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My Substance 3D Designer is fully up to date but when I come to use mg_dirt I get a warning that its got an error. That contrast_luminosity cannot be found, yet the address its pointing to ... C:/Program Files/Adobe/Adobe Substance 3D Designer/resources/packages/contrast_luminosity.sbs ... is correct.
Newer versions of 3dsmax only supplies newer shaders (not legacy scanline shader). These newer shaders are not supported by material ID baking in substance designer (bakes a solid color and is useless). I consider it a fairly important/common workflow. As more people update to these newer versions the more they will be disrupted. Obviously this is a problem not caused by allegorithmic but I would be very greatful if you could fix it from you side. Please update the software so I can bake IDs using 3dsmax shaders from 2020 and above. Especially in version 2024 where you cannot even import meshes with scanline shaders into the software. OFC not asking you to update 3dsmax. Im asking to update how substance deals with newer 3dsmax shaders. Not seeking alternatives like use other software or use vertex colours. I want this specific workflow mended. -Michael
substance collection 3D apps aren't available to me for free being a student in higher education institution. how to proceed !!!!! I submitted the form on https://substance3d.adobe.com/education/ but I didn't receive any mail from them. How to proceed I need redemption code
Already sent a bug report specifically for triplanar nodes, but I noticed several other nodes are also not working so I though why not make a public post here too.Since updating this morning a lot of nodes in my project stopped outputting properly.These nodes not working means that i cannot continue working on these materials, which is a huge issue for my team's production workflow. Here's an example of the outputs im getting all clearly wrong, so far ive noticed srgb/linear conversions, auto levels, triplanar, fxaa, and normal combine not working, but im sure the list goes on.
When I am opening a substance graphs that I have just worked on. A lot of the default build in node become ghost instance with error messages of "Reference resources not found". I have include images of the error messages. When I compare the broken nodes with the correct node. The Graph instance value both nodes are very similar but have slight numbering difference. For example, the working Tile Sampler node have "pkg:///tile_sampler?dependency=1474624371" but the "ghost instance" Tile Sampler have Graph instance link of "pkg:///tile_sampler?dependency=1474432934" On top of that, some working nodes have their input socket missing. which pretty much make the entire network unusable. Any help is appreciated! Thanks!
example image attached. When publishing sbsar the internal folder structure is lost - it appears that only the first graph within a folder retains it's original path. This behaviour occurs with Designer 12.3.0 and Automation toolkit 12.4.0 on more than one machineThis is a significant issue when batch replacing dependencies
Hi, It seems the parameter conditional visibility evaluation has changed in recent Designer versions (less than a year I'd say, I am using 12.4.0 right now), it is now less robust/lenient. For example, the following expression: input["HasIdMap" ]==1 does not pass anymore because of the space between the last " and ] characters. This is breaking sbsars which have been tested and released with earlier Designer versions, the conditional visibility of their parameters is now not handled properly in recent versions. I would suggest to revisit the conditional expression handling, an extra space should not break it, think trim() function, thanks!
Hello! I am trying to do some height map modelling with the shape extrude, however, when I look at the result there is a gray vertical line going throught the center of the shape that technically should not be there. I have tried everything I can think of to get rid of it but without success.To repro, just set a shape node of a square as an input, set the shape etrude to use custom input, and set the position to : X = 0.5, Y = 0.0
I made a procedural material/filter on designer, and i noticed that some time in the process painter just straight up refuses to import the .SBSAR file anymore, i already scrapped the whole shader and started over, it was working fine and suddenly it breaks when i import to painter and all i get is an error ([EngineProcedural] Failed to decode substance) and an empty asset that doesn't do anything.This thing is driving me insane, i've been trying everything i could, there's zero information about any of this in the entire web and no matter what i do, i just can't get it to work anymore.Im linking in the .SBS and .SBSAR files, if anyone could help me out here i'd be forever thankful.
1. version used11.3.3 build 5430 commit 15760e94 Release (2022-01-20) - Steam edition2. OS : Windows 10----------------------I don't understand why this issue is occurring.3.The 'Gradient Editor' of the 'Gradient Map' node does not work.The node itself is working, but the 'Editor' window does not appear.No response. I tried the following way- Reinstall the program- Reset Layout I am suspecting the following situation.- Editor is open but goes out of the monitor screen But I can't figure out how to get it.'Alt+Space > move' doesn't work.This only works for Substance 3D windows.Windows such as the editor or colorpicker require you to click on the window at least once for this to work, so that doesn't help in this situation...Anyone know how to fix this?
I couldnt tell you wehat the issue is. The Nodes are clean and fine TILL they reach the AO and normal. I cant tell what would be cuasing the issue. Any help or info would be great!
Hello, For several weeks now I am unable to access the substance documentation link https://substance3d.adobe.com/documentation It gives me an 504 Gateway ime-out error. I have checked with my colleagues from another location and they seem to have the same issue. Do you have any suggestion where else can I access the Substance Designer documentation? Thank you.Eliza
In a recent Designer version, resetting a parameter to its default value was also resetting the range to the initial min/max, which is a very good thing. However this doesn't work in the preset/preview view.
Hello Forum,As i was working i noticed that the 2D preview of my texture wasn't as white as i would expect it to be. It looked closer to mid gray than what i'd expect pure white to look like. I'm working in aces and when i switch my 2D preview to RAW, the whites become the whites i'd expect to see but that's obviously not a good sollution for working since when i start adding any colour to my texture, working in RAW will scew the final results in my renderer.I've attached images of what i see below.I was wondering if there's any way around this or if that's just how it's supposed to work ? If so how can i ever use pure white as a colour IF i wanted to?I get the monitor can't display full aces and there are LUTS involved.
I have some issues with Project Configuration: we are trying to set up Project Configuration across users on both Windows & macOS. The library path/library folders & filters/alias path worked seemlessly for PC users, but for Mac users the library & alias paths are not showing up at all. The .sbsprj is saved in a shared location and it's at the root of both library and alias folder, so they show up like this in the .sbsprj: <watchedpaths> <size>1</size> <_1 prefix="_"> <url>$(PROJECT_DIR)://</url> </_1> </watchedpaths> <urlaliases> <size>1</size> <_1 prefix="_"> <path>file:.</path> <name>Library</name> </_1> </urlaliases> How can I solve this issue for Mac users? It this a path compatibility issue between PC/Mac?
Update: it looks like this has been fixed in Designer 12.4.0, thanks! Can it be confirmed this has been fixed? I didn't see it in release notes.
I'm not sure who supports the old perpetual licenses now but I have been unable to use Substance Designer for months. I purchased a perpatual license years ago and I am using 2018.2.2 every time I place a node the program closes. I can open Substance files, and import images, but as soon as I place a node it crashes. I can not afford to pay for the subscription service at the moment and I just want to be able to use the software that I have already paid for.
SD does not recognize a Step option other than the default 0.01 for a Float parameter.Select an unused portion of the Graph to view INPUT PARAMETERS.Select Parameters to view the list of exposed parameters for the graph.Select > for any Float parameter to view the options for that parameter.Notice the default value, 0.01, for the Step option.Edit the default value so that it becomes 0.1 or 0.001.Select the parameter under Preview or Presets.Select the increase or decrease (step) controls to change the parameter value.Notice that the parameter is changed in steps of 0.01. It is inconvenient to scroll through hundredths of a unit of the parameter when tenths are suffient.It is more inconvenient to have to repeatedly delete and enter hundredth of a unit after 0.99 when changing the Mask Random value for a node with a large Tiling Amount.
Substance Engine: OpenGL 3.x Memory: 8% Version: 12.3.1 macOS Monterey 12.6.2 32GB I have a graph with two dozen Value Processor instances that consist of a Get Float node and either a Rotation Matrix or a Scale Matrix node that I use to expose one of eight input parameters at the Graph level along with many other input parameters. I have included a Full Graph View to illustrate the extent of this project. I noticed this morning that various graphic components were oriented in the same direction. Editing the exposed parameter in the Get Float node of a VP instance, I found that SD is synchronizing the Get Float and Matrix nodes and the exposed parameter in the Get Float node in all of the VP instances! I thought that copying and pasting VP instances and adjusting the parameters might have caused the problems, but recreating the VP instances fron scratch doesn't resolve the problem. I thought that VP instances within a Frame might be made consistent, but neither removing
Hi, I'm encountering a bug with a steam version of the Substance Designer, most thumbnails in the Library are missing. After some time I was able to figure out the cause, it's a missing dependency. To generate thumbnails SD uses sbscooker which depends on libGLU.so and libGLU does not ship with the SD. This can be fixed by providing the required file but it's not an ideal solution. I'm using flatpak version of the steam which does not have access to system libraries, everything is contained within the flatpak. Given that libGLU is the only missing dependency I belive this is a bug and it should be shipped with the software. Extra links:My steam post about it: Steam Post My flatpak issue about it: Github Issue
Hi! New to Adobe Substance here, need some help troubleshootingSo my 3D viewer stopped previewing.saved and close my file after working on it3D view showed texture i was working on, with the scene being on plane (hi- res) as I've set it to be.opened it next day to find that the 3D view was in "Rounded Square", with no texture at all. graph remains the same. what happened and how do i fix it? Version of App: 12.3.1 build 6274 commit 23ad2214 Release (2022-11-21)Platform and OS version: Windows 11 Home 22000.1219
The following site is returning a 504 Gateway Time-out. https://substance3d.adobe.com/documentation Testing on Windows 10 21H2 using both Chrome and Edge.
Hello,I ran into an issue where the text and line work on the SVG I imported looked great in Substance Designer but was poor looking alias when importing the SBSAR file into Painter. I tried looking up info to see if there was a good anti-alias solution. One option I found was converting the svg and adding a slight blur. It didn't look great but it worked. The best was simply exporting to bitmaps. So I'll probably just be exporting my future SVG files into bitmaps. I wanted to suggest adding an option for converting the SVG into a PNG file when publishing SBSAR. This would seem to be the best way to get high quality anti-aliasing from the SVG image.
When saving a preset (.sbprs) to file then loading it into a node, its resolution is turned to 256x256. This problem has been there for years.
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