Design the future of fashion, win Firefly Pro 👗✨
A community for Substance 3D Designer users.
Recently active
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?
I want to test the new update but dont know to fix this.
Can somebody explain me how this material blend node gets white mask when nothing is connected in "grayscale mask " input ? I copy nodes into separate graph and the magic gone still see no funtction or logic in those two blend nodes. Am I having early dementia or waht ? Stack at this puzzle.I would understand if input node had default color set to white but it isnt?
Before assuming that there's no way to search for nodes inside the Substance 3D Designer documentation Im gonna ask first.Is there anyway inside the Substance 3D Designer user guide to search for a keyword or something? AND I don't mean the "search adope support" because it takes you to places. I mean inside the guide itself. IF there's one that I somehow missed kindly note it for me, IF not please for the love of god add a search bar.Also I believe an offline version of the documentation wont harm anyone. TY
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
Remix with Firefly Community Gallery
Thousands of free creations to fall in love with and remix in Firefly.
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.