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Hi How can I make this plastic polished by cleaning as shown in the image?Would it be those circles that follow the incidence of light when it moves? Thanks
hello In Blender there is a node to randomize any parameter of a procedural texture when we have two or more objects with the same material.example in the attached image filefor example: having different positions of the procedural texture on two or more objects with the same material, varying the appearance of one object in relation to the other. How can I do this in Substance Designer?loading a .fbx file with two objects with the same material?randomizing or changing the position of the procedural maps in each object with the same material? thanks
Steam Version of Substance Designer 15.0.1 does not launch. I see a starting artwork after which nothing hapens. In the task manager, the process can be observed starting out after launch, then marked as "suspended" nad killed. Happens both through the shortcut and via Steam itself.My specs are:ASUS x550vi5-3230M, x64GeForce GT740M, 2GB, driver version 425.31 (updating is unavailable for this laptop)RAM 6GBWin 10 Home Single Language, x64, version 22H2 I understand that my computer is way below recommended specs, but the app is not marked as "unavailable" for this system in Creative Cloud, the way Substance Modeler for example is, and I don't have much choice at the moment. 14.x versions from Adobe.com used to launch just fine, Substance Painter 11.0.3 works just fine. A number of people also reported the same issue on Steam's forums with the same description of the problem (app not launching).Thanks.
In version 15, textures generated using the distance node exhibit precision deviations in pure white and pure black sections, rendering subsequent comparison algorithms unusable.In version 14, pure white and pure black are fixed as 0 or 1.How to maintain this accuracy in version 15?
I was trying to change my tessalation settings on my project, only to discover that I have no materials anymore, just the basic AdobeStandardMaterial and literally nothing else. I cannot find ANY information anywhere for this issue, I uninstalled and reinstalled the program, opened a new project, reset the settings, and tried to find the material library location on my disk, but I cannot find any information on it anywhere
as you can see here, this height map has artifacts as if it was an 8 bit map, but this 32bit float. Also did all the correct settings in blender such as setting OpenEXR, Standard View Transform and not Agx. also set export to be 32-bit float, and rendering in orthographic view. Is there any way to fix this?
im using shape nodes to drive height on a PBR material, and when i use anything other than a straight linear gradient, i get a pixel border edge. This seems to occure when i use a Transform2D and offset a shape off the canvas.
Hi. I wrote a simple script for sbsrender "C:\Program Files\Adobe\Adobe Substance 3D Designer\sbsrender.exe" render ^ --input "F:\SD_Test.sbsar" ^ --output-path "F:\TestPath" ^ --set-value "$outputsize@11,11" ^ --output-format png And it outputs 256x256 textures even though the output nodes are 2048. I tried everything. Is it possible it's locked to 256 without the enterprise license?
Hi everyone,I’m trying to reproduce a word-based pattern similar to the attached reference. Each word has been saved as an individual .png (2048px square exported from Illustrator) and imported into Designer.I started experimenting with Tile Sampler, but I can’t manage to align the words properly without unwanted overlaps. I also tried using what I know about Flood Fill, but I still don’t get the result I want.My questions are:Can Substance Designer realistically be used to create this type of layout (words aligned into a structured block without overlaps)?If yes, which nodes or workflows could help me achieve this? Even just a hint or direction would be really helpful. Thanks in advanceThanks in advance for any guidance!
Does anyone know how to fix it ? Each time I click a file link I get this error. In both regular and Steam versions coexisting on my laptop. Should i point to it in some obsure preference settings or something ? it's in C:\Windows on my pc. Always been there .
I'm trying to get Substance 3D Automation ToolKit with no luck.I already understood that it used to sit under Developer Console -> Packages -> Tools according to this discussion, after digging all over the place, I've deduced that there's no 'Packages' option.Trying to use pysbs according to the beginner guide also yielded no results.I tried to install pysbs according to the guide, and by using homebrew and got a whl file that after installing it provided only info folder, with no data folder.In addition, any attempt to change the <version> in the whl path according to the versions in the release notes has failed.Any help would be highly appreciated.
Hi, I have enterprise license of the Adobe creative suite, including Substance 3D designer. But after installing the Substance 3D designer, I cannot find Substance 3D Automation ToolKit. Any idea how I can install it? Further, I cannot find "sbsmutator.exe" either, and is it also part of Substance 3D Automation ToolKit? Thanks a lot for your assistance and help,andLooking forward to your reply!
Hi Substance team, I have been using the bitmap node more and more recently, and it has been mostly great to work with. I am hoping for some UX improvement for the bitmap node, such as adding a shortcut to change brush size, being able to easily toggle pen pressure (like in Painter). Some simple cut and move tools within the bitmap node itself would also be nice. As well as color palette. I know some of these features are harder to implement than the others but I would like to see the Bitmap node be improved upon. I would love to be able to work non-destructively in a node-based system like Designer as opposed to Photoshop, or having a more limited procedural toolset like in Painter.Thank you!
Hello How should we proceed with using displacement when exporting from Substance Designer to Blender? My question is regarding mesh subdivision in Blender?How should we handle the mesh that used tessellation in SD when exporting to Blender? Thanks
Hello,I'm reporting a critical bug in the "Transfer Texture from Mesh" baker introduced in Substance Designer 15.0.0 and still present in 15.0.1. The Issue:The Dilation Width (or Diffusion) setting no longer functions correctly. When baking textures (specifically normal maps) using this baker, instead of the pixels being properly dilated at the UV island edges, **black gaps and lines appear**. Steps to Reproduce:1. Use the "Transfer Texture from Mesh" baker to transfer a normal map from a source model to a target model.2. Set any value for the "Dilation Width".3. Bake the texture. Expected Result:The pixels at the edges of the UV shells should be extended outwards, creating a clean bake without seams, as it worked in all previous versions. Actual Result:Black artifacts, lines, and gaps appear along the UV seams. I have confirmed this is not an alpha channel issue and have tested with various settings and multiple texture formats (PNG, TGA) — the bug persists.This fu
HelloSince V15 it seems that baking Color map from mesh outputs a black imageI'm a pro user and since this update I can't use my designer files anymoreI'm exporting HR mesh from Blender I tried to revert to an older version of Designer and it workedAnyone can help?Cheers,David Frappaz
Dear Substance Designer Team,I’d like to request an enhancement to the Material Blend node. Currently, in version 15.0.1, the Material Blend node offers a shortened list of blending modes compared to the standard Blend node. Notably, the Overlay blending mode is missing, along with several others.Expanding the available blending modes in the Material Blend node would significantly improve usability and consistency when working with layered materials. Thank you for considering this request.Best regards.
First off, I want to say a massive thank you for creating the scatter on splines feature. It allows me to warp splines and keep all the crunchy details on my shape when I scatter it. One thing that would be super helpful to this workflow is having access to flood fill data after the scatter. I would love being able to randomize the height, or isolate specific shape post scatter, just like how the shape splatter can.
Hi there, I've been using substance designer to help me with distributing patterns with gradients to be used in an application that animates based on RGBA values. It's been helpful, but the default flood fill mapper node doesn't seem to have options to change pixel filtering. As the animation is based on the RGBA values of my final texture, the filtering causes artifacts that are out of time. I would like to have a flood fill mapper with nearest filtering. I think that I see where in the pixel processor functions for the mapper I might be able to edit this in; however, I'm somewhat new to designer and I haven't been able to find a way to easily create an editable copy of the flood fill mapper. If anyone has any ideas for how to correct my filtering or go about editing the existing function, I'd very much appreciate it 🙂 The filtering present from the mapper node:Resulting artifacts in final application:
I updated to the new version 15, opened the project I had been working on earlier in the day on the previous software version, Designer crashed while loading it. Tried a few more times, same thing.I then downgraded my install back to the latest version of v14, tried to open my project. Designer now does the same thing, crashes while loading my project. What on earth happened in that update to break something so irrecoverably?! I can't open my old file in the old version! I get the feeling it's something to do with failing to load resources properly, and instead of giving a warning and allowing you to correct the failed resources, it just crashes. I use this for my job - need this fixed asap.
We understand it couldn't be very real time probably but still would be nice for some micro scale errosion where slope blur is not always a good alternative .
I render 16 bit denoised beauty AOV or normal AOV of small plants in Octane or Cycles and see absolutly perfect fringe /halo free image around alpha edges when I need to downsale a render 2048x2700 sized to perfectly 2kx2k in Photoshop /affinity Photo/ Gimp / Krita. In Designer it's ok if no scaling is involved at all . But once initial image not perfectly x2 or I need to tweak the scale I see those pesky fringes all over . If I set premultiplied alpha blending it's a glowing white halo, if it's straight . it's those dark fringes . Never an issue in Photoshop. Much to my surprise it's mostly ok In Painter too . not as perfect as in Photoshop but still fine. Does anyone know a workaround for Designer ? The only way I managed to find in Designer is to do it with evry color image in linear gamma 32 bit float ble
My 3d view in substance designer is completely black, due to the missing default state file in the project settings. does anybody know how to fix this? I tried uninstalling, but that didnt work.
Here is a Embroidery Generator I made in Designer and showcasing in Painter, hope you like it.I showcase more on this project on my ARTSTATION page : https://www.artstation.com/bbgzla
Hi Geeks!I'm working on a procedural wood log material, so far I can control the rotation of my logs with a grayscale value from 0 to 255 = 0 to 360°. I use the flood fill family node to map a texture (wood grain, grunge, whatever) with the flood fill mapper node, however, it only uses half of my grayscale value to perform half of the rotation. No rotation of the texture between value 0 and 126, then it performs correct rotation. Is there a way for the flood fill mapper node to use the full grayscale value to perform 360° rotation of my texture?
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