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i was following another tutorial and realised the tessellation started to look very different from what i was seeing in the tutorial video. so i started looking for even more "fundamental" videos hoping to find out why to no avail. here is what it looks like in the video: and this is what it looks like for me: even if i select hi-res plane: and i don't think that's the issue because even when they used the other geo like cube, etc it still looks fine, but mine just seems to have such a low res tessellation??? why!!! help!! please ;__;
Hello everyone, voelvo ask what are the minimum system requirements to be able to get Substance renders in about 3 minutes wide. thank you
I'm fairly new to designer and i'm breaking my head over this.I want to create something similar to here:And i've created a few tile generators that do their job with the color tiles perfectly, but i can't find a way to contain the tile generator patterns in a border shape kinda? Is there a smart way to create a shape/border around the tiles? So far my cube looks like this, without any white border and without the grey border at all because if i add a mask, it cuts the tiles on the edges in halfMaybe i'm entirely missing a point in how to control patterns in designer? Any tip or help is appreciatedThank you!
I'm trying to make a kind of lava animation in Substance designer. The animation is pretty much lookign the way I want it, but I've had this idea. What if I make a lava lake and the edge of the lava lake where it touches the walls is brigher/darker?In Substance I can easily make a mask and use that to influence the material in just the right way I want it. But let's say I want to make two lakes. Of different sizes and shapes. If I don't want to create a new material for every instance of me using lava, I need to get the mask information from the engine. And getting a mask would be no problem.But is there a way to use a mask from Unity and incorporate it into the graph? On a per item basis?Or would that be something I'd have to construct from scratch with shaders? Thank you!
Substance Designer (11.2.0 build 4869 commit 0736fa44 Release (2021-06-21)) throws an error indicating an outdated driver, but the affected workstation has the most recent studio drivers from NVIDIA, using a RTX 3080ti. What is the fix?
I am using Substance Designer 2021.1.2 (11.1.2). My Computer has an Intel i9 (10th Gen), Nvidia GeForce RTX 3090, 64 GB Ram. I have updated all of my drivers (GPU to Nvidia Studio Driver Ver. 471.11) and I am still having an issue when I attempt to start a new Substance in Designer. Are there any other measures to consider, or any advice I can receive to make this work? I have seen options to open an older file, but I want to have the software function as intended.
I'm following a tutorial about procedural modelling in substance, though I'm not clear on what one does with a model. Geometry is connected to set material geometry and tag material is connected to the material socket. The only parameters of tag material, are name and color. So, how does it know what to use as the actual material? If I select a node in the model graph, then create a material node in a substance graph, it uses the geometry that I selected. But, how do I assign different parts of a model to different materials?
I'm trying to create a mandelbrot set in designer. zn+1 = zn2 + cI'm terrible with math and I don't program. The forula seems pretty simple though. I took a couple cracks at it in fx nodes but no luck. Is there a way to do this or make an approximation of it in designer either in fx nodes or in the top graph? thx
I'm doing some test with MDLs. I've created an MDL graph in SD based on the Metallic_Roughness preset. I'm making no edits to the graph and simply exporting it (to render in vray). On export I'm getting the following errors:Though the exports 'succeeds' I'm curious what's causing the errors as I'm running into issues on the vray side as well so I'm trying to track down anything that might be the cause.TIAMorgan
Hi everyone, I'm kind of a beginner on SD and UE4 and I'm having a problem with my wood pattern when I export it to UE4.The fact is I started my wood with a perlin noise and directionnal blur (+ dynamic gradient map), then I exposed my parameters but when on UE4 the "waves" goes completely straight.I found out that the problem was the directionnal blur because if I expose it I can get "waves" if I put the intensity below 125 but I can't go further than 125 intensity after that it goes straight lines while it still work on SD. I mean it's not that problematic but I'd like to know why and if it's possible not to be limited or if I did something wrong. Thanks for your help.
Hello so at work we use send out substance materials from Designer to Painter and i just updated to the new version. Though this time Designer does not remember the previous folder paths, so i need to paste it in every single time i do updates. This is very annoying since it kind of defeats the purpose to share materials within the studio from different people. Also you cant paste in the folder paths into the text field like in the old version. Please fix this in so that it works as before.
Hi everyone, I have a question about working with a function in the Blend node. I created a flower pattern tile material that has 8 limbs by default. In the parameters for the user, I made the function of replacing the number of limbs by 4 in the form "+" and in the form "x". Screenshots are attached.8 sides4 sides "+" form4 sides "x" formIn general, it looks like this. (By default, my tile is 4x4)8 sides4 sides "+" formIn short, I exposed the Multi Switch Grayscale parameter and enabled it to work. Everything works great.But the problem is different, I decided to go further and allow the user to change the location of the flower shapes through a custom checker mask. Where the user can choose a flower with 8 limbs and 4 limbs at the same time through 1 tile.I used the Checker 1 node, then through the Crop Grayscale I increased the mask hit area exactly where I want. This area has 4 options for (tile amounts 3x3, 4x4, 5x5 and less than 3x3). I also used for each option the Multi Sw
Well I just wanted to export my Pakage to Substance Painter but, In My Project, I can't find any Send to function. according to the manual, I can use 'Send to Substance 3D Painter.where can I find this option?? could anyone know this please help me..
Do substance graphs only process nodes in the graph that actively have an influence on the output nodes (e.g. Similar to Maya)? From what I'm seeing, it doesn't seem like it. For example: 1. uniform color connects to both inputs of a switch.2. The switch connects to an output node.3. For the switches False statement I insert a custom graph that takes 10 sec to eval. If the switch is set to true, and I clear the graph's timing, the false path connection still give me timing info and the links between the nodes switch from dotted to solid (indicated they've been evaluated) even though the switch is set to true. To me this seems like the graphs push data instead of pull data. Am I wrong?
Im new to substance so this might be a easy fix but I cant find it. My baked mesh maps seem to get bugged every time I bake, I am Importing it from blender and I have tried the following - Ensured both models are in the same position - Recalculated Normals - Applying a ShrinkWrap Modifier to the Low Poly mesh so it sticks to the high polymesh TIA 🙂
I'm having trouble trying to drive the Iterate node inside an FX-Map with a parameter at graph level. Please see the attached SBS file(*). I connected the Iterations parameter on the Iterate node to the `iterations` integer parameter at graph level. Making the connection, though, seems to break the FX-Map node: the output looks incorrect, or simply black, after changing the value of the `iterations` parameter a few times. When controlled directly from the Iterate node, however, the FX-Map works as expected. The screenshot below shows the expected result. Using Substance Designer 10.2.1 build 4191 / Windows 10 2004 build 19041.1052. (*) Please remove the `.xml` extension from the SBS file. The attachments function doesn't allow SBS.
I had the Substance Suite that comprised of:PainterDesignerAlchemist.I started Painter, then I was prompted to do the change, so I did. Nice new shiny logo and the app opens with all the guff about upgrading files etc.Repeated the same for Alchemist, except it turned into Sampler, again, with the nice new shiny logo.I opened designer. No update to new shiny version, just a regular upgrade.So I contacted Substance via the address I saw and proceeded to write my concern and query at the apparent change in my licences and product.A day or so later, I got a reply. Oh joy!Alas, it was merely an agent stating I should contact Adobe to find out what I need to do.So I did.Looked around the pages for contact and found a button that says "Real help from Real people".I clicked. "Hi, Im adobes Virtual assistant, Ho..."End chat.Cannot stand the virtual system. So here I am, posting in a forum because the contact system is like so many others, in that it gives the semblance of help, is jus
Hi, I've spent the last few days developing some faily complex graphs but when I've gone to continue with them today, they're all missing other than the one I left off at which is unusable as its was linked to other instances. What could have caused this? the only change that happened is that I installed the latest updated today.I would be really greatful if you could tell me how I can get my graphs back. Thank you
Hi,Since Adobe is using a different install location, how do I transfer all the custom assets and materials I had setup in Substance Painter and Designer? I'm missing all of them since it installed.Thank you!
Hi there, Is it possible to run unit tests using the substance designer python API outside of Designer, in headless mode? Does Designer come with an interpreter that can import the sd package? Thank you
hi!I bought SD on Steam at the end of the last year, but I've just started to learn it; I'm on the first tutorial. Unfortunately, when I did some change in material properties (scale in height tab), it didn't get saved. Moreover, when I changed to Tessalation and saved, after loading the file it was again Parallax Occlusion. Scale settings were also back to previous state. Here's what appeared on the screen: But before closing it looked like this: I have SD version 2020.2.2 (10.2.2) on Windows and I wonder how to get possible upgrade in my situation - on Steam there's already SD 2021. When I clicked on the SD in my Steam library, I didn't see any licence key.I greatly appreciate your help.
Hello, i bought SD from steam on 24/6 for full price and now today 25/6 it went on sale for 34% discount. i download it and spent time around 3 hours while following tutorials. Today i request for refund but they said policy is for 2 hours max. is there a way to get a refund and purchase it again? Please Help.
Hello, i am creating material in SD every time i close and open SD i have to setup tessellation setting like tessellation factor, scale, phong tessellation factor. is there a way save those setting in package or project?
I have been making a substance fo a few hours in Substance Designer. The program seem to stop refreshing the 3d view. I restarted my app and I now get the error Application is too old to open URL Current application manages format version "1.2.0.202005" instead of "1.1.0.202102" Can someone please help me firgure this out?
After reading about how to migrate my Substance account to Adobe, I tried to login to my account and cannot. In fact, any page I try to access on the sustance3d.com site is down. Is this intentional? If so, how do I access my account to complete the migration?
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