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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!
for %%I in ("D:\1","D:\2" ) do (sbsrender.exe render -vvv --input "C:\Users\Administrator\Desktop\Edge_padding_20210530_Source\Edge_padding_20220530_Final.sbsar" --set-entry albedo@%%I\albedo.exr --set-entry glossiness@%%I\glossiness.exr --set-entry normal@%%I\normal.exr --set-entry plant_opacity@%%I\plant_opacity.tif --set-entry translucency@%%I\translucency.exr --set-entry ruler_opacity@%%I\ruler_opacity.tif --output-path %%I\output --output-format exr --set-value "$outputsize@12,12" ) pauseabove is my cmd code. I want to set outputsize base on albedos inputsize, so i dont need set outputsize one by one.
Do you know how to make polar coordinates at the polar edges of the sphere, in such a way that you can texture sphere withouth pinching at the edges . In photoshop its called polar distorthttps://www.youtube.com/watch?v=Xxg7pOIDAqQ&t=66sThis thread shows how to do it, but i didnt understand how to recreate it https://forum.substance3d.com/index.php?topic=7980.0
Hi thereSorry to be a pain. I'm using a Mac m1 and I made a mat in SD and sent it to SP through SD. The mat is showing flat in SP and Blender, I have tried some workarounds like adding in a normal invert node but nothing is working. SD is also defaulting to Direct X normals in the properties and normal node everytime I change graph, and the height scale and tessolation also reset. Does anyone have a method to get a mat from SD to SP and Blender? Thank you.
I'm trying to create a lightning chain out of default square shape. The shape must be distorted in such a way as to consist of straight segments. Like a polyline. I tried my best with different warp nodes and noises but so far no luck. It always comes out curved and with variable thickness.
Can I save the gradient I created with a Gradient Map node and reload it again in Substance Designer?
Hi! I found there is baker UI cropping bug on certain screen resolution, 2560*1440.I can't press "bake"button since it is cropped in the bottom. I hope Adobe Substance team would change UI size or add 'scroll'.FYI, I'm using Windows11, NVIDIA RTX 3080 Ti laptop GPU.
How to make this fractal like effect where each smaller part comes from bigger like branches
Hello, I am trying to achieve the fabric pattern from a piece of south Indian silk fabric. I am having trouble achieving the effect as shown in the images attached but I am having trouble doing this. I used a bitmap of the peacock to make this fabric. In my efforts, the peacock looks like it has been printed with a gold film rather than stitched with gold silk fibers. I had followed a tutorial on youtube about creating an old fabric. Any help would be appreciated.
I can open 3D Designer but then I get the 205 error 15 to 30 seconds after opening.
I am new to 3d design and have a basic question. I am trying to extrude text. I was able to extrude a curve primitive
The "3D VIEW" is showing a preview of the entire Substance window instead of the actual 3d view. I have tried Scene > Reset, disabling post processing, reinstalling, rebooting. Nothing causes the 3d view to show anything but a scaled, upside down view of the whole window. Attachments show what I'm seeing. How do I fix this?
Just read the small print and checked, that's huge would have been my headline statement but suspect I'm in minority 😉 I've been pretty vocal about not having access to at least that part of the automation tool kit outside of enterprise and it's great to see it included now so thanks for that, made my day 🙂 will start testing moving over from my old automation toolkit version over coming weeks. At some point as we scale I'm going to want to run sbsplayer and sbsbaker in some sort of container environment / cloud so will need to figure out how to get an automation server licence somehow, would rather run it on linux as well, but for now I've got windows workstations that can run fast enough so that's great! I think you rarely get thanks from what I can see, so wanted to put it out there 🙂 Other updates look good as well, great to see some more 3d mapped noise options out of the box. Mark
Hello everyone. I really appreciate your attention.Currently I have the challenge of making the following fabric My level is intermediate and what I have achieved is this. My goal is to come up with something realistic, but I have no idea how to do it. I would appreciate it if you would share with me tutorials, tips or even charts of similar fabrics that could help me.
For the life of me I can't figure it out. I love how the amount of these jigsaw pieces is high at the bottom and tapers off in number nearer the top, but I can't figure out how to do it in designer
Hi, I would like to use Substance Designer in my current python pipeline but even if SD python library is available in the tree directory I need "designer.dll" file to create a context to work. I found a topic by adobe employee saying that they are working on it? Is there any update on Automation Toolkit for Indies and Teams accounts ? Can we still subscribe to Allegorithmic to get access to this python api ?
As the subject says, i want to increase the number of pattern inputs in the tile sampler. presently it is limited to 6. is there any way to increase this?
Is it possible to add an image created in photoshop to Noises of Texture Generators in the library?
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