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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?
It would be incredibly useful for validation tooling (in studios) to be able to select a list of nodes via the python api. Example being - running validation on a graph and finding nodes that don't match some specification and being able to select the nodes so a user can address them in whatever way is necessary
It would be nice the Designer API enables plugins to add content to the app's context menus, like on nodes, graph objects and maybe other items.
I just updated to Substance Designer 14.1.1. Whenever I click on one of the menus at the top of the screen, a warning message is printed to the Console: QWindowsWindow::setMouseGrabEnabled: Not setting mouse grab for invisible window QWidgetWindow/'Pfx.Editor.Menu.FileWindow' The name at the end of the message changes depending on which menu I'm clicking on. For example, instead of "FileWindow", it might say "EditWindow" or "ToolsWindow". The functionality of the various menus does not seem to be affected. The only reason this is an issue is that we use custom scripts here and will sometimes direct the users to look at the console output. For example, "Errors occurred while exporting textures. See Console for details." If the users see the "setMouseGrabEnabled" warning message, they may think it is part of the reason there was an error exporting textures.
Hi allI don't know if I'm posting in the right place, but I'm having an abysmal time finding support for my problem.I have a problem. Back in July 2023, I downloaded a student plan for Substance Designer and used it, but now I require the use of the software for coursework. Ultimately, my 2023 plan ran out. I tried to request a product code in step 2 of the education request. I put my student email address and country, but I received an error message saying that the uniqueID code already existed, so I can't move forward from this. What can I do?Many thanksAndrew Booth
Hey guys, I have a small trouble with exposing the parameters (still in learing process). I'd like to expose only one Size parameter in X axis without Y one. Is there any way to do this using functions maybe? Still having Y axis to be set on 5 in this case.Im attaching a screenshot to show you what I want to achieve. Cheers!
Is there a good way to target sharp corners of shapes? (like the vertices of polygons)Struggling to target these stars. Curious if there's a way to map each UV map tiled to a spline bridge square.Or any workarounds to target those vertices?
Made a great looking texture in Substance 3D. Once export I get these harsh lines in the seams.Is this part of it? I made the seams black and white so its easy to see. Also is there a good way to combine the PBR maps that are exported from Substance 3D Sampler for Print. I am exporting a flat hi-res plane. I used photoshop and loose the details of the maps because there is no way to use normal or height map. I also brought the material texture that was made and put it in Photoshop beta. They will export an image that I can tile but the lines are found in the seams. Some areas repeat and some have lines. see attached pic. Still looks better in Sampler 3d widow. wanted to find out if there was a way to export the full size 3d version that I see in Sampler so I can use the png or tiff for printing on a regular printer ie printing wide format back drop. thanks for the help. Trying to figure out if Substance 3D w
Hi everyone,I'm currently working with Substance 3D Designer 14.0.0 and trying to write a Python script to automatically modify a parameter (e.g., a "Scale" float) and export a sequence of outputs from a specific Output node (with the identifier basecolor).However, I've run into a major issue: I can't seem to retrieve the graph object via the sd.api module.Almost every method I tried from the documentation—like sd.getContext(), getPackageMgr(), getGraphFromIdentifier() —returns an error or doesn’t behave as expected.It seems that either the API structure has changed in this version, or something is missing in how the Python environment is initialized. As a result, I cannot even access the graph object, which blocks all downstream operations like modifying parameters or exporting outputs.Has anyone successfully used the Python API in 14.0.0 to access the graph and automate exports?If so, could you please share how you set up the script environment and retrieved the graph?Thanks in advan
I have the need to use substance 3D Designer to make sequence frames of special effects. I hope to export sequence pictures in batches during the process of changing parameters of a node to form continuous special effects. I also used ChatGTP to try Python to solve this problem, but I could not solve the error when I called the API. I am a Chinese user, so there may be errors when using the translation software for the above words. I hope you can get a reply
I created a material using Subsdesigner. All the parameters can be used and debugged normally in Substance Player or Designer. However, when importing the sbsar format into Substance Painter, most of the parameter adjustments become ineffective. I have no idea why. It's really bothering me.Could someone help me figure it out?
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