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Is there a correct way to check the default resolution on a mystery SBSAR with no origin, info text or metadata?In this case the SBSAR output is probably set to Relative to Parent so it is adjustable dynamically when brought in to another Substance graph.Wanted to find out if there is a better way than simply changing the Parent graph size and eyeballing the SBSAR output to see if it stops changing at a certain resolution?
Hey! I want to scatter my pattern on a spline, and have it layer the patterns based on a height map (bottom to top). This is easily done in Scatter On Splines Greyscale, but the only blend options in that node at Add or Max, and my pattern has a black outline (so needs an alpha channel).The option for ordering via height map isn't available in Scatter On Splines Colour. Is there a way to get around this?I approximated a result using Shape Splatter and Shape Splatter Blend and then using a map to mask it, but I ended up with too many shapes clustered together than I'd like.
After installing the latest version of Designer on my Laptop, it opens the splash screen and terminates after two or three seconds. I deinstalled it and did a new installation I also updated GPU drivers I disabled Antivirus Software Here is the Log from the Windows Event Viewer: Protokollname: ApplicationQuelle: Application ErrorDatum: 01.10.2025 17:06:24Ereignis-ID: 1000Aufgabenkategorie:AnwendungsabsturzereignisseEbene: FehlerSchlüsselwörter:Benutzer: MARCO-LAPTOP\marcoComputer: MARCO-LAPTOPBeschreibung:Fehlerhafter Anwendungsname: Adobe Substance 3D Designer.exe, Version: 15.0.2.0, Zeitstempel: 0x68c442b0Fehlerhafter Modulname: Adobe Substance 3D Designer.exe, Version: 15.0.2.0, Zeitstempel: 0x68c442b0Ausnahmecode: 0xc0000005Fehleroffset: 0x0000000001e1aee4Fehlerhafte Prozess-ID: 0x3058Fehlerhafte Anwendungsstartzeit: 0x1DC32E4F1CF379CFehlerhafter Anwendungspfad: C:\Program Files\Adobe\Adobe Substance 3D Designer\Adobe Substance 3D Designer.exeFehlerhafter Mod
Matthias Schmidt’s new Procedural Planetarium Signature Collection delivers a rich set of procedural planet materials – from icy moons to gas giants to ocean worlds – built for Substance 3D Assets. All materials of course incorporate modifiable parameters to allow it to fit your stellar needs, and node graphs are provided allowing you to study Matthias's expert approach to material creation. In our new article, Procedural Planetarium: Matthias Schmidt on Filling the Night Sky, Matthias details the techniques he used to recreate layered atmospheres, emissive “civilization” masks, and more to create these astrological wonders, incorporating outstanding visuals and practical tips you can drop straight into your material workflows. Take a look today! (Or, y'know, tomorrow.)
HelloHow should I proceed so that multiple meshes (each with its own UVs) in a single graphic/material can have their individual bakes read without overlapping the bakes?Thank you
HelloIs it possible to create a single graphic with multiple objects that have the same material and bake each object individually?Is there a tutorial?Thanks
HelloIn Blender, it's possible to optimize material graphics by grouping them so that when a change is made to the graphic, the entire graphic doesn't have to be processed.Is there a similar feature in SD 15? Is there a tutorial?Thanks
I found a bug these days that I have to report and I wonder how it could have slipped through the cracks (haha, Substance pun - which was not intended) Anyhow, here is the bug report:When you open the clouds_2 node which live inside noise_clouds_2.sbs and you change the scaling of the "Scale" input parameter you will notice that one of the FX graphs inside will not scale correctly.Reproduced with Substance Designer Version 15.0.1See a demovideo here:https://youtu.be/giEP8fFGivc Best Regards,Rüdiger
Does anyone know right way or could point me to a relevant tutorial? I need not a tree like "splines on a spline" but rather vertical splines with random subtle waviness getting random x and y shift . Is there something like index parameter in spline nodes like inside fx map node ? A way to set spline quadratic node spline amount to say 10 and use each spline index to give each its own subtle random points wavines . A super easy to do thing in Blender geometry nodes with clear and easy preview but I broke my mind alredy trying to do it in Designer. I see I can do 10 pre-made splines manually with some functions controlling points position for each of them individually , map a texture on splines, and then feed each on
Substaince Designer is crashing every time i select other Meshes in 3D view. It also happens when i Change Render Typ or anything Else realated to the 3D view Window. I dont know what to do, please Help me.
I tried everything I could, but some things are missing, like the shape function.How can I restore the functionality? 1. Deleting the program and trying again doesn't work2. I had a 2-hour Adobe consultation.3. I also downgraded too4. No graphics and CPU issues(latest upgrade)5. Useless for new users6. Cleaning tool is useless tooI think a file is missing. How can I restore the functionality?
Documentation page says it can be used as input to Spline poly quaderatic node . How? it has incompatible inputs.
Hello, We have observed an increase of crashes reported by users, occurring when Designer is used in combination with third-party software that intercept calls from Designer to the graphics drivers. Software such as: Post-process injectors such as reshaders that apply color grading, camera effects, ... On-screen overlays such as custom crosshairs, GPU performance metrics, skins for video streaming... Please note these applications are not supported, and we recommend disabling them before running Designer. The hooks applied by such software can lead to errors in Designer's graphics processes, especially those involving the 3D View. Crashes may therefore occur when the 3D View is started, which happens when creating or loading the first graph in a Designer session. Thank you for your understanding. The Substance 3D Designer team
We just published an article exploring how the Substance 3D Assets team and Chris Lefteri Design combined 3D and ‘real-world’ expertise to look at injection-molded plastics, and consider how techniques like injecting dyes or adding speckles in the mix can create interesting material effects. These materials were created with CMF designers in mind—experimenting with parametric materials in this way to show every phase of the material creation process can essentially save a lot of time and resources in terms of iteration and prototyping—but it's a fascinating look overall at how different areas of of material creation can converge (and create some phenomenal visuals, as a plus). Go ahead and read the full article, Go with the Flow: Animating Injection-Molded Plastics with Substance 3D Designer, right now!
Substance Days is coming to Gnomon this month, for a day of industry insights, expert tips, exclusive reveals, and more! Some key highlights of the day: deep-dive demos of Designer, and ZBrush-to-Painter workflows; a session on texturing garments with Painter and Marvelous Designer; a whole bunch of expert guest speakers; an evening reception for attendees and the Substance team to hang out and share experiences. You can find more information right here, on the event page for the day. Please note that you need to register in advance in order to attend. You can REGISTER FOR THE EVENT RIGHT NOW at the button on the event page ^^^. See you there!
Hi, When making a new node via script and setting the identifier like this: output_node = graph.newNode("sbs::compositing::output") output_node.setPosition(sd.api.sdbasetypes.float2(48, 48)) output_node.setAnnotationPropertyValueFromId("identifier", sd.api.sdvaluestring.SDValueString.sNew("N")) output_node.setAnnotationPropertyValueFromId("description", sd.api.sdvaluestring.SDValueString.sNew("Normal")) The node doesn't update in the UI, it just has the default 'output' name and doesn't show the description in the tooltip. I have to click each node for it to refresh and show the correct name and tooltip. Given there doesn't seem to be a SelectNode(node) in the API i can't do this in the script either. I would have there might have been a node.Redaw() or graph.Redaw() but can't find anything along those lines in the API either. Am i missing something here or is this a bug? Thanks.
Version 15.0 This update brings a brand new 3d renderer, with rasterizer and pathtracer modes, plus a native support of USD to allow you to edit and export scenes without any loss of data. Release date: July 15th, 2025 New 3D renderer New rasterizer and pathtracer This new release gives you access to an advanced 3D renderer, featuring a rasterizer mode (to have a real time preview while working on your material) and a path tracer mode (a ray traced mode to get a perfect and accurate render). This new renderer enhances functionality with features such as shadows in rasterizer mode, improves quality and performance, and is engineered to support future technologies like MaterialX. It complements the existing OpenGL and Iray renderers in Designer and aligns with the renderers available in Substance 3D Viewer and Substance 3D Sampler, ensuring a uniform experience across the ecosystem. The 3d view toolbar
Im sorry but after upgrading to 15.0 I am super confused? When I rotate my camera in the renderer I get this effect and I can't seem to get tesselation factor to work (yes, I know it got moved...) despite playing with the settings like before nothing updates. I am following a designer tutorial verbatim and their renderer looks completely different than mine, and I have followed this same tutorial on previous versions of Designer and it looked 1;1. Is it bugged? I never had this ugly render issue before the new designer update. I dont know if there is something I am missing but I can't be the only one struggling with this. Any guidance is appreciation, maybe I am making a dumb error lol
Hi,Whenever i change scene or renderer in Designer the app just crashes. I've tried a bunch of stuff such as reinstalling Designer, GPU drivers, fiddling with a bunch of the settings within Designer to no avail.Aside from that, it works fine - i can make as complex a texture as I like and open and close different files without issues. But turning a cube into a cylinder is crossing the line.Specs:LaptopGPU: 4080 CPU: Ryzen 9 7945HX32GB RAM
Hello, folks.I want to dilate a pattern gradually using Bevel Smooth's Dilation and getting lots of artifacts. Have a couple worakarounds (more like hacks really), but would still like to know if that's intended behavior or am I doing it wrong. Attaching mask and source maps so you can test it out. Distance is Gradient Linear 1.
HelloDoes Substance Designer work correctly with open meshes?Are there specific procedures for using open meshes?Thank you
Are there any plans to integrate SBSARs with After Effects? Being able to control & animate Designer's parameters inside AE would open up a world of posibilities and flexibility. I can see it being used to create dynamic alpha mattes like a grid of random shapes that scale up based on a gradient input.Another example would be a system of createing a set of gradient presets with brand colors that reposition based on the comp's size.I saw that there are SDKs out, but I have no programming knowledge to make it happen.
A panel with “shelves” like in Houdini. This is a super useful tool. That is, presets with pre-prepared nodes. I VERY often have to create 3-6 nodes in a row with almost the same settings (not default). And I have long dreamed that in one click I could create chains of prepared nodes using my settings
Hey all, I have a creature coming out of the sea and i want to make a running water drop/streaks shader to add to my displacement to give it that feel of water run off. I found this from many years ago but am not sure how to make it. Has anyone any tips or pointers on how to build such a setup? https://www.youtube.com/shorts/RYaVlfPv8VU
I recently watched this presentation https://www.youtube.com/watch?v=DEuYcOWNV2k&t=1895s, but I can't figure out what exactly the node chain is used in this example to achieve such realistic corner damage? I would really appreciate any help.
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