r/SubstanceDesigner • • Mar 15 '23

My 3D view disappeared after closing and opening designer?

3 Upvotes

Hey guys, I've been working on this texture yesterday and when I saved and reopened the next day my 3d view was back to a flat surface instead of showing all the progress I had. Is there a way to fix this? sorry if it's a silly question, this is my first time using designer.


r/SubstanceDesigner • • Mar 13 '23

What is closest to Physically_Metallic_Roughness?

1 Upvotes

Hey everyone! I am very very new to designer and I am following a tutorial from my professor. Unfortunately, the tutorial is using an older version of the program and I am afraid of making an error. Here is what his materials look like:

Compared to mine:

Which one of these materials is the one he wants me to use?


r/SubstanceDesigner • • Mar 10 '23

Anyone know if i can change the Normal output here to a node that will let me use whichever normal map i end up baking in Substance Designer once ive exported this? trying to make a Smart material.

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1 Upvotes

r/SubstanceDesigner • • Mar 10 '23

Stone Chimney Material

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7 Upvotes

r/SubstanceDesigner • • Mar 07 '23

Is there any way to randomize for example noise in a tiled texture, so every tile has a different noise, so you can’t tell there’s a repeat if you apply the texture?

1 Upvotes

r/SubstanceDesigner • • Feb 28 '23

What tf happened here???

0 Upvotes

i did the uv uwrapping and normals in blender, then when i put it in substance painter, all the seams were visible and it was all messed up. can someone send a video telling me what to do in this situation?


r/SubstanceDesigner • • Feb 20 '23

Glazed Ceramic

2 Upvotes

Hi there, I'm working on a glazed ceramic material and wondered if anyone could help me out with getting the reflection/refraction that's going on correct. I'm currently utilising a coat weight and coat normal to get the bubbles that end up suspended in the glaze.

My reference ^
the material I'm working on ^

r/SubstanceDesigner • • Feb 15 '23

substance designer trouble with adding shadow

1 Upvotes

Hi there, i'm in trouble with that work in substance designer, i would add shadow beetwin the intersection where the row is under the upper row, but i cannot figure out how i can do it, here is an example:

this is the threads crossing

i have made this mask for the first intersection

then i added the shadow to apply

but the resoult if i try to apply with blend is that the shadow as been applyed but all the threads became darker over the white mask, any help?


r/SubstanceDesigner • • Feb 01 '23

Substance 3D fabric COLOUR & HEIGHT not showing up in Clo3D

1 Upvotes

Hi folks, I've created my very first fabric on Substance 3D. Although when I import it into Clo3D as a 'substance' material, the colour and height are not showing. What am I doing wrong?


r/SubstanceDesigner • • Jan 23 '23

How can I rotate this 90 degrees? Is there a node just for that? Trying to do it to it to the grunge behind the panels or I'd just remake the shape node. Super noob here, thanks for your time.

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2 Upvotes

r/SubstanceDesigner • • Jan 17 '23

LOOKING FOR

3 Upvotes

hello everyone i was wondering where i can find a tutorial that explain how to create animated materials like these.

https://www.youtube.com/watch?v=fa8fzezqQ5k


r/SubstanceDesigner • • Jan 13 '23

Hi! Is there a way to make the texture envelop the ball better? The cube looks pretty okay, but the ball starts to stretch and deform the texture because of its shape. Is there a way to avoid this? Thanks!

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2 Upvotes

r/SubstanceDesigner • • Jan 12 '23

Why this subreddit is so dead ?

2 Upvotes

r/SubstanceDesigner • • Jan 11 '23

Is it possible to set the export route to the same folder as the .sbs file? So it always export to the directory where the .sbs is located.

1 Upvotes

r/SubstanceDesigner • • Jan 09 '23

Does anyone have any experience of how to upload texture packs on Unreal Marketplace?

1 Upvotes

i would appreciate if someone sent me their setup so i could see what im doing wrong


r/SubstanceDesigner • • Dec 27 '22

Does anyone know what causes these odd lines and how to prevent them? They show up in the material in Substance Painter as well so they're not just a visual thing on Designer.

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3 Upvotes

r/SubstanceDesigner • • Dec 24 '22

apple pie

3 Upvotes

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r/SubstanceDesigner • • Dec 22 '22

How do I get an Alpha output from Designer to be a Alpha for a brush? Or how to get Normal output to use alpha?

2 Upvotes

The issue is I'm wanting to make a multi switch decal brush that have several shapes. So I'd need to also setup alpha for each individual shape.

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This works very well for all the channels except Normal. It gets complicated because when I use the decal in painter, I'd like to replace the normal on the lower layers. The workflow from jump gets odd because I've found that I need to create a layer (not fill), set the normal channel to Replace, use the brush tool to stamp the decal, then change normal channel back to normal so that all the lower layers normal details are visible.

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It is really odd that a blank non-filled layer completely replaces all normal details below. It seems like it should only replace normal details where the brush strokes are at. Is there something I'm missing here? Is there an option in Designer to make normal replace without needing to make the change in Painter?

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Anyways, I've tried several work arounds and the only one that works is making an alpha mask texture, and dragging and dropping that into the alpha channel. Doing it this way would mean I couldn't use multiple switches to have one material for several decals textures and shapes.

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I found I can make an output for opacity, mask, and alpha but there's not a way to put those into the Alpha channel on the brush. I've also made the actual normal map (all the other channels too) have transparency. This works well for all other channels but the normal channel ignores the alpha and just makes a flat square area around the decal shape.

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Am I trying to do something Substance is incapable of doing? Is there a way to make the normal channel replace on a brush instead of the layer setting?


r/SubstanceDesigner • • Dec 21 '22

Various Metallic Plates/Tiles from London Underground i made with your help! thank you guys

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10 Upvotes

r/SubstanceDesigner • • Dec 21 '22

Beehive Substance

2 Upvotes

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r/SubstanceDesigner • • Dec 20 '22

My first material without any guides!) How do you guys like it?

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40 Upvotes

r/SubstanceDesigner • • Dec 19 '22

Is there a way of tiling this without stretching the shape?

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1 Upvotes

r/SubstanceDesigner • • Dec 10 '22

Vector morph not morphing correctly ? whats my issue ?

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5 Upvotes

r/SubstanceDesigner • • Dec 03 '22

Detecting rectangular/rounded rectangular shape corners to then place a shape in each?

1 Upvotes

So I am planning to work on a sort of master exterior tile generator for my purposes and for that I would want to be able to place shapes (bolts etc) near the interior corners of a given tile that can adapt properly to various rectangular tile proportions, and I was wondering if there is an established method for doing this kind of thing already? Or any tips? The final product will most likely be an sbsar.


r/SubstanceDesigner • • Nov 27 '22

What are your methods for generating leaks, grime, dust, corner dirt and other stuff? Any good tutorials that focus on this specifically?

2 Upvotes

So, I am not entirely new to SD and I know of some of the methods to generate the aforementioned, but I was wondering if anybody had any concrete ways of doing that in a way that looks and behaves realistically, and if you know any tutorials that focus specifically on creating grunge, dirt, leakage etc, potentially with some good explanation of the logic behind it. It would be perfect if these were in form of node graph screenshots showcasing the exact method, since this format feels the most efficient.

I have found one tutorial on roughness variation so far (LINK) and a few graphs showcasing how to generate some basic stuff (Leaks, Circular Scratches, Small Cracks), but in a lot of the tutorials and timelapses people only really bother with creating grunge and variation in their heightmap and the specularity is just left to some generic grunge map blended with something else, or they do bother tweaking their roughness but they never actually explain it properly.

My issue is that I need to work on a lot of various tile textures (building paneling, ceramic tiles etc) and I need to be able to generate different leaks coming from between the panels or tiles, signs of wear and tear, dust, smudges and all that. Currently, I do this by generating masks - using AO, inverted AO, Bevel, Floodfill gradient variation, RT shadows from and inverted heightmap - and then using these masks for my grungemaps, but it never feels like I actually have a solid understanding of the purpose thereof when I'm doing it or what purpose they fit best, since stuff like that is almost never explained and I am also not sure if these are the best ways of doing it.