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Un-disassemblable nodes in Substance Designer?

gnoop
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gnoop sublime tool
I always though  that every node in Designer could be disassembled deep upto atomic nodes or basic math and functions inside pixel processors.   But some like Flood fill had   never let me  figure out how they really work whatever time I wasted  .   

I want to make a few basic quick working  sbsars for Photoshop with nodes  like AO,  smooth curvature, flood fill and they are just being ignored by Photoshop.

Chat GPT tells me they are engine driven,  CC codded deep down  ,  couldn't be  fully deconstructed  and couldn't be really used by Photoshop. It does only simple stuff with pixels calculations  and ignores/filter  certain sbsar blocks by in-codded semantic .   


Wonder is it truth  or  Chat is hallucinating as usual when doesn't know  proper answer?   

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  • poopipe
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    poopipe grand marshal polycounter
    well

    flood fill is openable, inspectable and has no dependencies  external  to the standard lib

    so yes, the robot is full of shit, you can determine this by opening the node and looking at it. 

    the most likely reason for stuff not working in photoshop is that photoshop is using an older version of the designer engine and resources


    there is an alternative (probably older) version of floodfill here
    Program Files\Adobe\Adobe Substance 3D Designer\resources\packages\flood_fill.sbs

    the one you get by default is flood_fill_2.sbs

    they leave the old ones in place for backward compatibility - perhaps you'll have more luck with that


    Atomic nodes are indeed hardcoded - things like the bitmap node, directional blur, pixel processor etc. 
    everything else is built from atomic nodes






  • gnoop
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    gnoop sublime tool
    Thanks. poopipe   it's what i suspected yeah.   Chat GPT  starts to produce so true sounding  BS  sometimes  it's hard to disbelieve. 

      Turned out  everything works in Photoshop mostly  when you use  standard Adobe  Material as template in Designer.    I just accustomed  to use my own.  Once I switched to default  everything is ok in Photoshop . 
       It even allows to use RGB channels in Photoshop layers  as  separate grayscale inputs for sbsar graph .     The thing Adobe employee told me wouldn't work  a while ago.     The only pain I have is a necessity to manually set resolution in material settings .  it doesn't read it from document size in photoshop even if you follow x2 rule and list it with stupid ultra, medium etc names  .  
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