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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
Hello, I'm trying to create a Pentelic (off-white) marble texture in Substance Designer. I've already made an attempt, and so far, it looks okay, except I'm having trouble getting the beige/gold veins (supposed to be very subtle) to appear correctly. I found and looked at the regular marble tutorial posted on these forums, but it seems a bit too complex for what I'm trying to do.My ultimate goal here is to submit it to the Unreal Marketplace so I can try to get the 6-month Painter subscription offer they and Adobe have going, but the cutoff is tomorrow, so I don't think I'll make it in time.Anyone got any ideas?
Please Adobe, add a basic 3d paint ( on imported mesh) . I am so tired of Painter an so much prefer Designer node style. Couldn't figure out a thing in Painter layers just 3 days after in my own files . All I need is a projection painting mode to paint masks on 3d objects . It's so much a pain to export sbsars which are neer works properly in Painter. Just let us Designer folks do all the job in Designer .
When having several graphs eligible for publication as SBSAR into a same package, it is currently not convenient to select which one will be published. We have to make sure each graph is disabled for publication and only the right one is enabled. To make selection of the published graph more convenient, I'd suggest the following:In the dialog shown when publishing a graph (named "Substance 3D asset publish options"), add a checkbox in front of each exposed graph, only the graphs checked will go into the sbsar.By default, checkboxes will be checked for graphs having publication enabled in their properties. Unchecking the checkbox into the publishing dialog will not change this property, the effect would only be local for this publication.Add butons to check/uncheck all graphs in this dialog box.
I starting 3d designer in steam there is no error massage out put.but substance 3d designer 2022 steam worked in opensuse leap 15.6.I am really have no idea.please help me.
Hello!Im trying to make twisted wires in substance designer, Ive gotten the twists well enough with spline nodes.I cant figure out how to add colors to the splines/wires, everything I've tried adds color uniformly and not per-spline. Might anyone know how to solve this? Thank you!I've attached a screenshot of my current setup
Hello, I am a biginner with Substance Designer and I would like to import a normal map that I created with another app into Sunstance Designer. So, I did "Import Ressource -> Bitmap" and my map is now available in my project, but I am not sure if I have something else to do, to "inform" Substance Designer that the image is a normal map...I asked to ChatGPT, who told me that a new dialog should appear after the importation, in which I should be able to specify that my image is a normal map thanks to a parametter "Usage : Normal map", but for me, this dialog doesn't appear... Even when I select my imported image, a parameter pane appear, but I don't see anything allowing me to set my image as a normal map... Could you help me, please? Thank you in advance!
Hi, How to make the cell size depend on the entered grayscale map ?
hello, i got a big issue.I buy the indie version of Substance, on steam.Unfortunately, i can't open any materials, they all got a kind of locker next to the SBS.I can create mine but that's it.It's really problematic cause i should do notations for my students, and can't work cause of that.What a shame...Any solutions please ?
Allow nodes in the graph to be toggled off/on without breaking the data flow—meaning the input connection passes directly to the output of that node, effectively skipping its operation but not severing downstream links.
The cooking process makes the reactivity of a graph significally slower than its "cooked" counterpart (sbsar running in other app than Designer). This makes the process of testing a graph (editing its parameters) much slower in Designer than in other platforms. I would suggest to add a "cooked" mode in Designer that would enable to test our graph with the best performance, provided the graph would not be editable in this mode. An alternative could be to open the cooked version in another app (Viewer?) with a single button click. I would like to avoid the tidious process of building the sbsar then opening another app and opening the sbsar.
Hello,I'm trying to setup an Integration for Shotgrid in the latest substance designerand it seems like some of the module are missing from PySide6 libraries or at obfuscated behind the _find_all_qt_modules call. I have also tried pointing the sys.path and the PYTHONPATH to a local install of pyside6, and tried pip installing Pyside6 using designers python interrupter. I'm wondering if there is a setting that can be used or a way to have Substance designer see a full install PySide6 so that maybe the sgtk core can see this install when creating its wrapper. Two of the major modules that seem to be missing in the current install are QtWebEngineWidgets and QtWebKit. The issue comes about where when Shotgrid is conforming GUIs to PySide6 it error on the import of these Libraries. so just wondering if there is a way to have these show up in designer or point to an install that has them.
Similar to Substance Painter, it would be helpful to be able to save UI layouts and designate which one you want by default.An example of this being useful is when using a single ultra-wide monitor I regularly switch between 50/50 split windows, and 70/30 split windows, and depending on which screen layout I'm using, is how I arrange/scale my Substance Designer windows.
Essentially I'm trying to bake the textures of a model that has over 100 tiles to the same model with 10 better packed tiles. My understanding is Designer can't load UDIM sets in the 'Transferred Textures from Mesh' Baker Paremters even though I am using a UDIM set named "texture_[udim]" in the load from resources dialogue. When I bake it seems to choose only a single tile from the UDIM set I want to bake from and bakes that onto my 10 tiles. Is this correct? Designer can't use UDIMs to bake from?
is there any trainer located in India for the Substance Designer
Hello,I have created a set of nodes that I wanted to export as a .sbsar to modularly create hair textures using splines. I am happy with the solution that I ended up with, but when I load the asset into my library, all the inputs are set to "relative to input", which I am aware do not work with .sbsars. I have combed through all the input nodes for every graph in this set of nodes and set them as relative to parent, but it's still not changing. I don't see any options to set these parameters in the export to .sbsar process either. Because I'm working with splines, I copypasted the spline node inputs with some tweaks so they would match Substance's native spline nodes. I have since changed them from their original rel to input to rel to parent. When I place the custom node in a new graph and hook it up, the data output returns nan for the R and G channels but not B or A. There are still rel to input nodes within each graph, but to my understanding that's not a problem, is it?
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