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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.
I.e what input would work. what atomic nodes? Blur for example? or distance ? pixel processor? Is there any templates or presets for photoshop?So far I fugured out it works on powerx 2 format and acept RGB layer luminosity as grayscale input. what about using separate channels , like R as greayscale and GB as 2d vector and A as a slope ? I seems can't find any info and sometimes it looks like working just fine. As a nice live filter. Other time doesn't work at all.
This is a scanned grayscale image of leather grain. How can I use Substance Designer to create such realistic and natural creases.
Just a quick mention that the Substance team's own Technical Artist Louise Melin has just posted a superb breakdown of her stylized Project Lepidora that we’ve used for the splash screen of the latest release of Substance 3D Designer. You can find Project Lepidora on Louise’s Artstation page. Louise has made her project files downloadable, as well as providing a walkthrough of her process – and even drawn up simplified illustrations of each different section of the node graph, to help you really get to grips with the reasoning behind each choice. So, go ahead and download the material, play around with node parameters, and see what you can take away.
Description:Currently, the Substance 3D Painter JavaScript (and Python) APIs provide access to layer stack data such as creating, renaming, moving, hiding, and selecting layers and groups. However, there is no exposed function to control the UI expand/collapse state (the chevrons) of groups (folders) in the Layer Stack.Steps to Reproduce Limitation:Open a project with multiple groups/folders in the Layer Stack.Use the JavaScript API (alg.layerstack, alg.texturesets, mapexport.documentStructure, etc.) to iterate and manipulate layers.Attempt to programmatically expand or collapse groups → no API is available to do this.Why this is important:In projects with many nested groups, manually expanding/collapsing them is time-consuming.Plugin developers could create useful tools to quickly expand or collapse all groups within a selected texture set, helping artists manage complex stacks.Improves usability and productivity by reducing repetitive manual UI interactions.Similar to how APIs allow
Software version: Substance Designer 15.0.1 (build 9305, commit 31dfdb10, Release 07/15/2025) When baking a normal map, black pixels appear along UV shell borders if the Default Anti-Aliasing option is set to any value higher than None. If Default Anti-Aliasing is set to None, the black lines disappear. Since the issue was not present in previous versions and is reproducible on different models and PCs, I believe this is a bug. Steps to Reproduce:Bake a normal map on any model with UV shells.In the baking settings, set Default Anti-Aliasing to a value higher than None (e.g., 2x2, 4x4, etc.).Observe the baked normal map result.
I've spent more time than I anticipated.. After creating my LED board generator (which is much more complex than this simple problem) I though this would be a piece of cake... but alas.. In the end I want the bounding box of an arbitrary shape (whole shape, if the image got two disjoint shapes, then the total bounding box)So naturally the easiest (not the most efficeint I presume) way I could think was, Scan the input from all four sides and stop at the first pixel encounter.. But I just couldn't.. from any one side. Attaching my failed attempts along with an SS for better explanation.
Hello, A new glossary is now available in Designer's documentation. It lists specific words used in Designer's interface, as well as relevant concepts. Glossary Feel free to suggest additions to this glossary. A link to it is added in this forum's list of useful links under 'Guides', on the right side of the page. We hope it is useful to all of you, beginners and experienced users alike. Happy learning!
For the 15th anniversary of the launch of Substance Designer, the Substance team has dug deep into the story behind the software, exploring its journey from academic research to the award-winning procedural powerhouse driving games, film, and design all around the world. Discover The Story of Substance Designer right here!
Hi How can I make this plastic polished by cleaning as shown in the image?Would it be those circles that follow the incidence of light when it moves? Thanks
hello In Blender there is a node to randomize any parameter of a procedural texture when we have two or more objects with the same material.example in the attached image filefor example: having different positions of the procedural texture on two or more objects with the same material, varying the appearance of one object in relation to the other. How can I do this in Substance Designer?loading a .fbx file with two objects with the same material?randomizing or changing the position of the procedural maps in each object with the same material? thanks
Steam Version of Substance Designer 15.0.1 does not launch. I see a starting artwork after which nothing hapens. In the task manager, the process can be observed starting out after launch, then marked as "suspended" nad killed. Happens both through the shortcut and via Steam itself.My specs are:ASUS x550vi5-3230M, x64GeForce GT740M, 2GB, driver version 425.31 (updating is unavailable for this laptop)RAM 6GBWin 10 Home Single Language, x64, version 22H2 I understand that my computer is way below recommended specs, but the app is not marked as "unavailable" for this system in Creative Cloud, the way Substance Modeler for example is, and I don't have much choice at the moment. 14.x versions from Adobe.com used to launch just fine, Substance Painter 11.0.3 works just fine. A number of people also reported the same issue on Steam's forums with the same description of the problem (app not launching).Thanks.
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