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What would be efficient way to export each Atlas Splitter generated shape as seprate png file?Thank You for any ideas
Hey hey . Im trying too do a transfer texture from mesh, on a mesh with differnt uvs across udims, however it seems like UDIMs are only working when made in designer and none of the udims Im importing are regestering a sequence Ive also tried baking , an AO bake with Udims made in designer onto the mesh, unsucsessfully.
Hello. So I am running the sbsrender command in command-line. First we only used the cpu and it produced a nice result but then we wanted to speed it up and use the gpu engine instead. And it was faster but the problem is that it gave a stepped result. cpu:gpu:It still looks like it does what it is supposed to do but it adds on these stepps as well.I have oppend this graph up and switched to both cpu engine and gpu engine and I can't reproduce this gpu result. It only happens when I am using the command line renderer.here is the command:sbsrender.exe render --no-report --input .../dem_height_upscaler_cliffs_slopebased.sbsar --input-graph dem_upscale --output-path .../GPUTest/ --output-name original_dem_{outputNodeName} --set-entry dem@...\original_dem.png --set-value dem_amplitude@5110.12 --set-value padding@11 --set-value strength@0.5 --set-value fillamount@0.0 --set-output-format dem@png --engine d3d11pc
My email is [Personal info removed by moderator] Please tell me what type Adobe account we have, please?
Good afternoon all, Sill learning the basics via tutorials and documentation, but i've not yet come across anything that explains why, inspite of a high tessalation value, HQ blur node on my shapes, hi-res plane object, I am still getting aliased edges in my 3D view. At this point is it simply as basic as the 3d viewport focuses a high quality preview on the part of the model closest to the virtual camera, and then lowers tesselation for the part of the object further back in space? I feel like in tutorials I don't see jagged edges in the material author's work, even in the building process. I've attached a shot of the settings I believe are most relevant, aware that I could be missing something major. I'd prefer not to add many hq blur nodes in my graphs if possible.
Hey guys,I am having difficulty getting my height map rendered properly. Ill tell you what steps I took. What I am trying to do is create a Dragon body in ZBrush, but the problem lies within (at least I think) Substance designer. 1. I made a simple cylinder in 3ds Max and added UV's to it. I stored this as "base_cylinder".2. I made a copy of the cylinder and gave it a shape with the Path modifier so it would have the shape of a dragon's body in terms of bends. I then saved this as "dragon_body". The UV's are not modified!3. I opened the "dragon_body" file in ZBrush and sculpted the scales on it. I then exported this as "dragon_body_model".4. I opened Substance Designer and linked my cylinder "base_cylinder". I then baked the "dragon_body_model" into it and generated a "height map" of 4096x4096.5. I applied the "height map" as a "Displacement map" in ZBrush to my "dragon_body". This was just a standard cylinder with some bends in it, but now, after applying the displacement map, it
Hello everybody, help needed! that's how i see same material on 2 different computersthis noise drives me crazy, is there any possibilaty to make it smooth like at secone picture? i see all materials with this noise(( it feels like viewport is too sharp
Hey all,I'm looking for a solution and help about the color function in my FX-map. I made a function in order to drive offset (screen) and another one for the rotation After that I needed to mask some pattern with a mask, so I added a tile sampler and made a condition:In this case I expected that where it sample white (from input image 1) pixel from the tile sampler it makes my "input image 0" black and keeps the other whites, but it doesn't.If someone can explain me what I'm missing I would be grateful Thx
I've created shape splatter node with Fx-Map however when I export it, the sbsar file doesnt work. I have a few presets but it messes them up as well. I dropped the sbs file node side by side with sbsar node and everything I do works on sbs node. It takes optional two grayscaleinputs and gives one output. I don't know how to move forward from this issue and looking for solutions.
Hello, We are trying to implement our own unittest within designer and are using the sample test runner that comes with Designer as a template. However, when running unittests, the results are logged as errors and are red even when the test technically passes. Is there a way to have the unittest output instead be logged as info when passing? Attached is the code ran and the console output. import designer runner = designer.TestRunner() runner.runAllTests()
When processing high resolution images from scanning will slow down Designer a lot, especially when I'm using 8K+ workflow. Is there a way to use proxy nodes for the source images or at a designated node, then later on switch these proxies back to full resolution?
Hello,I'm relatively new to substance designer and encountered an error when following a tutorial that I don't know how to fix. In the attached image you can see these weird wavy patterns that almost look like a "topography map". I tried blurring out the map and instead new topography-like lines show instead of just blurring out the lines. My substance material is already in 4k resolution and the preview in marmoset which is where this picture was taken already has a level 5 subdivision at 24 million polys so I'm not sure what the issue is here. I didn't know what to look up on google to fix this issue, I tried a couple searches but couldn't find anything related to my issue.Any help would be greatly appreciated, thanks.
I do scroll saw work and want to create my own designs such as the chess piece attached. Want to do animals and other artwork as well. Can this be done using Adobes 3d? And then where do I go to learn how? I'm obviously new to this. Thank you
Hey all. I'm following one of the official designer tutorials and I'm having some inconsistent results. For example, when I use the alpha merge with a color and my greyscale arrow, only the solid colour shows up in the 2D viewport. In the tutorial, the arrow shows up. Any idea what I'm doing wrong? Here's a screenshot to illustrate the issue. Any help is appreciated.
So if something is missed I could relocate to other drive or folder and Substane Designer would find files automaticaly instead of me going to each of of yellow triangles and do it for evry files one by one ?
Hi All, I'm following the instructions here with latest substance designer and sampler builds (11.2 & 3.1)https://substance3d.adobe.com/documentation/sadoc/custom-filters-172823668.html I can make custom filters fine but I want to expose material slots (for example like the splatter filter) I'm using the default sampler filter graph as the base and I've compared to how the splatter filter is set up looking at the sbar for it best I can and as far as I can see I've set it up the same but I never get the material dropdown or slots appear when I add the filter in sampler. Feel like I'm missing something obvious but spent to long on it already! All my other exposed parameters come through in sampler just fine and work as expected. this is how I have it set up each set of materials in the correct group and naming convention user data in the high level graps (just on graph so havent assed the additional material specification etc
Hello all So I haven't any experience with this 3D stuff and I have a concept Idea I want to put together. I got started several places the lead me no where so Help is the way. My question are about getting started. My last thought was to use illustrate or another design app to draw the 2D version of the faces I want to the export into the 3D territory and eventually beable to use for real world 3D printing. What are the suggested steps from jump to Printing machine. Because I just move way tp fast and way to much and run into the same dead ends over and over.
HelloMy project is setup to use legacy color manegment.When exporting in UI or sbsrender, the results are different between exr/tiff. Exr are slighty brighter.Any ideas why switching format results in different outputs?Ex:sbsrender render test.sbsar --output-path export_exr/ --output-format exr --output-bit-depth 32f --set-value '$outputsize@10,10' --output-colorspace Linear sbsrender render test.sbsar --output-path export_tiff/ --output-format tiff --output-bit-depth 32f --set-value '$outputsize@10,10' --output-colorspace Linear
Im trying to establish better link with Substance and Houdini , trying to get the best of both worlds. Basically, if I create and get some asset a look made in substance of a given procedural shader like an edge and scratch procedural wearing material recreat live the mesh dependency map directly in Houdini, without any export, baking in substance, importing back blablabla... When I link that AO and curvature with an external prebake EXR map it's work (after I have to fix a naming error in the Lab tools) but not when I try to "live" connect.The input image plane for the occlusion doesn't seem to be recognized and taken into consideration in the SBSAR processing, the odd thing is I use the same thing for the curvature and everything is accepted. I, I mean We the studio will appreciate your suggestions.. thanks ________________________________________________________________Vincent Thomas (VFX and Art since 1998) http://fr.linkedin.com/in/vincen
Hello there!I was working with one of the megascan textures (JPG format) that i wanted to edit to desaturate it and I found this weird effect: The desaturation was being applied by zones, just like if there was a mask. Here you have a gif with the example within Designer: Here you have the same image being edited in Photoshop: Is there any reason why this is happening? How can I get a more general/uniform desaturation effect in Designer?Thanks for the help! 🙂
I don't have a link, but my understanding is that Substance is a different subscription, not the one with other programs https://creative.adobe.com/plans
My employer has added the Substance programs to my account, which I am able to verify on the web via my Adobe account, however the apps are not available to install via Creative Cloud - they just say "Try/Buy". So I have gone and installed a demo version of Substance Designer, but that only buys me 30 days. Why is my plan not reflected in Creative Cloud?
I would like to create transmission weights, an input (maybe a slider) for IOR values, and some other properties for transparent materials such as glass. There is an Output Node for Transmissive, but I don't know what information this convesy, and I don't know how to feed it any information. Are there ways that I could create this kind of transmission information that could appear in a published *.sbsar file?
Substance 3D Designer became slow when I plug in charge i've acer acer predator 300 heliosintel Core i7-9750HGeForce GTX 1660 Ti16GB DDR4
Hello fellow substance designers,I'm pretty new to substance designer, I've probably only used it for anywhere between 5-10 hours and I keep on running into the same issue and can't find an answer to it anywhere. In the images I've attached, you can see this little sharp zig-zag patterns that run along the edges of some of the materials that I've been working on. I don't know exactly how to describe them, maybe you can see what I mean in the images. I know you can't see them from a distance but they're not nice to have and I'd like to know if this was a normal occurence or if there is a way to get rid of them? These are screenshots taken from inside marmoset toolbag.
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