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Hi folks,I am trying to find out why linked files and other dependenices are broken when opening .sbs files on different machines. So far we've been manually relocating the files but this costs a lot of time.Even though all machines have the alias set up correctly and have Library paths added for the custom nodes/files, it seems like the alias doesn't work on files/nodes used from this custom library path. Any idea how to solve this? I attached some screenshots below to hopefully make it a bit more clear.
I'd like to know if its possible to draw 1 spline per visible border. Would be very helpful.
Hello, The issue I have is with a project created in Designer, but manifests when published as sbsar format and imported into Painter. I find that the very end shape doesn’t appear where expected when I use the scatter on spline node. I’ve had the issue with spline cubic, quadratic and polyquadratic as the input splines. I’ve replicated in a simpler file as below. I haven’t moved any of the points in the spline cubic node and I left the input pattern in the scatter on spline node as ‘disc’ for simplicity. The result in designer is this: When I publish to SBSAR and import into Painter, or use the “send to painter” button, I get this, where the end disc has moved.If I use the tools menu to export the base colour as a png, it is correct and opens as expected in any image viewer. It also is correct from the SBSAR format in substance player. As the number of shapes being scattered increases more appear away from the spline. I’ve noticed that it always happens c
Hello there!While i use the spline mapper node its behavoir is pretty strange fo me. It seems there two issues:1. The 0 height of splines is not considered as real 0. So if i blend (multiply) the height and the color outputs of this node, the exteme point are still visible (but their height is 0)2. "No-tile" mode is not working. all my node are no tiling mode but the extreme points os spline mapper are still tileable. I put the spline render node to see the difference.
Hi, I am experimenting with SDUIMgr.focusGraphNode() and it seems this is not working for items inside a PixelProcessor or an FXMap. Is this a known issue?
Hello. I downloaded the trial of Designer to start learning. And I am currenlty having difficulty getting UDIM textures to display on my 3D object in the 3D view. I would appreciate any help that might point me to a solution.These are my steps: Import texture (link as template)Import obj (Use as UDIM mesh = Yes)Connect udim bitmap to diffuseAssign substance graph to 3D mesh > AllI see no texture in the 3D View.I then:Create a base material.Expose the base color slotConnect udim texture. And assign Base Material to 3d mesh, base color.Still no texture in 3D View. If I open the Bake Model Information window. I can see all the UDIM UV's for my 3D model. I can bake textures on all UDIM's without error. But still unable to apply the baked texture to the 3D model.I see a lot of information regarding previous workflows that use Project settings and Texture Sets. But I do not see these options in the latest version.Thanks!
hi how can i use the curvature bake of this object: in this object: the difference is the broken piece that doesn't have to receive curvature: thanks
Hello What should I do to increase the pixel resolution so that I don't get results like the image below? This jaggedness is all over my graphicsI would like to smooth it out and put more small details in my graphics. Thanks
I'm trying to use a user channel in a filter for Painter like described in https://helpx.adobe.com/substance-3d-painter/content/creating-custom-effects/channel-specific-filter.htmlI made a very simple setup, where the user0 channel should blend between 2 colors and multiply with the base color: I spent *hours* trying all possible combinations but I am just not able to get the user channel data. It simply uses the default color assigned in the input node. Can please someone tell me what I might be doing wrong?The user channel exists in painter of course, I tried all the different color formats not being sure if it matters.There is the sentence:"Note: It is not possible to combine generic setup (input/output nodes) and specific channels (basecolor/basecolor)."in the above documentation page but I'm unsure what it should mean but I feel it may be relatedNote: I AM able to modify the basecolor using itself as an input, I can also write something to the user channels but
I'm working almost exclusively with the Pixelprocessor and FX-Map Nodes in Designer, because these Nodes are fantastic to create custom tools and effects. But lately I'm touching the limits of both Nodes very frequently. I try to find workaraounds and hacks, which is fun but it brought up the idea of this feature in Designer. The Scripting - Node Let's call it Scripting Processor which actually allows the user to load a script and the Node compiles this into a "Pixelprocessor" or "Shader" like Node. Blender has a similar Node for the Shader Editor (Open Shading Language - Blender 4.3 Manual) which is fantastic, for shaders. In Substance Designer it should have more the behaviour of a Pixelprocessor, but instead of the Substance Function Input (which is unfortunately sometimes very limited, when it comes to complex functions) it could load a scripting file, which allows the user to create very complex nodes. It doesn't have to OSL it also can be GLSL or even py
Hello,This issue seems to exist only in the text function panel, as other settings like font size and font color can still be correctly recognized.Interestingly, if I use the input value node, it can recognize the input value.I also attempted to change the data type to integer or boolean, also tried packaging the text node into a new node.but it still didn't work.
Hello, I'm looking for help, I tried to do a pattern using tile sampler node and adding letters in order to blend them in the pattern.But i'm stuck because neither the distance node and the edge detect are working properly with letters. Do you have idea on how to do this ? see the images linked below 🙂 Thanks !
Hello everyone! There are two parameters in Grunge nodes: Balance and Contrast. I would like to create the same parameters for my own graph, so I can use custom grunge maps and then export an SBSAR file to Substance Painter. I know I should use a Levels node and create custom functions for "Level In Low" and "Level In High," but I still can't figure out how to create a proper function. I tried asking ChatGPT, but its functions do not work as well as I want them to
Hi, I would need to access the ids of the graphs present in the default node library in Designer using the Python API. For example nodes such as "Cells 4" or "Switch". I can see Designer is able to extract the relevant ids from packages located into the resources/packages system folder when we right-click on a library node, we can see both the .sbs path and the graph id. For example the "auto_crop.sbs" package contains both "auto_crop_color" and "auto_crop_grayscale" graph ids. I would basically need to access this same information from the Python API, I don't think this is possible right-now.
I created the node and passed the parameters, but when I open the file, it still defaults to 8-bit
Crash when the startup interface appears.错误应用程序名称: Adobe Substance 3D Designer.exe,版本: 12.4.1.0,时间戳: 0x641c486b错误模块名称: Adobe Substance 3D Designer.exe,版本: 12.4.1.0,时间戳: 0x641c486b异常代码: 0xc0000005错误偏移量: 0x0000000003057d8d错误进程 ID: 0x0xE2C错误应用程序启动时间: 0x0x1DB8F218ED00136错误应用程序路径: D:\SteamLibrary\steamapps\common\Substance 3D Designer 2022\Adobe Substance 3D Designer.exe错误模块路径: D:\SteamLibrary\steamapps\common\Substance 3D Designer 2022\Adobe Substance 3D Designer.exe报告 ID: eb267c02-ec66-4807-81a7-fef1a2a11e50错误程序包全名:错误程序包相对应用程序 ID:
Hello All, thanks for taking the time to help out. I am trying to implement Channel Packing by adding a opacity through the alpha channel to the basecolor output. I have used the following Nodes to achieve this: I find it strange that no thumbnails are shown. By viewing the basecolor output In the 2D View, by switched through the RGB and Alpha Channels, all seems to function. The basecolor output has the follwing setup:I have even tried using RGB and A as a seperate Usage.Upon exporting and viewing in Photoshop, all I see is the Alpha. Elsewhere in the graph I have the following setup, and all works as it should: I am desperate for assistance and I have unsuccessful experimenting and using online resources.Many thanks
Hello What is the fastest way to open .sbsar files in Blender? I am using the Substance Designer and Blender windows side by side and would like to update the material created on the SD in Blender as quickly as possible. How do I do this? For example, is there a way to press a shortcut and the material goes from the SD to the blender viewport applied to the mesh? Thanks
Atomic/default Normal node makes great normal maps, sharp and per pixel precise for closeups but produces a bit of shimmering effect when light to surface angle is sharp . Sobel math node dosn't but it makes super blurry results for something like asphalt grains or anything with tiny details creating visually 3 times bigger asphalt grains than atomic Normal node for example. Does anyone know a proper solution for this : special normal map blur , filter or what math it should be to adress this issew ? Something not as blurry as Sobel for smal 2-3 pixels details? Our engine cant use TAA.I tried to mix default and sobel node 60/40 but result looks even worse?
It's so annoying to relocate files one by one. Make an option to relocate all files from same folder at once please.
Hi,I want to learn more about the Time parameter mentioned in the table (the last one). How can I access and adjust this parameter in Substance Designer to create a dynamic brush for Substance Painter? Also, what kind of changes or effects can it make in a dynamic stroke?
Hi, I just started learning Substance Designer. I'm following along with a tutorial, and everything was going smoothly until this point, where I have to use a Poly Quadratic Spline node.For some reason, it's all messed up in the 2D view. The first point is labeled both p1 and p2, overlapping each other; the second is labeled p3; and the last isn't labeled at all. Somehow the labels got shifted up by one, and I couldn't have possibly accidentally touched something because this is my first time using a Spline node. I've attached a few images. Is it a bug, or did I somehow accidentally mess something up? Please help - this is really annoying!
hi, I need to create a medieval brick texture. the bricks are kinda stacked like using stones of different shapes. more like a tetris feeling. instead of all the same size in lines. i found something kinda similar to what i want. how do i create the basic shapes for this type of thing?
When adjusting parameter values in Substance Designer with the mouse wheel, turning it normally changes the value in 1/100 increments, and holding the Ctrl key adjusts it in 1/10 increments.It would be great if there were an option to adjust values in 1/1000 increments as well—for example, by holding the Shift key while scrolling.
Could you please add callbacks to the Python API when a new package/graph is loaded/created/removed? There are such equivalent in Painter where we can be notified of various events related to the project content/creation/loading.
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