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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?
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!
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