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I used Visible for some parameters.Inside the designer and player, the parameters are displayed correctly.But when I load the SBSAR file into Painter, all the parameters are displayed as if I did not use the visible if code.How can I solve the problem?
Hi everyone.So that's the problem : Internet connection disables when I run substance designer.I'm 100% sure than it it happens when I run designer.I have no administrator rights on this PC so I can't block any connections for substance designer.How can I fix this issue?
I'm looking for a way to take a model I've created in a 3D Model graph and output the height of that model to use in a regular substance graph. There doesn't seem to be a straightforward way of doing this. Has anyone tried or can point me in the right direction?
Is there a good way to view the output of the Function Graph? I find myself trying to test what I'm doing to ensure that my results are correct, however, I can't seem to find a good way to view the results of a section of my graph. I know I can set the output at that point in the graph, however, it will only update the pixel values. Is there a way to see just what the Function Graph is doing in the viewer?
Hi All,Just wondering if I've either missed something simple or if anyone has accomplished this in SD.All of the native SD warp tools look to work only in 2d texture space.What I need to do is take for example a 3d noise then warp that but using the position map as the basis for the warp, if you just use the standard tools you will get issues as it warps outside of the UV boundaries. As a workaround to get the effect (and demonstrate what I'm trying to achieve) I'm currently taking the output into a 3rd party program blender in this case and warping the vertex position in 3d space but one the surface whilst leaving the UV cords in the same place which works and I can build a workflow around it but it feels like I should be able to do this all in SD. Anyone got any bright ideas ?
HiI made a series of graphs in a designer file which I'm going to export them as as sbsarSo I have some questions:1. How can I join all graphs in one and recall them by a input, ( I mean in despite lots of file in library of painter, there is a one file but an input parameter that user can choose different result 2. How can I set a stamp in painter to have negative height values not positive
Wonder if anyone ever managed to do a node that extract masks from a cryptomatte exr rendered in 3d soft ? Is it at all possible in SD?
Hi guys,inside the baking tool (Bake model Information) seems I'm forced to export maps with an Output Name in full lowercase.why? is there a way to avoid it ? Thanks
So I'm trying to learn how to model in the modeling graph of designer. And I keep on running into an issue that I can't find a resolution for in the documentation and I am bit confused as to how to fix it. This seems to happen a lot with curves and I'm sure it's something silly that I'm missing but it's been with the extrude curve note and the parametric curve node. I would appreciate any assistance thank you in advance.
Hey guys, is there some way to receive of your designer note-tree a (.glsl) vertex and fragment shader ? I know there is some workaround with the Materialx plugin, but only for some older designer Version.The current Version of the plugin and also Materialx is not supported. Is there something in planning, too update the plugin.Or is there someway to receive nativ of designer the Vertex and Fragment shader ? best regards felix
Hey, 🙂 can someone tell me how to change Adobe Substance Designer menu font size? With the DPI on and off, it doesn't work. I have a 34 inch monitor.
Hello Substance team, First off, thank you for including sbsbaker in the latest release ! Much appreciated. Question > I am building an python-based automated Substance baking/texturing pipleline system and am seeing a small x/y pixel offset with bakes using sbsbaker between windows & linux. This happens with the older SAT sbsbaker and the new one now included in Substance Designer. Anything I should know here to prevent this ? Any thoughts on why this might be happening ? I'm using the latest version (12.1.1) of Substance on each platform (linux version via steam). Images attached for the same ao bake on each platform. A quick difference overlay will show the offset clearly. Thank you for your time. - Scott Windows 10 Pro 21H2Ubuntu 20.04.4 LTS
Now that MaterialX directly supports MDL as part of version 1.38 (and newer), I really wanted to utilize it in Substance Designer. However, the latest version of the MaterialX plugin only supports version 1.37. I was wondering if there are any plans to update that plugin to support MaterialX version 1.38?
Is there a way to make a material that would have red and white stripes and the stripes would get smaller at the top like a circus tent looks?
I noticed that Ubuntu 20.04 was the latest officially supported version for Designer. Is there a plan for official 22.04 support?I am able to get Painter to launch on Ubuntu 22.04, but Designer crashes on startup (on a fresh install too) on both Wayland and Xorg. Both required me to manually install two libxcb package dependencies to start, but once I was able to do that they both at least hit the launcher. When Designer crashes, a black window briefly appears after the launcher dialog disappears and then the crash reporter appears. The logs don't indicate any warnings or errors as far as I can tell. (I have submitted a proper bug report through the crash reporter). I have an AMD GPU and with the default (mesa?) drivers.
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 satvario marble, something that looks like that(link attached)Any way of where I could start or any exemple of what I should do to get adecent looking like marble?At least where to start!Thank you https://www.dreamstime.com/marble-texture-natural-pattern-background-design-art-work-marble-natural-design-texture-pattern-background-image183722479https://www.dreamstime.com/stock-photo-marble-texture-background-closeup-rock-image76287851
Hello today I was trying to use the isoparametric curve node and it keeps giving me an error, "computation result is empty." I was wondering if anyone else has run into this issue or might have a solution to why this doesn't work as I am trying to feed into it a mesh that was made buy a curve and a sweet note. From what I've understood there must be some way to highlight or designate the mesh has a target but I haven't been able to understand how, any help would be appreciated thank you so much in advance advance.
I'm looking to get into designing 3D Animated Motion Graphics. 1 of my biggest focuses I'm really interested in this field is the Motion Graphics and Animation in Sports Broadcasts/Highlights. I'm extremely big into sports as well. I coach Football, Umpire Baseball. I'm into Film/Photography and a lot of Action. I've been trying to task myself in designing a bunch of 3D Sports Objects/Equipment. With that said, I'd figure I'd task myself with a challenge of trying to create a 3D model of a Football Helmet. All those Smooth surfaces of the Helmet Shell to all the creases within the bars of a Face Mask to the Interior Padding. It's definiately a lot of work, and I'm not one who wants to "Cheat" and jsut pull someoneelse's 3D Model for Free from a Site and just Re-Texture the Model(s). I've downloaded free Models in the past, and the UV Maps are just way too difficult to deal with. 1 Of the Main goals I wanna factor in and make my own 3D Model is for Simplicity of altering
Hi, I wanted to customise some basic assets aviable in Painter, the ones like Bevel Line, Rectangle, Circle etc. They seem to appear in Painter with alpha chanel included. It's a nice feature since they don't get in a way that much when you are using them as bruch input. How do I achieve similar effect creating graph from a scratch in Designer? Specifically how do I retain alpha in Painter library preview and in brush view and make them appear in propper library tab (textures in this case)?Thanks in advance!J
Whenever I begin a new material, or switch the object in the scene, it develops dark black patches that can only be removed when I go into Materials>Default>Edit>Normal, and uncheck "Normal", leaving "DirectX Normal" checked. However, as stated, if I change the object in the scene, it re-checks "Normal". Is there any way to permanently uncheck this box? Material with Normal Checked:Material With Normal Unchecked:
How do you get the usage type of an output node via python?
I'm looking for help automating a process I do by hand (in Photoshop) what seems to be a easy task in substance designer. What I'm doing:Import a texture of wooden flooring (1 individual plank)Adjust the HSB values of the plank to match with a physical sample of a different color (by hand with adjustment layers)Export this as a new texture with the name matching the one of my physical sample What I'd like to do:Have Substance import the original texture and recolor that texture using a photograph of my sample. Then export it as a new texture. Sounds easy enough for me. Seeing a couple of very useful features of Substance like the Gradient Map which is able to pull color data from an image. I'm going into a project with a huuuuge amount of recoloring of (wooden) textures. These textures need to be as close to the real color as possible. I have physical samples and photos available for my workflow. The project consists of around 1500 wooden floors where we pho
One big problem I keep facing, especially when making foliage type assets, is getting awful looking intersection between the shapes. Here I have a simple leaf shape blended with bottom-up gradient, and placing it in Tile sampler to tile it, but some of the leaves go through each other very un-naturally. Is there better way to achieve this kind of effect with smarter blending on the areas where they overlap?
Substance 3D Designer 12.1.1 has been released today. Here is the complete release notes of this bug fix version: Bug fixes [Content] "bluenoise_256" resource has a defined "colorspace" attribute in some nodes [Content] "Get size" nodes do not appear in Library and grayscale version is mislabeled [Content] "Random Color Seed" parameter in 2D Voronoi nodes has no effect [SBSRender] Exporting a graph to EXR do not generate the same bpc as Designer [Substance models] "Gamma type" should not appear in exposed parameter's properties [Substance models] Crash when using bracket in exposed parameter's annotations
Hello , im trying to bake a curvature for a low poly mesh using a normalmap , the quality of the curvature v2 seems better than the standard one so Im trying to get it to work. However when I try using v2 the bake seems clean but even with a reference to a normalmap it seems to ignore the normalmap in the baking process . Im using this command : C:\Users\dirk\.nuget\packages\substancebatchtools\11.1.0\tools\sbsbaker.exe curvature-from-mesh-v2 --inputs C:\Users\dirk\Desktop\FoundationSimple\weatherbakeref.FBX --highdef-mesh C:\Users\dirk\Desktop\FoundationSimple\weatherbakeref.FBX --normal C:\Users\dirk\Desktop\FoundationSimple\Foundationrebake.003_uvnormal.png --output-size 12,12 --output-path C:\Users\dirk\Desktop\FoundationSimple --uv-set 1 --output-format png Is something wrong / missing with the command or are there any alternatives? ty!
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