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Hey All, I am struggling to comprehend how I can achieve decently predictable results when applying the vector map multiplier to the Tile generater node. For example, I want to use it in the rotation channel of the tile node. It's easy to know what will happen with a rotation map multiplier, but the vector map, as far as I observe seems pretty random. I'm sure it's user error/misunderstanding on my part but I've yet to find literature that can explain what is happening beyond the quick description in the documentation( 'Uses Vector Map to drive per-tile rotation'). I get that of course, but I would like to know what exactly is happening in this process that will let me know what sort of image to expect, so I can customize them better. A vector map in this case is a normal map, correct? Anyone know of a good resource I can reference to clarify this?
Hi!I'm dealing with a bug where I can't seem to rotate the light in the 3D view with the regular Shift+RMB.I am able to rotate the environment just fine and it does register in the UI that I'm going between camera and light.I tried looking at shortcuts but it seems this version of Substance I'm using doesn't have a shortcut section for things like this? It only seems to have Node Creation Shortcuts (:Rotating the light works fine when I'm in Substance Painter and a restart of Designer doesn't seem to fix it.I'm on Mac M1 Max Monterey 12.3Using Substance Designer 11.3.3
Hi all I primarily work off of a workstation laptop that goes back and forth between being plugged into an external monitor and just being used by itself as a laptop.If I plug in my laptop to an external display and then open Substance Designer, much of the UI text elements are scaled to be extremely large. This is fixed only by restarting the laptop every time I plug it into a monitor. Likewise, when I unplug the monitor and try to use Substance Designer again just on my laptop, the UI scaling on the text makes it look tiny. And this is, again, only fixed by restarting the laptop.(Picture for reference) Is there a setting or way to get the text to display correctly on both displays without having the restart my laptop everytime I unplug/re-plug it into my monitor? If it's important, the laptop is a 4k display scaled to 150% and the monitor is a 3840x1600 display at 100% scaling. I would assume the scaling number is reason behind this but I'm just guessing.
I have a 128x128 pixel texture that I need to tile 8 times over a 1024x1024 pixel output without changing any pixel.The tile generator node resamples the texture. I have tried to set the sampling to "Nearest" but I'm still getting this antialiased result.Is there any other way to do this and get a perfect tiled output with the exact pixels from the input?
I've created multiple iterations which depend on random noises. For randomness I'm using a simple incrementation in value processor so that every following iteration should have one greater seed.It looks like every single iteration calculates noises for every preceding seed till the last one, so the more iterations the more bugged it is. After over a dozen iterations it never settle, and every recalculation of the same node will give a different result. GIF Attached.Although this method seems to work with the random value in pixel processor. And yes, I have tried to manually change seeds for my 128 iterations and with that it works perfectly fine...and I'm sure I don't want to do this that way.So firstly I wanted to report this, what at least for me seems like a bug.And secondly wanted to ask is maybe I'm overcomplicating it and there is some simpler solution for random seed per iteration (like child's seed = 1 + parent's).
I've created my first difficult material in SD. During the process, I made material's height scale higher (like 3.5). But then I exported it in Blender and SP and found out that my height map is much weaker! What can I do to save the height map strength? Thanks.
Hi there, We are importing an axf file into Designer, and the resulting graph doesn't look quite right in the render preview.Our material is a simple mate mesh textile. But the metallic map output by the graph is white, which seems wrong for this material.In the graph's user params, models_specular_fresnel is set to false by default. And when it is false, the input Fresnel map seems to get ignored. If we change models_specular_fresnel to True though, the input fresnel map is taken into account, the output metallic map is almost black, and the render preview makes more sense for that material. Should we always set models_specular_fresnel to True? Or is that something that should be driven by the axf data?Please find attached a snippet of the axf data that was extracted by the SAT axftools. The "models/specular/fresnel" property in the "representations" block sounds a lot like the graph's "models_specular_fresnel" user param. It is false though. So it doesn't look lik
I have my product that i want reproduct in 3d for e commerce.if I have a lot photos wide and i want to do a object 3d with subastance, it's possible with one command?there are some software that you upload different wide photos and they trasform in 3d
I need my material in tiff formate. in substance designer that is possible that is, I know.but I want with high dpi, not 72 I need 400 dpi how to export with 400 dpi?
Hello!We are trying to blend 2-3 material subgraphs in Designer in order to create more complex ground materials with them, but even if we optimize the graphs with all the recommendations we can find in the documentation page it's still very slow when we edit parameters at the end of the graph, even for a simple level. I also solved all warning and error in the console and increased the memory budget in the parameters (but it wasn't very high anyway, 1 to 10%). It's the same for different graph using different materials and on other PC also. Tried with GPU and CPU engine...GPU drivers are up to date.I'm pretty sure it's not related to the hardware since I'm working with a RTX 3080 GPU, Threadripper PRO 3945WX CPU and 64gb of RAM.It feels like nothing is kept in cache and is recomputed everytime. In fact, enabling or not the ''Enable node image cache'' checkbox results in the same time which is around 9-10 sec for a 1024x1024 graph.Sure its a big graph (a total of 1500-2000 ms when I pu
Hi i want know if is possible create object 3d from 30/50 pics with different view?
Hi everyone, I'm working on a proof of concept with MDL graphs. Currently, substance exports MDL graphs in MDL version 1.5. Vray only supports MDL version 1.4.3. Is there a way to set substance MDL graphs to an older version? As to not have compatibility issues. Thanks
Hi Adobe Team,I am working on mdl graph in Substance 3D Designer for my current project and I need scale syntax values in .mdl files, but I am unable to find or create this property in Substance 3D designer. Where could I find or how could I create scale syntax for mdl? Please help and guide me. Thanks
I have some texture maps for a line marking for a road, the dimensions are 16k by 512 since its just a long white line.it has an alpha, and i've set it all up in designer and the alpha appears to work in substance but when i export the sbsar and view it in Sampler or Painter, that alpha isn't working anymore, how can i get it to keep this opacity/ mask map that seems to work in Designer? Also it's stretching this thin white line a lot in width, how can i get it to not stretch and preserve it's original size/ ratio? the alpha and diffuse if anyone wants to try them https://drive.google.com/file/d/1dajeLuFZTN4ej-kJekTMoQk8BjohLjHm/view?usp=sharing
When a preset is added from a file, the boolean parameters are not reflected. Other parameters are reflected correctly.The preset file is opened in a text editor, the boolean parameters are saved correctly.Version is 11.3.3.Thanks.
But if I import the file from Maya to Substance it doesn't make my problem, but if I import the same model from Zbrush to Substance. I get this weird UV distortion at top. Anyone having any ideas for why it does this? I have tried every approach to fix this, with no luck and I simply don't know anymore what is the issue here.
Hi all,I have a value processor that calculates a float number for me, and I would like this value to be the input of an exposed attribute.How could do this? Thank you.
I am iterating over all the Graphs in a Package, calling compute() and then getting all the outputNodes and writing them to disk. This allocates about 3GB of memory for each Graph. There doesn't seem to be any way to tell Substance Designer that I no longer require this data to be cached in memory. So after iterating over 50 Graphs SD runs out of memory and closes. It would be great an API call could be added to allow me to flush out all the memory used by a Graph.
So as I am working in Painter, I am finding that I need some tools. A user here was very kind and created one for me recently. I really want to learn how to create what comes to my mind, but I dont know how yet, so I am just inquiring is Designer has the ability to do what I am asking before I try and firgure it out. I have three things I want it to do. 1. Create a radial pattern of lines in a starburst pattern. I want to input how many lines I need, and tell it out of a full 360 degrees, where to start and stop the pattern. (for tick marks under a dial on a control panel) See pic of knob 2. Create a scalable rectangle normal map. I want to fake that a control panel has an indent surrounding buttons. I have a bunch of different sizes to create and thought that a scalable normal would be ideal if its possible. My question would also be, if i can create a scalable rectangle normal, the radius around the perimeter, would that stretch? I Guess Ideally, being able to ad
I finished creating a material in substance designer and I would like to send it directly to painter but I don't have the 'send to substance 3D painter' option in substance designer; just the send to player option appears. I installed both substance designer and painter versions from the substance launcher and I have student licenses. I am thinking these are standalone versions of the softwares hence the "send to option" isn't available.
Hey I'm new to the forums as well as Substance Designer, I was curious as to what nodes I should use to blend four different textures; a albedo, normal, displacement and roughness map to be exact. There aren't many tutorials on how exactly to do this and I have about 100+ textures from 20 differents materials that I'd like to condense, thank you.
Hello - I have Substance Designer running on a 3840 x 1600 display at 100% scale being driven from my laptop. I noticed that there is a very noticeable amount of aliasing in the 3D viewport as soon as I open any project. I've adjusted the Descale Factor and the Viewport Scaling settings in the preferences but as far as I can tell they have not changed anything.
Hello. I'm wondering how can I resolve 'missing input data error' during 3D mesh baking. My high poly meshes are created from Houdini.I noticed that if I import the highpoly mesh to Maya and export from there, the error wouldn't occur. But exporting fbx in Maya is so slow. I don't want to rely on it.
Hello !I'm trying to find a way to create hundreds of sbsar files with specific image inputs each.To give you some context, i made a tool in designer to help me retake a lot of textures.I'm using it with substance Player but in the end it's very long to configure input textures each time.So i'm trying to generate a specific sbsar for each texture (by changing input file paths) without the automation tool kit, but it seems undoable because the sbsmutator is no longer available.If someone have an idea to help me on that, i will be appreciate.Thanks a lot.
Hi, not sure what is happening there, trying to drive the blending mode by an input user value:if the value is negative, I want to use the Linear Add mode, if positive, the Substract mode.It works when I am trying it in the Parameters tab, but not in the Preview (same in Painter). Looks like the condition always answers False in the preview tab (and painter) but not in the parameters tab.What I am missing here?
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