond shaped textile. But I want it to tile like a diamond pattern does, meaning it will have diagonal rows. But I can only achieve a hexagonal shaped pattern, which doesn´t create this diagonal diamond shaped pattern. Any ideas on how to do this in Substance Designer?
Hi, where's the older substance forum goes? Are there all the conversation and answer been permanently removed?
Thumbnails are not updated and images cannot be exported.Also, the 2d view is not updated even though the display output is pressed in the 2d view. You can't even export images. I tried reinstalling it and clicking Recreate Thumbnails, but it didn't work. It's been working fine until now, and when I put together a heavier and more complicated node than this, it worked fine, so I don't think there's a problem with the computer's machine specs. Please let me know if there is a solution.
Hi, I logged to Allegorithmic's site and was made aware that the Substance software have been acquired and moved over to Adobe. I have two sets of perpetual licenses, but I cannot access the keys (or the necessary software installers), as they're no longer displayed there. The page instructs me to write to allegorithmic-legacyaccount@adobe.com which I have done, but I've received no answers after a few tries. What should I do? Thanks for any help.
I would like to be able to apply UDIM Sequences to the Highdef Mesh I am transfering from, in the Texture Transfer from Mesh Baker. I believe this is currently not supported (e.g. adding a path ../MyPath/File.$UDIM.tif) or am I wrong ?Are there plans for it ?
Substance 3D Designer 12.3 brings Substance model graphs to a new level with the support of subgraphs (or graph instances), plus the 'Visible if ' control for exposed parameters and some new nodes dedicated to curves edition. This version also introduces two new panels (Welcome and What's New) to improve user onboarding, and some other minor features or bug fixes described below. Release date: October 6th, 2022 Major features Support of Graph Instances in Substance model graphs If you are used to creating graphs, you want to be able to make subgraphs (or graph instances) in order to reuse your work, make graphs less cluttered and be more efficient.This is now possible also for Substance model graphs: just drag & drop your subgraph from the explorer to your main graph to use it as an instance node. We have also introduced the concept of output nodes &nb
Hi, I am looking for a way to create a custom, multi material switch, so I can attach more than two instanced materials to it.I have experimented with the 'switch' and 'multi switch' nodes and am using the 'material switch' as a starting point. So far, I have run into the problem where some of the inputs are not detected, for example I have a normal input in the node editor, but it does not show up when I load the node in a different package. I have attached the sbs file so people can have a look. My newest version I have taken the inputs and blends from the 'multi switch color' and 'multi switch grayscale' nodes and duplicated them across all the outputs. In total I only have 4 color and 4 grayscale inputs, while when looking at the graph of the node there are clearly 5 outputs for color and 7 outputs for grayscale. I have also some errors but I cannot find a lot of information about it, since the substance forums are not available anymore.It also makes me wonder w
Hello! this if my first post on this community so pls be gentle ^^Im trying to link the ''size'' variable of a shape node to the ''tile(x,y)'' variable of a tile generator node.The tile generator it's clamped (1-4)So i need a node tree like....If tile number value is 1---- size value---- (0.68) If tile number value is 2---- size value---- (0.32) If tile number value is 3---- size value---- (0.2) If tile number value is 4---- size value---- (0.14) for exampleBut i dont find a simple way to do thisPLS HELP ME! ^^ Thx in advance!
Hi everyone, So, I want and need to create some custom mask generators for Substance Painter. After some reasearch I found out this is something you can do with Substance Designer. However, it is proving difficult to preview how the generator is working in Designer. I have to export and import into Painter to see how is affecting the geometry. My idea was also using some of the premade mesh generators to produce what I need along with some extra nodes. Any suggestions or tips on how to preview these generators in Designer? Many thanks in advance
VFX studios work with very large assets and UDIM counts ( 1000+ ). Currently Substance Designer only has partial UDIM implimentation and is lacking futher UDIM support to rival its compeditor Mari. This limits Substance Designers ability to do certain tasks required in VFX work. To make Designer a viable tool choice for node based texture creation in VFX, additional features would need to be added. Full UDIM visibilty inside the 3D viewport is prio no 1! This is currently a huge blockerCompositing node graphs treated as texture sets ( 1 node graph applys to multiple udims for a given material or multiple materials )additional UDIM controls on certain node types such as "bitmap"A supporting tool set for UDIM workflows such as tile selections, copy/paste/transforms etc. There is a huge amount of potential to expand on Designers already great ability, but lacking a full UDIM feature set means VFX artists will always default to Mari to utilise its node based toolset.
I bought a monthly subscription, i downloaded the material that i like and when i open it, i don't know why but it's completely disabled, doesn't matter what i do I tried to import it, save it with another name, exporting it. I don't know what to do actually.I use Substance Designer 2022 ( Steam Version ), on Win 10.
Can anyone recommend any beginner Substance Designer tutorials outside of what adobe offers that actually focus on material creation and explains what each node in SD does? I gave the Adobe tutorials a shot and they only confused me more (exceptions are the Quicktips). Any feedback and recommendations would be very helpful. Thanks!
Hi. Can anyone help me with creating a tree trunk material like this in Substance 3D Designer? I have been trying but can't even get close. I am looking for a simple PBR material but no good tutorials. Can anyone please give me a hand? Thank you very much.
I know we can “Expose SCALE as Graph Input” on a “Master” Polygon1 node and then use “Existing SCALE as graph input” on a bunch of other Polygon1 nodes. Then, we must to SELECT OUR GRAPH (or double click on background) go to Input Parameters > Preview to change there the exposed SCALE for all 4 nodes…QUESTIONIs there a way to change a parameter DIRECTLY in a given “Master” NODE and have a bunch of other “Slave” nodes to update accordingly that same exposed parameter? IMPORTANT: without need going to the Graph > Input Parameters > Preview Or maybe, creatingsome kind of “Null Node” or “Controller” (visible as another extra node in my Graph) to change a Parameter who affect to several “slave” nodes?Thanks!
Hi guys! Do you have some other suggestion to create the base geometry for this “Gaudi Mosaic”? If you look at reference photograph, it’s a bunch of broken tiles. And resulting pieces are mainly triangles and irregular quads (forget the circles). In my WIP setup I use a VORONOI starting node. And it gives me a nice mosaic…but it’s not exactly like the Gaudi example. Voronoi tiles tend more to irregular penta/hexa pieces and very few tris/quads. Do you have some idea to better approximate to the original Gaudi tiling shapes? (Of course, is mandatory that pieces does NOT overlap, for that reason I don’t use a Tile Generator as starting point) Thanks!
Hi there!I’m extremely worried with this Designer scene (attached) Working on it I have suffered, for 2 times, a completely freeze and restart of my iMac (!!!)Never occurred this before in the past 2 months, since I started learning and working with Designer. There is a 8K PNG external resource (attached)And I also use some custom nodes by Maxime Guyard: https://www.artstation.com/nova__12/store Specifically “Non Uniform Transform” and also various “Better Flood Fill to…” Could be these ones the cause for this? The first completely freeze and restart occurred jus changing my top resolution from 2048 to 4096Once the iMac restarted it continued with the fans at top speed for a time. So much that I decided to shut down.The second time I opened again the scene. Not problem initially… exported Base Color as PNG… fine, and sometime later, again, the iMac freezed and restarted. I opened some giant scenes from Jonathan Benainous, to study and learni
Hello,I would like to know how to change the default rendering of the 3D view to ACES sRGB to avoid changing it each time a new project is created. Thanks
I have a full RGBA exr with alpha. The alpha only appears pure white.If I import the full RGBA as a psd, I DO indeed see the alpha data. Am I missing something for getting an EXR alpha to come through on import?
I've got some clumps of grass that I'm putting into some Tile Samplers to make distributions of them. Grayscale clumps go into a Tile Sampler, and color versions go into a Tile Sampler Color with the same settings. The problem is that the color patterns stamp on top of each other as square tiles, while the grayscale clumps act as if they have alpha information (or mix together as if they're all an Add blend). A couple images are attached to show what I mean. I'm looking for a way to mask individual pattern inputs for the Tile Sampler Color. Anyone have any ideas?
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