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I typically use directional noise+"floodfill-to-grey" to achieve the details per tile but it seems impossible with overlapping tiles. Curious if there's a workaround.
Hi,I'd be very grateful for pointing me in the right direction.I'm not sure if this is the matter of other Designer version or my own mistake, probably both.In about 8:25 minute of the Aged Wood Planks 02 there are input parameters to be added, which in my Designer version (10.2.2) are missing: Thanks to some new options in the interface I could obtain quite similar results, as in the tutorial, unfortunately at later stages the person from the tutorial calls this Integer1 parameter in his functions. And I really don't know what to do at this stage.If anyone knows what options I'm missing, I'd be very grateful for any help.Thank you!
Hi All,I recently had the idea to expose a HSL node via a float3 and use the X,Y and Z values via the empty function for each parameter Hue, Saturation and Luminosity, I was curious whether this made any performance impact vs exposing each parameter via it's own float1 which has always been the usual case of doing things.Visually using the float3 parameter looks far more appealing for the end-user.I've attached an image for context on what I'm doing incase I haven't explained it enough.Thank-you in advance.Dan
Hi Adobe folks,Is the 'Export with dependencies' tool exposed in the python api? We'd like to use it in our Designer plugin, but we can't find it in the documentation. Thank you! Isabelle
Hi 🙂 I saw in a tutorial there's a hand tool in the graph but I can't for the life of me figure out how to access it? Thanks very much.
I need to generate a SBSAR file for Unity that has 8-bit colour and one for Houdini that requires 16-bit colour. I know I can change the colour depth on each graph but is there any way to change it at the package level so all graphs inherit it?
Hi guys, I've started to learn Substance Designer recently so I interested in creating such a weave pattern, trying to find a way, what would be the best way to create? Thanks so much😊 https://ibb.co/Lnwz4HVhttps://ibb.co/JmRr4py
Hi,Problem with updatingDoes a substance update have to delete my private node libraries every time?Before that, there was no problem with thatI cheer and thank youArek
. Could somebody explain how to use crop node please. For example I want to cut/crop a single 1024x2048 image into two.One in between 200th pixel and 456 in x dimention. And another in between 456 and 584 pixels . Basically cropping off two side by side textures from a single intital image : 256x2048 and 128x2048 . What should I do? Documentation says I should set input image size in pixels , right? When I do it I get cropped part somehow away from what I see doubleclicking a node before the crop one. As documentation suggests . I am totally lost
Hey Substance3D team and community!I was pinging Substance3D on twitter about this a while ago, but didn't get a response (https://twitter.com/olafhaag3D/status/1484321640515129352).I was looking into the PBR BaseColor / Metallic validate node to better understand how safe values are determined. As a first step, it converts the albedo to a grayscale image, presumably to get luminance values.I was a bit surprised about the channel weights .299R+.587G+.114B, which are typically used to calculate rec601 luma, not used with sRGB/Rec. 709 values.Why is that? Aren't the colors linearized internally? I try to understand why the colorimetric weights (.2126R+.7152G+.0722B) weren't used, assuming nodes use a linear colorspace.More on grayscale/luminance/luma conversion and the difference: https://en.wikipedia.org/wiki/Grayscale The PBR Albedo safe color node, on the other hand, treats all channels equally.I assume the 0.19 and 0.12 values in the function are just the range between 50 and 30
Hi, I'm getting some massive file sizes when exporting to PNG (4096x4096) from Substance Designer. I understand PNG 4k is going to be large, but my normal maps are coming out at 110mb. I was expecting more along the lines of 15mb. What can I do to optimize my exports while still maintaining an acceptable level of quality for offline render engines?
Hey SD Team! I'm working on a high-end interior architecture project and specifying a recycled high-density polyethelyne (HDPE) material as a interior lining (pictures below). I was hoping to do some realistic renders using Blender to show the client, but have come up stuck on how to recreate the HDPE as a PBR material. I had an initial go using Blender shader using the voronoi texture and a colour ramp, which looked okay from a distance, but wanted to see if I could use Substance Designer to recreate something much more realistic for close-up renders. I think specifically I'm after suggestions for achieving the subsurface fading effect that the material has (as the plastic pellets melt into and overlay over each other), rather than a voronoi which has solid chunks that a are blurred. For context I'm new to Substance Designer, but have had a little experience with textures using Quixel Mixer (and not afraid to jump in and learn) Any suggestions/id
I'm trying to switch our current legacy Substance licenses over to our Adobe account, which already has a bunch of Photoshop and CC licenses happily attached to it. But the only options I have are to add a single Substance license to the account and attempting to purchase any additional ones gives me the message 'This purchase is not supported.'. It seems that the full Substance subscription with Stager might be possible, but we don't need that and it near quadruples the cost.I've spoken to Sales and whilst I feel pessimistic after three hours on a chat, they're going to try and sort something out. I'm baffled why I can't just add a bunch of Substance 3D Texturing subscriptions to our Teams account and assign them out the same as I do any other app.Maybe this is something that's still transitioning over to Adobe and I just caught it at a bad time? Does anyone know about this?Thanks!
I can only see the 'send to player' option in the dropdown, nothing else. I am using the adobe version with a student license. Do I have to enable it anywhere? I see nobody else experiencing this issue, except for steam users but I am not using it on steam.
Hi everyone, enjoying both designer and painter except for one issue at the moment. When I send a material from designer to painter, what's the best workflow? cause any tiling in painter (using UV scale) and the material seems to lose resolution quality which is understandable cause it's not tiling like in a shader. So what's the workflow to bring in a designer material, tile it to fit scale of model, do some manual painting and have high quality textures output from painter? Thanks much in advance!
Hey! How to repeat such a pattern?
Hey at work Im using substance Designer trough Creative Cloud Desktop app. Whenever it updates it revert to default templates and it deletes all custom templates I made. How to keep my templates
Hello all, I'm getting this issue when I launch Substance Designer where the UI wont load at all and remains invisible, the title bar and welcome screen do load. It seems to happen at random and there's times where it does load without issue. I can fix the problem by dragging the title title bar out of full screen and then the UI comes back but this always causes my layout to resize, which I have to realign each time. Any ideas?
I use the same substance graph in Unity and in Houdini. For some reason Houdini's Labs Substance Material node expects textures to be 16-bit while it's best to use 8-bit textures in Unity. Is there any way to automate the publishing of different SBSARs with different output formats? Currently I do it manually by setting the output format of the node before the Output nodes.
TDR Timeout and Recovery page for issues on Windows has a link "thipage" with instructions on how to fix the issue, but the link does not work. https://substance3d.adobe.com/documentation/sddoc/crash-when-rendering-graphs-215288194.html Can someone please post the instructions?
Is there a hotkey combination , Shift +something maybe?
is there a math approach , a function graph that could fix stretching and squeezing of an input image in Fx-map while using rotation. I see It's possible in transform node transform matrix of 4 values but I couldn't figure out how to do it with float2 in fx-mp 'pattern size'. is it possible at all?
I noticed a problem with Flood Fill to Gradient Node. Its Angle Variation parameter always was used by me to make gradient in every tile looks in different random direction. But in the newest version of SD it is just rotating all gradients in the same way. In fact, now it is no difference between using Angle or Angle Variation parameters.
Hi there, I'm attempting to open a new substance graph and the program keeps crashing. Am I doing something wrong?
Hello all, I'm unable to find any documentation or resources online on how to add custom environment maps in Substance Designer. There's a 2015 thread here, but the info there doesn't seem to match the current version of the app. Any help would be greatly appreciated!
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