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Why do we pay for "all apps" only for Adobe to ask for a seperate plan for 3d software?Substance is an Adobe App is it not? How am I paying for "all apps" yet not getting all apps? This is false advertising on Adobes part and is just downright a shady business practice.
I am trying to persuade chatGPT to write me a python editor script that would split big sbs files into separate ones for each graph each own except those used inside other graphs of same sbs to be included only in those splitted sbs files that may need them. Chat informed me : In Substance Designer 14.1.2 (build 8986, April 2025)Neither the sd nor substance_designer Python API modules are available in the Python Editor, so scripting graph/package management is not possible. Could somebody comment please
Hello!Would the demo file "Pipesdemo.sbs" shown at the 0:52 mark of Lourise's Intro to Splines video available anywhere?https://youtu.be/QDcDc_g3RLM?si=FpKOMSD2TdBrEbDY&t=52I believe the closest is the Quick Tip #24: Cables and Pipes sbs, but I would be interested in digging in to the more complete example shown in the brief clip above!
When changing the Color Space For Library Environment setting in the Environment settings (Viewport menu bar -> Environment -> Edit), it works fine and displays the environment using the selected color space. But after restarting Substance 3D Designer, the default setting is used, even though the state of the dropdown menu got saved. As result, the state of the dropdown menu is incorrect, showing a different color space than the one actually being used. Once I change the setting to something else and back again, the setting is correct again.Tested in version 14.1.2 build 8986, on Windows 11 24H2Steps to repoduce:1. Open the Environment settings (Viewport menu bar -> Environment -> Edit)2. Change Color Space For Library Environment to something else than the default. Also change Is Visible to True, making it easier to spot the issue.3. Restart Substance Designer4. Notice how the HDRI used in the viewport is now sampled using the default color space instead of the c
I'm trying to create a pattern that uses a line of shapes that starts dense and then spaces out as the pattern goes along. I have created an example in Photoshop to depict what I mean. Any help would be grealy appricited. Thank you.
I'm trying to apply for Substance 3D Painter eductional licenses, but the web site doesn't work! I follow the steps, but no email is ever received from donotreply@adobepartneroffer.com with the instructions to validate my eligibility. It's been this way for months now and really feels like Adobe are just trying to force us all to give up and pay for subscription. I'm a student and simply can't afford to do that, so will have no choice but to use other tools instead. Not a great way to attract and retain new users of your tools, Adobe. Any update on when the educational license process will be working for Substance 3D, please?
Hi all, I premise that we do not use substance in our workflow and I hope this post is aligned with community rules.If anyone is able to create the attached texture, please email us at [removed by moderator] specifying the asking price for creating a seamless texture (with associated normals, roughness, displacement, ao..) The texture we need to use it for wall wall covering, so we would need at least 6-8k resolution and approximate size of at least 3x3 mt. Thanks to all
Would love to see a hardware accelerated implementation of a sbsar loader integrated into Houdini using Copernicus. The older integration which is implemented in the older COP network was extremely slow and would often crash. The combination of Copernicus and Substance could be so powerful! Thanks Marcus @11527137
Hello,First of all, I am new to Substance Designer. I have been trying to follow one of the tutorials and there is one step to create subgraphs from a bunch of selected nodes. I also included Input and Output nodes with default settings. After that, I simply dragged and dropped the subgraphs into the main graph. However, every time I open the file, each created Subgraph have an icon "i" in a circle with the following warning:Notes: Referenced by loaded data(s). There is no info about what it means, it neither reacts to LMB nor to RMB, although everything seems to be working. I don't even know if I should worry about it. I tried to search Documentation on Adobe website and found information on other warnings/errorsbut but there is nothing about Referenced by loaded data. I would be grateful for any explanation on that Thanks EDIT: As a side note, when I double click on any subgraph and open it, I can't see anything but black textur
I'm trying to get a blue and white checkerboard pattern on the lycra. I don't care what platform - Designer, Sampler, Painter - as long as I can create the checkerboard on lycra. Thanks.
Hello!The embroidery filter included with Substance Painter (and Sampler) is incredibly well-made and useful for many projects. I was wondering if the original SBS file used to create it is available anywhere? It would be really helpful to have access to it for learning purposes and to adapt it for specific use cases.If it’s already available and I’ve missed it, please let me know!Thanks so much!Margaritis
Or I need to do it on my own ? Like selecting a range of splines and slide an image stripe randomly on each of them? Any other spline nodes that may help?
Hello Substance 3D Designer Support Team / Community,I am experiencing a critical issue trying to run a Python script in Adobe Substance 3D Designer, Version 14.1.2 build 8986 Release (04/09/2025). Edition Windows 11 HomeVersion 24H2Installed on 12/6/2024OS build 26100.4351Experience Windows Feature Experience Pack 1000.26100.107.0My primary goal is to programmatically create a network of standard nodes and establish connections between them within an existing, opened Substance graph. I am trying to automate the setup of a workflow involving nodes like bitmap, levels, blur_hq, normal_blend, normal, and output.I'm encountering persistent AttributeError and ModuleNotFoundError messages that indicate significant discrepancies in the Python API for my specific build of Substance Designer, compared to common documentation or expected behavior.Here is a summary of the issues encountered, with the most recent error being the critical blocker:Initial API Access:ModuleNotFoundError: No
Is that what this pop up mean?"Adobe Substance 3D DesignerWe apologize for any inconvenience this may cause. We would like to inform you that the support for MDL graphs will be deprecated in a future release of the software. It means you won’t be able to create, edit or read any MDL graphs. To continue working with them, you will have to use an earlier version of the application. We understand this may affect your usage and appreciate your understanding as we work to improve the product"Or just Designer won't be an MDL authoring tool?
Linux support is a strength of the Substance suite, adding support for Intel dedicated GPUs will add to that, especially considering the affordability of Intel GPUs and their strong support on Linux. Intel provides additional drivers for compute and media processing, similar to AMD, for their dedicated GPUs, providing features beyond the Mesa drivers.
Hey folks, I have two computers on which I actively run Designer (one work PC and one laptop for personal use). I've noticed that while working with larger graphs at 2k or higher, the 3D viewport updates, renders, and responds to changes in the graph noticeably faster than my laptop, despite the desktop having less VRAM and a comparable GPU to my laptop. I'll post the specific hardware down below for reference, but I'm curious why this ends up being the case. It's a bit of an annoyance to jump from working on one machine that feels like a smooth experience to another machine that feels noticeably more sluggish on a daily basis. My only guess is that the laptop is forced to clock the CPU or GPU at a lower speed to keep the temperatures in check, but beyond that, I've no clue. Desktop HardwareCPU - Ryzen 9 7950X 16C/32TGPU - GeForce RTX 4070 12GB VRAMRAM - 64GB Laptop Hardware (Razer Blade 16)CPU - i9 13950HXGPU - GeForce RTX 4090 Mobile 16GB VRAMRAM - 64GB @ 5200 MT/
Hey! Does anyone know how I could possibly make cracks that look like this? I've been trying to do it using a combination of the scratch generator and cracks 3, slope blur and directional warps. I'm struggling a lot and can't get an idea on how to make it. Thank you in advance!
Heyhey, guys! :] For a personal project, I am trying to replicate a european rose chafer's iridescent texture in UE5 as detailed and precisely as possible. I already got the entire logic for the iridescence and almost everything else set up in Unreal but there's one thing that's still missing - the proper micro surface texture. So far I am using just a texture with very small bumps that's blended with a swirly texture in the shader, and it works decently well but it's still not quite what I am looking for. So, here's what I want to replicate: The first 3 pictures show the dotted nature of the microsurface, while the last 2 show the swirly structure on a somewhat more macroscopic level. So I'm trying to create a somewhat regular array of dots that follows a swirly structure. If you were to replicate that pattern with the described features accurately for your job, what would your approach look like? I've had several thoughts about it but
Hello Substance team, I would use Designer on my second monitor, minimize it and when I maximize it again, it would be on the first monitor instead of the second. It's as though it doesn't remember which monitor it was supposed to be on. The expected behavior is of course to have it maximize back to where it was before. This has been an issue for a few versions now. It could be a specific windows issue (I can confirm that this is not just happening to me, and has happened on Win 10 and Win 11). This is just hugely annoying but the workaround is clear and simple. Hope you guys can look into it soon! Thank you!
I heard mention on a video that this was possible, but unsure where to start. Wondering if someone has some ideas?
Hi Substance team,When using scatter spline on spline and trying to hook it up to a spline mapper grayscale afterwards, the spline mapper grayscale does not return any result and has no information in the UV output. When not connected to scatter spline on spline, it shows the result as expected. I have attached the sbs file for your testing.Hope it helps with the troubleshooting and resolution!Thank you!
How can I make sure the export size of a image in substance player is matching the input image size? I don't want to have to set the size manually as I need to batch process a bunch of input images. At the moment I only see the option to set the export size manually, but not per image. The graph in designer works how i'd expect, the output matches the input file size. Changing depending on input image size cheers
Hi there,does anbody know a resource where i can download a substance plugin for 3dsmax 2020.thanks
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