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- Substance graphs
- Substance graphs
- Substance graph key concepts
- Creating a Substance graph
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- Publishing Substance 3D asset files (SBSAR)
- Exporting bitmaps
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- Sample Substance graphs
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- Nodes reference for Substance graphs
- Nodes reference for Substance graphs
- Atomic nodes
- Node library
- Node library
- Texture generators
- Texture generators
- Noises
- Noises
- 3D Perlin noise
- 3D Perlin noise fractal
- 3D Ridged noise fractal
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- 3D Voronoi
- 3D Voronoi fractal
- 3D Worley noise
- Anisotropic noise
- Blue noise fast
- BnW spots 1
- BnW spots 2
- BnW spots 3
- Cells 1
- Cells 2
- Cells 3
- Cells 4
- Clouds 1
- Clouds 2
- Clouds 3
- Creased
- Crystal 1
- Crystal 2
- Directional noise 1
- Directional noise 2
- Directional noise 3
- Directional noise 4
- Directional scratches
- Dirt 1
- Dirt 2
- Dirt 3
- Dirt 4
- Dirt 5
- Dirt gradient
- Fluid
- Fractal sum 1
- Fractal sum 2
- Fractal sum 3
- Fractal sum 4
- Fractal sum base
- Fur 1
- Fur 2
- Fur 3
- Gaussian noise
- Gaussian spots 1
- Gaussian spots 2
- Grunge concrete
- Grunge Damas
- Grunge galvanic large
- Grunge galvanic small
- Grunge leaks
- Grunge leaky paint
- Grunge map 001
- Grunge map 002
- Grunge map 003
- Grunge map 004
- Grunge map 005
- Grunge map 006
- Grunge map 007
- Grunge map 008
- Grunge map 009
- Grunge map 010
- Grunge map 011
- Grunge map 012
- Grunge map 013
- Grunge map 014
- Grunge map 015
- Grunge rough dirty
- Grunge rust fine
- Grunge scratches dirty
- Grunge scratches fine
- Grunge scratches rough
- Grunge shavings
- Grunge splashes dusty
- Grunge spots
- Grunge spots dirty
- Liquid
- Messy fibers 1
- Messy fibers 2
- Messy fibers 3
- Microscope view
- Moisture noise
- Perlin noise
- Plasma
- Caustics
- Voronoi
- Voronoi fractal
- Waveform 1
- White noise
- White noise fast
- Patterns
- Patterns
- 3D linear gradient
- 3D volume mask
- Alveolus
- Arc pavement
- Brick 1
- Brick 2
- Brick generator
- Checker 1
- Cube 3D
- Cube 3D GBuffers
- Fibers 1
- Fibers 2
- Gaussian 1
- Gaussian 2
- Gradient axial
- Gradient axial reflected
- Gradient circular
- Gradient linear 1
- Gradient linear 2
- Gradient linear 3
- Gradient radial
- Height extrude
- Mesh 1
- Mesh 2
- Panorama shape
- Polygon 1
- Polygon 2
- Scratches generator
- Shape
- Shape extrude
- Shape mapper
- Shape splatter
- Shape splatter blend
- Shape splatter data extract
- Shape splatter to mask
- Splatter
- Splatter circular
- Star
- Starburst
- Stripes
- Tile generator
- Tile random
- Tile random 2
- Tile sampler
- Triangle grid
- Weave 1
- Weave 2
- Weave generator
- Filters
- Filters
- Adjustments
- Adjustments
- Apply color palette
- Auto levels
- Channel mixer
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- Color to mask
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- Convert to linear
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- Create color palette (16)
- Grayscale conversion advanced
- Hald CLUT
- HDR range viewer
- Height map frequencies mapper
- Highpass
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- Non-uniform histogram scan
- Histogram select
- Histogram shift
- ID to mask grayscale
- Invert
- Lighting cancel high frequencies
- Lighting cancel low frequencies
- Luminance highpass
- Min max
- Modify color palette
- Pow
- Quantize color (Simple)
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- Quantize grayscale
- Replace color
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- Threshold
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- Blending
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- Effects
- Effects
- 3D texture position
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- Ambient occlusion (HBAO)
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- Anisotropic Kuwahara color
- Anisotropic Kuwahara grayscale
- Bevel
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- Diffusion color
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- Diffusion UV
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- Edge detect
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- Extend shape
- Flood fill
- Flood fill mapper
- Flood fill to Bbox size
- Flood Fill to gradient
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- Flood Fill to index
- Flood Fill to position
- Flood Fill to random color
- Flood Fill to random grayscale
- FXAA
- Glow
- Mosaic
- Multi directional warp
- Non-uniform directional warp
- Reaction diffusion fast
- RT irradiance
- RT shadow
- Shadows
- Shape drop shadow
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- Tiling
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- Material filters
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- 1-click
- Effects (Material)
- Transforms (Material)
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- PBR utilities
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- Mesh-based generators
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- Weathering
- Utilities (Mesh-based generators)
- Spline & Path tools
- Spline & Path tools
- Working with Path & Spline tools
- Path tools
- Spline tools
- Spline tools
- Paths to Spline
- Point list
- Scatter on Spline color
- Scatter on Spline grayscale
- Spline 2D transform
- Spline (Cubic)
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- Spline append
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- Spline bridge (List)
- Spline bridge mapper color
- Spline bridge mapper grayscale
- Spline circle
- Spline fill
- Spline flow mapper
- Spline mapper color
- Spline mapper grayscale
- Spline merge list
- Spline render
- Spline sample height
- Spline sample thickness
- Spline select
- Spline warp
- UV mapper color
- UV mapper grayscale
- 3D view (Library)
- 3D view (Library)
- HDRI tools
- Node library
- Substance function graphs
- Substance function graphs
- What is a Substance function graph?
- Create and edit a Substance function graph
- The Substance function graph
- Variables
- FX-maps
- FX-Maps
- How it works
- The Iterate node
- The Quadrant node
- Using Substance function graphs in FX-Maps
- Warnings in Substance function graphs
- Sample Substance function graphs
- Nodes reference for Substance function graphs
- MDL graphs
- Bakers
- Best practices
- Pipeline and project configuration
- Color management
- Package metadata
- Scripting
- Scripting
- Plugin basics
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- Python editor
- Accessing graphs and selections
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- Undo and redo
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- Using color management
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- Logging
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- Debugging plugins using Visual Studio Code
- Porting previous plugins
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- Technical issues
- Release notes
The 3D View helps you view and understand your materials with custom meshes and rendered PBR materials.
Like with all Substance 3D Designer Windows, it works together with other windows through right-click menu options and drag-and-drop operations. The 3D view also provides two main methods of rendering: fast, realtime OpenGL visualisation, with fluent smooth interaction, and high-quality raytraced renders with Iray.
In this page
Viewport navigation
The 3D View camera and environment may be manipulated in three ways:
- Orbit: Hold LMB and drag
- Pan: Hold MMB and drag
- Zoom: Scroll using MouseWheel / Hold RMB and drag
- Rotate environment: Hold Ctrl+Shift+RMB and drag
Using a trackpad (macOS only)
- Orbit: Two-finger swipe
- Pan: Two-finger swipe while holding Shift
- Zoom: Two-finger pinch / Two-finger swipe while holding Cmd
- Rotate environment: Two-finger swipe while holding Cmd+Shift
Each of the zooming methods is inverted with the other:
- Mouse wheel up pulls the scene closer
- RMB and drag up pushes the scene away
The zoom direction can be inverted in the Preferences.
You Focus the view back on your mesh with Hotkey F .
Navigation can also happen by using the Camera menu to jump to predefined viewpoints, see the Toolbar section below.
CHANGING THE LIGHTING
Designer works with Image-Based lighting by default. A high-dynamic range bitmap is used to render diffuse and specular lighting. You can rotate this light-environment around your 3D object, or you can load either preset, or custom HDR light environments. Please note that your HDR images need to be spherical layout, and ideally are 32-bit .hdr format.
To rotate the environment in the 3D view, hold Ctrl + Shift + RMB and drag from left to right.
To set a precise rotation, use Environment > Edit in the top 3D View toolbar and change the Rotation Angle slider in the properties window.
To use a preset HDR light environment, click the HDRI Environments section of the 3D View category in the Library Window, and then drag and drop any of the icons to the 3D view.
To use your own, custom HDR light environment, import an HDR image by dragging and dropping the file into a package in the Explorer Window (Link the file when prompted). Then drag and drop the resource, choose Latitude/Longtitude Panorama as the target.
Designer has basic support for point lights. These are disabled by default and are generally not used anymore. The Lighting mode only moves these lights. While in Camera mode (C), you can temporarily switch to Lighting mode by holding the Alt (Windows) or ⌥ (macOS) key.
Substance graphs
You can view entire materials as a complete material in the 3D View. This is the most common way to work, and will match the usage attributes on output nodes , to the relevant texture slots of the 3D view material. That means your outputs need to be set correctly (using Templates ensures this is the case), and that you selected material/viewport shader supports
You view all of a graph's outputs by clicking RMB an emtpy area in the Graph view, and choosing the View Outputs in 3D View option in the contextual menu.
You can also view a graph's outputs without having to open it, by clicking RMB on a graph resource in the Explorer dock and choosing the View Outputs in 3D View option in the contextual menu.
As an alternative to the graph's contextual menu, you can achieve the same result by dragging the graph from the Explorer dock to the 3D View.
When loading a graph, its outputs are automatically applied in the 3D View by default. You can disable this behaviour in the Preferences. Go to Edit > Preferences > Graph > Common and uncheck the View outputs in 3D view when opening a graph option.
Multiple Material Slots
If you use custom meshes with more than one single material, you'll be asked to choose what material slot to assign the material to. With any of the above methods, click a slot to confirm your choice. For more information on Materials an their assignment, read the detailed section below.
Individual node/graph output
You can view just a single output in any available material channel in the 3D View. This is less commonly used, but good for previewing quick tests or individual nodes with no output.
You can view any node, not just output nodes, by right clicking it in the Graph view, and choosing View in 3D View. You'll be shown a list with available channels to assign the node to. Click any to confirm.
You can also use RMB to drag and drop any node from the Graph view to the 3D View. You'll be shown a list with available channels to assign the node to. Click any to confirm.
You can view any individual graph output by expanding the graph resource in the Explorer dock, and using LMB to drag that output to the 3D View. You will be shown a list with available channels to assign the node to. Click any to confirm.
Designer offers a dozen preset meshes. These meshes have uniform, useable UV coordinates and serve most scenarios for tiling textures. Importing and viewing your own 3D meshes is also possible.
Pick any of the default meshes through the Scene dropdown menu in the top bar.
Import a custom 3D Mesh by dragging and dropping a compatible file to the Explorer. If asked to Link as UDIM mesh, the answer is usually No. Then Double-click its resource entry in the Explorer, or drag it to the 3D View to view it.
To change the current shader, go to Materials > Default (or any other slot name for custom meshes) and choose the definition and then technique. For example, to set displacement on a Plane (hi-res): Materials > Default > Adobe Standard Material* > Tesselation. This also opens the settings in the Properties panel.
To access shader properties, go to Materials > Default (or any other slot) > Edit. Then change properties, such as Height Scale, in the properties panel. Other shader settings are described below.
To reset a shader go to Materials > Default (or any other slot) > Reset Material. This will require you to view a Substance graphs' outputs in the 3D view again, as it clears all connected textures.
*: On some system configurations, Adobe Standard Material may not be available and Metallic Roughness should be used instead.
This feature is not available on macOS.
You can export the mesh from the 3D View to a file in the OBJ, FBX or PLY formats. If tessellation displacement is enabled, the subdivision of the geometry is baked into the exported mesh.
However, the vertex normals of the original mesh may not match its new displaced shape, which means the displaced mesh may not render correctly. You can manage this in two ways:
- Use the mesh normal map which will provide the correct normals
- Recompute the mesh normals on export using the mesh normal map, which means these normals are baked into the exported mesh and the normal map is no longer necessary
To export the 3D View mesh, go to Scene > Export scene..., set your choice regarding normals recomputation, then select a location, name and file format for the exported mesh.
The duration of the export process and resulting file size depend on the mesh triangle count and tessellation factor. High tessellation factor values can result in instability depending on the GPU's onboard memory pool.
That being said, the vertex count of the tessellated mesh should be in the same range as the pixel count of the height map.
Having a mesh more dense than the height map can make for a slightly smoother mesh when using Phong tessellation, yet you should aim for reliably getting the mesh exported with the required height map detail first, and then refining the exported mesh in other software if needed.
If the original mesh has multiple materials and/or UV sets, these will be merged into one.
TDR (Windows only)
This feature requires that the Timeout Detection and Recovery (TDR) match the recommended values in this page of our documentation, as stated in Designer's Technical requirements.
The menu bar provides 7 menus with options related to the 3D View. below is an overview of all options available.
The toolbar can be repositioned around the 3D View dock using the leftmost handle represented by three parallel lines.
Camera/Light toggle
This toggle lets you select which of the current camera or the scene lights should orbit around the scene when holding LMB and dragging the mouse in the viewport.
The camera is selected by default.
Scene browser
The Scene browser dock displays a hierachy of all elements in your scene.
As any other dock in Designer, it can be repositioned around the viewport as well as undocked into a floating window.
Selecting a light, camera or the environment item will display its properties in the Properties panel. This may be a convenient way to quickly access these settings instead of having to go through the menu bar.
Materials listed in the Materials menu can be assigned by clicking the dropdown box in the Material column of the Scene Browser.
(OpenGL renderer only) Selecting an element of the scene in the list will replace it in the viewport by a wireframe overlay of that element.
Once an item in the tree is selected, you can use the arrow keys to quickly move the selection through the items.
In combination with the wireframe overlay mentioned above, this is handy to quickly identify objects in complex scenes.
Display options
Click the Show environment button to toggle the display of the scene's environment. The same setting can be found in the Properties dock after going to Environment > Edit in the 3D View's menu bar.
Similarly, click the Display options button to display button toggles equivalents for the settings found in the Display menu.
Wireframe: Toggles display of the mesh as a wireframe.
Axis: Toggles display of the 3D axis in the viewport.
Backface culling: Disabling this option lets you see a mesh face from both sides. The option works in combination with Wireframe.
Bounding Box: Toggles display of the mesh' bounding box.
Grid: Toggles the display of the world grid.
Vertex tangent space: Displays the tangent, binormal and normal vectors for all vertices as colored gizmos.
Scene Stats: Toggles display of scene statistics, such as polycount, materials count, static meshes count, etc.
Color channels
You can display a single channel of the image using the Color channels button. This opens a combo box letting you select which of the Red, Green and Blue channels should be displayed. The normal aspect of the image with all channels is restored by selecting the RGB option.
The icon of the Color channels button changes depending on the currently display channel(s).
Color space
For the most accurate representation of color, images are displayed by default in a color space which matches the one used by the monitor.
The available controls will depend on the color management mode set in the Project settings. Learn more about these controls in the Color management section in this page.