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I.e what input would work. what atomic nodes? Blur for example? or distance ? pixel processor? Is there any templates or presets for photoshop?So far I fugured out it works on powerx 2 format and acept RGB layer luminosity as grayscale input. what about using separate channels , like R as greayscale and GB as 2d vector and A as a slope ? I seems can't find any info and sometimes it looks like working just fine. As a nice live filter. Other time doesn't work at all.
This is a scanned grayscale image of leather grain. How can I use Substance Designer to create such realistic and natural creases.
Just a quick mention that the Substance team's own Technical Artist Louise Melin has just posted a superb breakdown of her stylized Project Lepidora that we’ve used for the splash screen of the latest release of Substance 3D Designer. You can find Project Lepidora on Louise’s Artstation page. Louise has made her project files downloadable, as well as providing a walkthrough of her process – and even drawn up simplified illustrations of each different section of the node graph, to help you really get to grips with the reasoning behind each choice. So, go ahead and download the material, play around with node parameters, and see what you can take away.
Description:Currently, the Substance 3D Painter JavaScript (and Python) APIs provide access to layer stack data such as creating, renaming, moving, hiding, and selecting layers and groups. However, there is no exposed function to control the UI expand/collapse state (the chevrons) of groups (folders) in the Layer Stack.Steps to Reproduce Limitation:Open a project with multiple groups/folders in the Layer Stack.Use the JavaScript API (alg.layerstack, alg.texturesets, mapexport.documentStructure, etc.) to iterate and manipulate layers.Attempt to programmatically expand or collapse groups → no API is available to do this.Why this is important:In projects with many nested groups, manually expanding/collapsing them is time-consuming.Plugin developers could create useful tools to quickly expand or collapse all groups within a selected texture set, helping artists manage complex stacks.Improves usability and productivity by reducing repetitive manual UI interactions.Similar to how APIs allow
Software version: Substance Designer 15.0.1 (build 9305, commit 31dfdb10, Release 07/15/2025) When baking a normal map, black pixels appear along UV shell borders if the Default Anti-Aliasing option is set to any value higher than None. If Default Anti-Aliasing is set to None, the black lines disappear. Since the issue was not present in previous versions and is reproducible on different models and PCs, I believe this is a bug. Steps to Reproduce:Bake a normal map on any model with UV shells.In the baking settings, set Default Anti-Aliasing to a value higher than None (e.g., 2x2, 4x4, etc.).Observe the baked normal map result.
I've spent more time than I anticipated.. After creating my LED board generator (which is much more complex than this simple problem) I though this would be a piece of cake... but alas.. In the end I want the bounding box of an arbitrary shape (whole shape, if the image got two disjoint shapes, then the total bounding box)So naturally the easiest (not the most efficeint I presume) way I could think was, Scan the input from all four sides and stop at the first pixel encounter.. But I just couldn't.. from any one side. Attaching my failed attempts along with an SS for better explanation.
Hello, A new glossary is now available in Designer's documentation. It lists specific words used in Designer's interface, as well as relevant concepts. Glossary Feel free to suggest additions to this glossary. A link to it is added in this forum's list of useful links under 'Guides', on the right side of the page. We hope it is useful to all of you, beginners and experienced users alike. Happy learning!
For the 15th anniversary of the launch of Substance Designer, the Substance team has dug deep into the story behind the software, exploring its journey from academic research to the award-winning procedural powerhouse driving games, film, and design all around the world. Discover The Story of Substance Designer right here!
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.
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