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Hey guys! I am trying to share project across the team and faced annoying issue. We work on different platforms Mac and Windows. And for some reason SBSPRJ file changes case all the time after launching Substance Designer on different platform.Is this our local issue? Could it be ahndled somehow?Thank you for any advice!
One thing I would really like is a special link between nodes where they sync their settings with one another. I use a lot of tile samplers, where I do a lot of random rotation and placement and scale for natural details, and I may use a couple of tile samplers with the same settings, only different pattern inputs: one will be the color images of my pattern, and another might be the alpha mask versions of my pattern, with another being roughness or normal images of my pattern. Creating them is no problem, because you just dupe the first tile sampler and change the pattern inputs. But if you edit values later, you have to be sure to change the same values in each sampler separately by hand, for everything to line up. Or you delete all but one, dupe the one and reconnect everything. Same goes for Splatter Circular, or any node that takes pattern inputs: I'd love a way to sync their settings. A checkbox next to every parameter that indicates that this is a parameter to sync with othe
hello, i have photogrammetrated an object in metashape. created a high poly mesh (30mio faces) with texture. imported this into blender and created a low poly. i set the scale to 1 in each case. then exported both again. in designer i now want to bake from the hp to the lp. i bake height, normals, ao, and texture. normals are baked very quickly, but the map remains black, the ao remains white. the others work. what could be the reason for this?
Hello all, I'm trying out Designer and have watched many tutorials and started my first material. In most tutorials where the tile generator is used the number of tiles is usually 10x10 or lower. For a mosaic material I need at least 80x80 or more, as the mosaic is small (around 25x25mm) so if I generate a 10x10 tile then it will only cover a small area and the tiling will be obvious. I noticed that if I start small (say 6x6) and then increase that at the end the scale of all the grunge I apply then needs to be adjusted - pretty much starting from scratch... So I increased the tile generator settings to 100x100 but it's quite difficult to see what I'm doing at 2k resolution and ideally I'd like to work at at least 4k, though 8k would be ideal. So are there any workflow changes I should be aware of? Can I crop the work area so that even though I'd like a 100x100 material I only work on a 6x6 area?Am I even going about this the right way? Sorry f
Good afternoon. It's been a while since I've posted for anything related to Substance Designer, and I'm kinda stumped as far as generating this specific pattern that goes over the fibers of the iris, and I was wondering what would go into creating such a detailed pattern. This reference is from a generator from Blender (it's mind-blowingly detailed). I'm also working on my own eyes for my game projects, but after seeing this, I am now wanting to get my eyes to this level of detail. Below is the image from Unity and my procedural eye and while it looks passable from a distance, I know there is a way to recreate that insane shape. Any pointers would be helpful
Hi guys!Hope this post could be helpfull for me and other user too 🙂So, at this moment, my collegues and I are trying to create a custom Project settings file to share our libraries. In particular, we are interest to use aliases correctly, because we use different path for our repo library and, for this reason, we need to create relative path . But for unknow reason, when we set the alias, and share the file, it's seems get lost the "Templates Directory" in "General" tab (Edit --> Preferences -->Project --> General). Are we doing something wrong? Thanks to everyone who will give us an hand about!
Hi all, I'm new to Substance Designer 3D, having used C4D and Blender a bit in the past.I'm trying to create some extruded text, with bevelled edges and to bend it, in Substance Designer 3D.I believe I need to use a Text Node to do this, but can't find it in the list of nodes when I right-click on the graph.Is this because I'm using the trial version?In addition the Node Toolbar isn't visible in the interface, Adobe's documentation indicates it should be visible: https://helpx.adobe.com/uk/substance-3d-designer/using/interface-overview.htmlAny help is much appreciated!
I’m not sure why I can’t even open my project to fix the issue. but I get a pop up window that says “substance failed to load” when i click ok or hit the close button it wont go away. It wont let me exit this warning so I can never even open my project. I can't even quit out of cinema 4d its stuck on this error message.
Hi guys, I'm trying to create a function that says: if ''white'' is above 0.5, then it is 0.5. But I don't know how to tell designer what is ''white''. I guess that would be in a level after my FX map. I'm trying to fix the color stacking when my leaves goes above each other:
Unsure if this is a bug or I am just missing something. I have a material that I have created in Sampler which I have then exported to Designer for rendering with the PBR Render node. The material shows correctly in both Sampler and Designer, but when I feed it into the PBR Render node (in a separate graph) either as an SBSAR or with raw maps I get banding in the height map despite it being 16-bit. Anyone have a similar issue that they were able to resolve? Designer Version: 12.2.1 build 5947Sampler Version: 3.3.2Windows 10 Pro 21H2 build 19044.1889 Realtime Designer Render PBR Render
Hi Adobe Substance 🙂 I started a trial of the Adobe Substance Suite. Can you update the designer training material? 1. Can you replace the .rar file with a zip file? (See Screenshot) Here's the referring url, https://substance3d.adobe.com/tutorials/courses/First-Steps-with-Substance-3D-Designer/youtube-22fZAM6r6Hg
Hi, I have recived this warning in console, [WRN][1624][GraphRender]Mix graphOutputs and compNodes isn't supported !No other message.Any suggestion on wich node may cause this warning?How can I resolve? Thankyou.
Hi there,I just started a trial version of Substance 3D modeller but also just found 3d designer which might be more suited to my project.- Is it suited and can i adapt these patterns for 3d printing eg. as stl files?Really new to this and have more experience with rhino but wondering if this might be easier and faster?Once learnt of course.really appreciate feedback, thanks.
Just recently the program would crash and close everytime I would open it. I reinstalled and restarted numerous time and the issue continues. Is there another way to fix this?
Why a so basic node as Symmetry has only a Color version and not a Grayscale?substance3d.adobe.com/documentation/sddoc/symmetry This forces us to use two extra nodes (hence, add complexity)• A Gradient Map to convert from gray to color• And another Grayscale Conversion to convert from color to grayThe Mirror node (as many other basic ones) has both versions, Color and Grayscale. But not so Symmetry.Not a tragic thing, but it seems like an incomprehensible forgetfulness or absence…
Familiar with Sampler but not Designer. I have created a base material in Sampler which was sent to Designer. I cannot find any instructions on how to begin a project starting Designer with an sbs file. Eventually fluked that double clicking would placed the nodes in the graph, etc. But there is no way to connect the nodes to enable further editing. Where do I find this information?
Hey guys. Is there a way to do some iterate (for each) with some ordinary nodes like directional warp? I only find iterate node in fx-map, but how can it work with direcional warp? I don't want to rebuild the existed node in fx-map myself, i think it's a waste of the existed resource. So, can anyone help me? Appreciate it.
Hi, is there a way in designer to bake multiple albedo maps to one?Example - A hi res character made up with 2k textures, Each mesh set up with UVs in 0-1 space (so the overlap)- Head - Upper Body- Lower BodySo I need to bake all textures down so all 3 fit in 0-1 space in a 2k textureIs it possible?
Hi gang,I'm diving into functions and I think I've discovered a bug with the comparison routine:So the greater than compares "a > b", so in this case it tells us that -15 is higher than 10. Because the outcome of this is -15, not the expected 5. Proof of concept graph is attached. The moment I instance this I get -15. Also tried to re-start Designer, the moment I open it again and load my package.. -15. Finally: still somewhat new to functions (but digging in quite deep ;)) I also set up a scene where I didn't re-use the -15 integer: same results. I suspect a bug, can someone reproduce? Thanks for reading & any possible feedback!
Hi gang!First of all... sorry, wee bit offtopic but... deep & warm compliments for this amazing software environment! I've bought myself the Steam version a few months ago (Substance Designer & Painter) and it didn't take long for Designer in specific to leave a huge impact on my 3D setup (mainly consisting of Daz Studio & ZBrush). From further enhancing / editing base materials from Painter to designing whole new textures and material presets, I'm still quite excited about all the stuff I can do right now! Totally amazing! Now... I'm still studying (getting my fingers behind functions) and when reading up in the manual about Exposing parameters I learned that there are only 2 options: expose a single parameter or do a batch expose. This section also tells us that static parameters cannot be exposed. Thing is... I think I discovered a loophole, but I'm not 100% sure if this is intended behavior. I've added the "Messy Fibers 1" noise gen
Unable to aquire Student Licencing for adobe Substance 3d, (charging 50 dollars for 4 apps (as an individuals ) meaning in total we"d have to pay between 40 and 60 dollars total) when the apps that were free to students originally on substance.com, and the Adobe Suite, doesnt include them at all, I am unable to use them except in trial form, for 30 days... which is quite inconvienient for any students persuing game design like myself, who require them...That being stated , the legacy software will become more and more antiquated as time goes on,, causing incompatability issues as the new suite becomes more and more advanced is this an error that is being rectified, since it is reletivly newly integrated, or something? (i wasnt sure where to submit feedback for this,
Hi All, Wondered if I had missed something, running sbsrender.exe on command line at the moment I'm having to create a separate set of code to manage each sbsar I run, they all share some inputs but then I sub class that in python and add whatever is unique to each material before using subprocess to run it. This is all ok, but I'd like to make it more automated, I can pass info to the archive and get a list of the inputs back as below and it's got the type which is great but I'd like to get the default range as well or perhaps pull in the description and parse thatfor all the float values this is not a problem as I make sure I normalise all of the inputs into the 0-1 range but for ints it would be nice to have the range / description, example below. I can do something hacky like adding the range into the name of the input for ints and do it like that but wondered if there was an official way or if I had missed an option somewhere
I'd like to propose a node which would be like a combination of splatter circular and shape splatter. Currently I'm trying to arrange some leaves in a circle and there's no way of carrying over the alpha data from my graphs I'm using in the new material that I know of. The new node would be able to have colour data fed in much like shape splatter. Thanks
HelloIs there any way to reduce only the size of the buttons on the SD interface without using the windows 10 settings?another question :how can i set the 3d viewport to maximum quality?thanks
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