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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?
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
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