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Not even sure what this shape is called but the Polygon1 node first shape. What I want to do is the image below made of shapes ...
Hi guys, I am trying to do few extra things in my plugin which will help me a lot with my workflow.I know how to load sbs by using loadUserPackage, how I can open specific package in Substance Designer?Is possible to change imported FBX file_pah using python? Currently it seems this is the only property which is read_only when changing annotation property value using Python. When I tried to change it manually it works just fine.Is possible to change Bake model information of specific FBX using Python? I have seen old post 1 - 3 years old which said it is not possible yet. So after 1 - 3 years I believe this should be possible now right? Just cannot find a way which might mean it is not possible - little bit odd it was not picked up?Related to above (Bake model information). Is it possible to load preset for Bake model information? So far it seems I have all other elements set. I am just missing the above options which will help me a lot to improve my workflow. If anyone
Hi everyone, I'm quite new to Designer and I'm trying to figure out how to create this shape in the tile generator? (This is done roughly in Photoshop)... As you can see in the reference photo below, every second 'plank' is offset consistently. Reference Photo Any help/advice on this would be great.Thanks.
I'm trying to improve my teams workflow and getting our substance files into version control is turning out to be a high priority for us. I see that perforce used to be supported, but is deprecated in favor of the python api to allow users to handle VCS how they like. (Solved: Re: Substance 3d Designer Version Control doesn't ... - Adobe Support Community - 12223774) We are most likely going to end up going with a pure git repo, git + lfs, or plastic scm. However, before we get so far as building against the python api, I thought I'd ask around if anyone has an existing solution (open source or otherwise). I'm also curious if anyone knows of a diff tool that supports substance files. Thanks in advance!
I am working on a graph to build a texture atlas. I looked at Atlas Maker, which seems like it would be great, but it doesn't seem to handle my situation, at least I don't think it does. In my project, I have several graphs to generate different perfectly tiling textures for different parts of my models. For example, I have a graph that generates a section of a wall that is 128x256 and I have another graph that generates a section of concrete that is 256x256, and another section of stone that is 128x64. I am generating an output texture of 2048 x 2048 and I'm trying to position each of these graph outputs within the overall texture output accordingly, without manipulating them any further. i.e. I want to put the wall section at 0,0 and it should take up 128x256 pixels. Then I can place the concrete section at (0, 129) and it should take up 256x256 pixels. And so on. When I use the Atlas Maker node from the old substance share, it appears to treat the input im
Flood Fill is an amazing feature, but one thing that's a bit of a headache is that it requires black pixel boundaries to work, and the edge detect by design has to be at least 2 pixels thick. This creates some undesirable results unless you're working at resolutions high enough that the black lines will dissapear when you resize. In this specific case, each cell from the Cell noise node already contains a boundary. If Flood Fill could be calculated without the edge detect, it would be possible to eliminate the black lines, correct?Seems like something like this would give really nice results at lower resolutions:
Unity expects the smoothness map (opposite of a roughness map I presume) to be in the alpha channel of either the metallic or base map. Is there any way to handle this in Substance Player? Maybe a script I can run rather than having to do it manually in Photoshop? I use Substance Player for assets I download from the Adobe Substance 3D Assets. I can't seem to preview or export them in Substance Designer.
Since I transferred my substance source account to an adobe account, I lost all my substance source points. Is there a way to trasnfer them back? Thanks, Philipp
Hi guys,I am trying to write a script which creates a side panel for extra buttons which will trigger some python functions. I stuck with simply thing like open project/graph sbs with python. I have trouble to find any function/method which will help me to do that. I am using latest version of Adobe Substance 3D Designer v 11.3.3 (2022-01-20).The tool provides Scripting Documentation under Help tab. The documentation is a file which is located on my drive, it was installed together with Substance 3D Designer. I quickly found the documentation is much larger but what Designer provides is much less. Most of the functions/methods got different names and a lot of them are missing in the tool. Is there any proper website page which provides ALL actual Python API for Adobe Substance 3D Designer? Any help will be super handy,Thanks,Bart
Hello everybody. Firts of all I've NO knowledge of anything here. I'm simply asking this: I would edit for myself sound files of a videogames that have .sbs and .sbr extension,it could be enough only change name of a single audio. It's something possible in some way? Sorry if this question isn't correct or appropriate. Thanks.
Hi All, I think there's a bug in the color version of this node, it's only applying depth masking to the alpha channel not the color channels. The grey scale version works fine.You can see on the output from the pixel processor for the color version it's only multiplying the depth mask over the w (alpha) channel not the rgb channels as well.in the grey scale version it works fin because it's just multiplying the one output value with the mask
Substance 3D Designer 12.1 has been released. It brings a lot of new nodes for Substance compositing graphs, USD file format support and add more interoperability with Stager. New content for Substance material graphs A lot of nodes have been added in this version, you will find some new patterns, new noises, new filters, ... Take a look at the node pages linked below to for examples of the breadth of output that is achieved by these powerful new nodes! New Patterns We have added a new Tile Random 2 node to generate adjacent tiles of random sizes and ratios, which is very useful to quickly create fully irregular grids with slanting, rounded corners and bevelling. New Triangle Grid pattern to generate a grid made of triangles. We are using it in the material below to easily and perfectly simulate the leather grain. This generator represents a surface of vertices in 3D space and may be used to create a variety of polygonal styles. New Noises In order to
Hi, I am using the Trapezoid Transform Geryscale node to expand the top of a shape. When I increase the Top Stretch parameter (positive number direction) the shape top reduce in stretch. I had to use a negative number to increase the stretch. It seems to me working in reverse. I am new to Designer to i might be wrong somewhere.
I see no mention of the free Substance Player. Is it discontinued? Substance Player is used by people who cannot afford Substance Designer to view, customise and export PBR textures created with Designer in a SBSAR file, which they download from other people who have Designer.
Hello. I just started learning Substance Designer, and I just can't figure out how to make a brick pattern like this? Please tell me what and how to do?
HiI read this threadhttps://substance3d.adobe.com/magazine/lost-in-the-parametric-woods/ I subscribe Adoble in order to download this kind of wood material. I need to simulate wood cutting.I found in substance source Oak Wood Varnished As you can see there no wood end (wood ring). How can I fix it? or other material can simulate wood cutting? ThankTravis
Anyone know what the above comes from?
Hello!Does the Substance Designer have an "image posterization" node?Photoshop has a "Posterization" filter and the result of its work looks like this:How to achieve such an effect?
Hi all!I continue to learn Substance Designer, I came across such a feature as color profiles:The first node has "Color 8 bits",second node has "Luminance/Grayscale 16 bit".If I convert from "C" to "L", then I can use the "Grayscale Conversion" node: The question arose: are there nodes for converting from "L" to "C"?
Hello!I would like to create renderings of spheres with different materials. A result could look like that:For this, I would like to use existing assets from this site:https://substance3d.adobe.com/assetsI saw that I can render such spheres with Substance 3D Sampler, and also be able to change the light and so on. My question now would be: How can I get materials from the asset store to a sphere in Substance 3D Sampler?I would be very thankful for a short manual.
What is happening for people currently subscribed to Substance 3D via the old subscription methods? Can we keep those? I personally like the Substance Launcher a lot more than the creative cloud one, which crashes a lot and takes up way more RAM that is necessary by default. Will the software in the Substance Launcher be updated the same as the ones in the CC launcher?
Hello!I'm new to using Substance Designer, unfortunately I'm stumped.I made a node tree:I built a node called "Pixel Processor" like this:In Substance Painter, I need to change the "Float" value in this tree (red color).How can I make this number "FLOAT" a parameter available in Substance Painter?If this problem requires rebuilding the tree, then how do I change it?For surface nodes (not in functions) I can click on "Edit exposed graph input", but there is no such thing in the function editor 😞
When saving a few of my materials i get this message, any ideas? I've looked over the graphs and can't get any clues on something there.
Hi!I am just starting to learn Substance Designer. Currently I am trying to create kind of limestone material (the one that you see on the photo) and I am kinda struggling with several things:1) How do I crete those little black parts that go in and how do I make them more visible. I've tried a lot of things (modeled some cracks and used a normal map) , but nothing semms to work for me. In other words how to make them moe realistic?2) Another thing is not really a SD question, but I still think it could be related. When I apply a texture to a model in Substance Painter (including the ones I created in SD) and scale it down it seems to repeate many times. Is there a tilling noise or something to make the seems invisible?3) Also I am interested in some overall suggestions. Like for example what is a proper way to export my material to SP. Now when I just publish it, I don't have any control to Roughness value for exaple. I am aware of the fact that you could expose a graph as a new param
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