Designer feature request: Allow us to pan further in the Node Preview window. Sometimes I want to get really close to the outer edges of my node's preview but the camera clamps it for some reason. In Photoshop you can hit "F" and cycle through view modes and the second mode is what I was hoping for so I can pan further.
Hi Guys, Is there any plan to have access to a public SDK / API for Substance Designer in the foreseeable future? I mean something similar to the 3ds Max SDK or Maya API, C++ based, to develop custom nodes, via code. Is there any chance to have a "scripted node"? A node that works by interpreting code, with the same…
Hi Guys, I've got a feature request for you to evaluate for Substance Designer. It would be nice to have the possibility to create type agnostic function nodes, like the core ones you provide. For example the Add node can compute the sum of Float, Float2, Integers, Integers2 and so on. One possible way to implement this…
Electricsauce: Use the "Normal Blend" node and blend between the base one and a detail one that you can tile with the transformation 2D node. Are you guys thinking about supporting another type of compression inside unreal 4, I find that I get some nasty artifacts working with it now, might not be to visible in a game but…
Hi Guys, I have found a reproducible bug in Substance Designer when working with FX-Maps: 1. Create a Graph and a FX-Map in it. 2. Edit the FX-Map and create an Empty Function for any of the parameters of the default Quadrant. 3. Put any node in the new Function, for example a constant Float. 4. Copy the Float node and go…
Not sure if it's just me, but it seems the 4.6.2 update has set the Ambient Occlusion input for all material filters to False by default. As a result, all material filter nodes in my substances have had their Ambient Occlusion inputs set to False, even the ones that were set to True before the update. I'm currently going…
Exposing the gradient as it is is not planned and actually not possible: it would require a gradient editor (select/move/delete keys, change the color..etc) in each integration (UE4, 3ds, maya..etc) and this is hardly doable. However, what we plan to add is a gradient node with a secondary input and coordinate parameter:…