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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
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
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