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Hello. On this page https://substance3d.adobe.com/assets/#my available download points were not synchronized
Hi everybody.I am an absolute beginner at Substance 3D Designer. I need to quickly create three 3D models of a nail file for use in Adobe Dimension. Just a simple objects, but I don't know how to do it.
I have learned Daniel Thiger's lessons recently,but I still couldn't create this pattern in SD.It is really blowing my mind.especially how to make the warping edge.Anybody can give me some idea to figure out this problem?
Hello everyone. I am trying to adapt a lingerie garment to a render shape. Let me show you. Pictures:1.This is the render shape that I took from a garment UV.2. It is the alce that I want to adapt to the shape3. I am using Directional Warp4 .That is the result I have at the moment 5. This is the method one6. The second method 7. The result I want. Adapt lingerie to the edge of UV The questions I have are:Am I on the right way?What other methods could I use? I really appreciate your time
So I've been trying to get my head around the modelling nodes and am frustrated by the lack of supporting materials. Adobe pushed the Tangle Tower model in their marketing, and I see it was created by one of the Substance team. So why wasn't that and other examples included with the program as aids to learning? Or have I missed it somewhere?
I was hoping I could get some help on this issue; I'm attempting to follow a tutorial, the issue I'm having is based on this scene, I cannot get the output of the height node or the node graph in general to fit proportionally to wheather it's a grid or a round cube. I want the output of the height node to literally fit perfectly, whereas where it's black there is no height and where it's levels of gray to white it's raised with white being the highest point. Although when you see the results of the height map output on a round cube or a grid, it doesn't fit proportionally, is there a way to get the 2D view to fit that of the 3D view ?
Is it possible to have an input drive the x/y amount of instances in the tile sampler?As my instances get smaller, i want to increase the density/amountDo I need to use a pixel processor function and some fancy math for this?Thanks!
The effect looks like the following image. I remembered reading a discussion earlier that texture could do the same, but I couldn't find it , I have looked for it all day……
Hello. I used Steam version back in the day (around 2017), but it had that nasty bug then SD was closing incorrectly and couldn't be started again without manually killing Steam process first. Nice Allegorithmic support folks helped me move to standalone version which didn't have that bug.While doing my research I was surprised to find a post from 2021 describing this exact same bug at old SD forum.I'm thinking of getting SD2022 on Steam since it's the only way to keep it and wonder if:1) is this bug still around in new version?2) if so, is there any plans to fix it or it's something out of your control, say caused by Steam client and thus will remain in Steam SD version forever?3) in any case, is it still possible to buy SD on Steam, but use standalone version instead? my concern is that new licence system might have ruined this possibility too and it's simply impossible now or standalone version would "decay" and stop working in 2033.
Is it possible to scale only part of a texture to avoid stretching in some parts?Texture graph:Texture on mesh (In model graph):Base shape for texture:As you can see on the mesh the round parts of the shape is stretched. This couses the round parts to shape into a point and loses it's curve. I already made the point less by making the ship widder (see nr 3) with a transfor node. But it does not remove the whole stretch problem. So my question was if it would be possible to only scale the middle part of the shape (see nr 2)? But still keep the round parts (see nr 1) on top of the middle shape.
Hello.I'm trying to update a custom node in SubstaceDesigner that I released two years ago.[Link removed] I would like to know the percentage of the version used in SubstanceDesigner now, please let me know.I want to use it as a reference when updating. Thank you in advance.
I have active maintenance for my perpetual Painter and Designer licenses until 28/11/2021, so a few more days.You just released the 2022 versions, so why do I not have access to download/license those? These new versions fall within my active maintenance period. I expect access to new versions to end after 28/11/2021, not before.
I am working on adding texture to a cylinder primitive by generating UVs for the mesh with the UV project node.When using this node it couses some stretching of the unwrap at one side of the cylinder.Problem example with basic checker pattern texture:Nodes used to create cylinder mesh and settings of uv project node:Is there a way to make it so this stretching will not happen anymore with the UV project node?
Hi there, I'm new to SD/SP and, like a good little learner, tackled the "Getting to Know Substance Designer" tutorial series. First, the series is outdated, I think the guy is using Substance 2018 but that shouldn't be much of an issue. Next, I working on a Mac (i9, 64GB, Radeon Pro Vega 48 8GB, SSD, Monterey 12.0.1) and literally just went through the process of wiping my drive and starting back from a clean install of the OS and reinstall of the apps I work with, including the Substance Suite (Designer, Painter, Sampler, Stager). Issue: Following along with the tutorial I get to a point where it's time to eat. So I "Save All" on the .sbs project file and go grab dinner. I come back and in the 3D view, my texture that was displaying all the nooks and crannies of the texture, is now flat. I think, "Oh, memory cache is getting full, reboot my machine and everything will go back to what it was." Right? Nope. I reboot my machine, restart Designer, click to open the file I had be
I have(had?) a permanent license for Substance Designer, Substance Painter, Substance Alchemist, etc. This permanet license was purchased just before the Adobe acquisition.I'm at a loss as to what happens with my legacy Substance products and how they'll continue to operate in the future. While I am aware there is the option to migrate to Adobe's ecosystem of products, my question regards this migration as another topic. I am only interested in keeping the permanet license and products I already own. I have an account with Adobe, of course. I have(had?) an account with Allegorithmic. Thank you so much for anyone willing to respond. You have my appreciation.
Like the graph shows above, I was expecting the output of the D_warp node to produce same width bricks with relatively same offset distance for each pixel, but as a result while the intensity went higher , those brick widths went more and more narrower. So what happens to those pixels in the upper part of the bricks?
https://store.substance3d.com/blog/your-smartphone-material-scanner We follow this above tutorial to take and convert 8 photos taken in 8 angles, then run the import and export with the preset sbs file. Now we want to automate the importing of the 8 photos and exporting to 3D file. I saw the Substance 3D Automation Toolkit and Substance Designer API. Which one is good for doing the job? Regards,Dick Chan
Hi everyone, I'm running Unity 2021.2.2f1 using HDRP and the latest Substance asset. I have a Substance with seperate diffuse, normal, metallic for my characters head and body. I labeled and identified each output accordingly (Head Diffuse, Head Normal, Body Diffuse, Body Normal, etc.). I create a sbsar file and import it into Unity. When I expand the Substance it creates a material, and 2 exported textures: Skin - mask and Skin - normal. How do I get it to create all the output textures? If I select the "S" and choose 'Gererate All Outputs', it does not label each output as I have identified above. How do I get the textures to export correctly with the appropiate naming? Also my character has two materials; Head and Body. Should I create another "Substance Graph" by hitting the + button when selecting the red "S" in Unity for my two materials, or just create materials in Unity and manually assign the exported textures? Thanks for your help.
Hello. So I am trying to create a docker container that utilizes the gpu.But when it goes through the sbsrender with the engine set to ogl3 it does not generate an output.It seems to boot up but that is about it.Here is the report it gives me: [INFO][SBSRender]Will load engine located at "/opt/Allegorithmic/Substance_Designer/plugins/engines/libsubstance_ogl3_blend.so.1". [INFO][SBSRender]Results from graph "pkg://XXXX" into package "/usr/local/lib/python3.9/dist-packages/XXXX/dem_height_upscaler.sbsar" : [ { "identifier": "XXXX", "outputs": [ ] } ] and here is what it looks like when using the cpu version: [INFO][SBSRender]Will load engine located at "/opt/Allegorithmic/Substance_Designer/plugins/engines/libsubstance_sse2_blend.so.1". [INFO][SBSRender]Results from graph "pkg://XXXX" into package "/usr/local/lib/python3.8/dist-packages/XXXX/dem_height_upscaler.sbsar" : [INFO][SBSRender]Results from graph "pkg://XXXX" into package "/usr/lo
Hello guys ! I'm fairly new to Substance Designer, it's been less than 2 months that I started using it. For one of my projects, I created a roughness map with a lot of dirtiness but I can't seem to find why it doesn't show up in Cycles. As you can see, it kind of show up in Look Dev, but it's just flat in Cycles. Does someone have have an idea how to correct that ? Thanks !
Hey guys. first post here.I am trying to use Substance Designer and I followed this tutorial.For some reason that for the love of me I can't figure out, my viewport refuses to look like it does in the tutorial. I followed every step directly but it just looks awful: If I zoom in on the 3D viewport, you'll see jagged edges and "low topology" in the viewport object. this is how it's supposed to look like: Needless to say, I googled it and tried many things before posting. PLEASE, if you know what causes this, please please please let me, know this is very frustrating.
I want to have a subsection of my MDL shader tile at a different rate from the rest of my Substance outputs. I have a version that works perfectly when I have the MDL graph open and choose to "Set as Material Definition in 3D View". However, the differently tiled portion of the shader is totally ignored if I output that same shader as a regular MDL file and use it as my material in the normal 3D View process. I've tried exposing the texture inputs (for use with a Sustance ouput) as well as just as a input where you can load a regular texture from the computer. Either way those inputs do not produce any change in the rendered results. I'm not sure why it would work perfectly from the graph, but not when using as an MDL file.
Hi guys. I am having trouble getting the same results from the Tile Sampler with the Tile Sampler Color. So the issue is the overlap. Since the Tile Sampler Color needs a custom alpha map (right?), i'm not able to getting proper overlaps.Blending mode in the grayscale version is Max, and in the color version it is Alpha Blend. Is there any clever way to get the exact same alpha map like the grayscale Tile Sampler uses? Would be so great to solve that, i'm spending days being stuck. 😉
I've been following various SD tutorials, including the official Adobe ones. The problem I'm having is that all of my textures look awful outside of Designer. When I export them to Blender, they just look horrifically flat. I have no idea what I'm doing wrong. Here's how it looks in SD: Here's how it looks in Blender: This is in Cycles, so I dread to think how bad it will look in Unity. Any idea what I'm doing wrong?
Hey everyone! I'm playing with Transformation node and I'm stuck. When I expose Offset (Float2, Transform Offset) it works until I change the rotation, With different rotation entry, my planes follow the rotation and Offset goes different direction, shape goes different direction. How can I make my offset follow the rotation entry direction?
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