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How to open Substance Source Graph Nodes within Substance Designer?
How to Create a Material Preset inside when using Substance Designer?Couldn't find any tutorial on that. Thanks for any little help, info, link, etc.
Hey there, I have been teaching myself Substance Designer for the past few months and I have noticed a workflow in some tutorials which I find to be efficient but I can't seem to find anything in the documentation that explains how I can do this. The tutorials don't seem to explain it either so hoping some of you experts can help me with this?The part I need help with is, the instructor in this tutorial grabs and output node, then places it in a blank spot on the graph essentially making it and anchor point for the line, then he moves the line to the input that he wants to connect to. I also saw that he was able to use those anchor points to drag another link from. I know that I can create these anchor points by using Alt + Shift and using the middle (yellow) point to organize the lines, but that is different from what I have seen in these tutorials. This is the tutorial I have seen this done in and its around the 10 second mark when he does this: https://www.artstation.com/learni
Hi, I'm new to Substance 3D and work in the flooring industry. I'm wanting to take 30 or more individual wood plank bitmap images and feed them into substance 3d to create a wood floor render. I have discovered the tile floor generator but not sure how to go about inputing the 30+ bitmaps into the generator or if it's even possible. I believe I would need to use this in conjunction with the bitmap2material light filter to generate 3d maps of these bitmaps as well, and then feed them into the tile generator somehow. I tried doing this with Substance 3D sampler, but it appears their tiling generators only accept 4 materials (4 planks). Any help on how to do this or an alternate method would be appreciated.
Hi,Thanks in advance for any help on this as I have been working the graph now for many hours trying to get rid of this, because this shows up in my final material when I render that would then need to be fixed in Photoshop. I believe that the issue is in the HSL part of my graph as I can get the line to go away and the problem is the colors get lost in the process?Pease see attached.Pleas advise if you know of any quick edge fix? Thanks!
Hello,I'm using Substance 3D Designer and have two Bitmaps. They are almost identical, except some spots have a different color-tint (e.g. greenish vs yellowish). I need these differences as a black/white mask (goal is to use this mask in a game-engine to give a color at runtime). I tried with blending (subtract/divide) and roughly that works, but has pixel-artifacts - which makes sense because it's not looking for an exact match. So what i'd like to do is compare each pixel in image 1 to the corresponding pixel in image 2 and if they are identical I'd like the output mask to contain black for that pixel, otherwise white. Can someone point me in the right direction?Thanks in advance!
HelloI am a new user of Substance Designer. I recently made my first material and after exporting the textures and applying them in Blender I noticed they aren't seamless. Most of the information I could find is for Painter not for Designer. Are the textures supposed to be with seams? Am I doing something wrong? In case it's normal textures from Designer to be with seams is there a way to make them seamless because I really don't want to spend time in PS for every texture. I am attaching images of the graph and how the texture looks in Blender. Thanks.
Hello Can anyone give me an example like create a uniform color node in current graph and set the output size to 8x8? I want to study python in SD and need some example to move onThanks
Hi!Does anyone have a tutorial or suggestion on how to create a highlight / shadow on 2D graphic? Any example on a simple shape like a circle would be so helpful!
My guess it's because of the crop it uses. How can I modify it the way it wouldn't change pixels outside boder areas? What the mask input is doing there?
Substance Desginer-nodes issue. I am using a metal edge wear node which should have 5 inputs (ambient occlusion, curvature, world space, position, and mask) but it is showing mesh data and mask for some reason, how do i make the others show up?
Hey All, I'm hoping someone can help me with a material I'm working on. I'm trying to create this fabric with a stitched in pattern but not having a lot of luck. All my attempts end up with one pattern overlaying the other and I can't quite get the one stitch to look "stitched" into the other. Any help or advice would be really appreciated!! Sorry for the bad reference it's all I've been provided with currently.Thanks
I am trying to only view the shape in the 3d panel below, when right clicking the View Output in 3d view has a arrow next to it showing output as the only option and unsure what I am doing wrong?
i need to get this oil streaking effect. I know there are a few procedurals that create circular patterns but i need these pararrel lines of different thicknesses and in different clusters etc. Its not the colour as that should be easier enough. its the white lines that are running vertical. i have tired to make lines and use a directional warp but i cant get the randomness and the different thicknesses. any help would be amazing.
Any time I open my old sbs files I have to click "no" million times and pray evrything would be working.Something older than a 3-4 months and it's zero chance.Autosaves are usually not working because all bitmap links is missing. Every sbs I do asks for location of some weird other sbs files I did like maybe 5 years ago but never used since. Thankfully saying "no" doesn't change a bit usually. Half of my SSD is filled by some SD junk files and I am affraid of touching them. Few times got my system SSD turning brick after sudden power off. Evrything had been restored from backup just fine except SD . It's usually a disaster . Nothing of your custom tools ever works anymore. Neither Blender nor 3dmax have ever made me such troubles. So any advice please of how to set evrything related right in SD or just a safe strategy to save and backup.&nb
How can I use or convert SBSAR assets I've downloaded from the asset store?There's nice materials there and I can drag and drop the SBSAR files into a MDL and plug in a node and get it to show in the viewer but looking for more information, advice, tutorials, and documentation around this workflow and can't seem to find much online.
Is there a hotkey for "Compute Node Thumbnails"? It seems like quite often when I switch between graphs, the thumbnails are blank/invalidated from a tweak in another graph (or something), and I constant have to right-click and find "Compute Node Thumbnails" or click on a few outputs to find where I was working. The Graph Preference "Automatically compute all nodes thumbnails when opening a graph" doesn't work except for the first time it's opened. So a shortcut key would be nice, or an option to "Compute Node Thumbnails When *Shown*" would be helpful.
So, I'm currently Substance Academy Series: Getting Started with Substance Designer, and we're now learning the PBR BaseColor/ Metallic Validate Node, which allows to see if are colors are ok. Geen equals ok, red equals bad. I was wondering if there was a Node, an option, or even a 3rd party plugin, that will show us which Node is making the range go to the extreme, to where it gives us the red? This would be specifically useful, when it's only red tiny spots. Now, I was able to fugure out which Node it was, but I was curious to see if there's a more accurate tool that will tell us which Node is the culprit.
Hello, I was hoping if someone could help me understand how I can make a smart material with a texture shown in the image. I dont want it to have any colour as I will be painting over it but I wish to scale it in all 3 axis. Any help would be greatly appreciated. Thank you.
I have a custom 'Atlas' node for placing decals or other textures into a single texture and it would be super helpful if it was possible to show the results of a cell's final location and size calculation to use to define the spite coordinates in our game engine. Is there any way to do this? I was hoping it would be possible to set an exposed parameter from a function graph somehow, but haven't had any luck. If not, it would be very handy to have a way to expose a parameter as readonly (ie a Label) and assign a function to it that would return a value that could be displayed in th UI but never edited. This would also help when debugging other function graphs as I still haven't found a way to easily debug values in one.
Is it possible for this program to create a 3d map of an area from a shade map. For instaince taking a spacifc map area from google earth and creating a map scene?
I want to parametrically control tiling of entire material (using the green noodles). There used to be option for this. If I use Material Transform node I cannot see tiling option. There is Stretch and Rotation that I obviously don't want. I can eyeball scale of the transform but cannot see how I could tile the material parametrically so that it stays seamless.
Started a new job recently and I'm at my wits end for trying to solve this problem. When in Painter (and Designer) my middle mouse on my pen isn't registered at all. This makes it impossible to navigate in the software with standard Substance/Maya navigation. MMB works correctly in all other software packages as far as I can tell. Only Substance Painter and Designer are having issues.I'm using the following version of painter with the most recent drivers for my Cintiq. Substance Painter, version 6.2.2Build 661 - 90395d89ce8b089bdb4bffbb6bd272741a80f04fWindows 10, up to date. Painter registers my LMB and RMB within the interface correctly, but doesn't register my MMB at all.Any help is extremely appreciated.
Hi, I'm trying to generate tiles that are ordered from bottom to top, which also tile seamlessly. I thought using Reverse Rendering would do the trick, but it loos like there's a problem with the final row. I'm not sure how to fix this.
Any idea on how to acheive a similar effect?. I have been trying this for a long time but couldn't get a perfect trim effect like this. the edges seem to stretch too badly.
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