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Hello wise folks,

I'm trying to build a substance graph that takes a color ID map of a model as an input and sorts out which material to use for what part according to this color input. With that I wouldn't need to have dozens of materials on one mesh and could generate my textures inside unity instead of having to batch export each set of textures.

Now as soon as I put e.g. one of the default PBR materials from substance designer into my material graph to choose from, when I import the .sbsar file into unity 2018 it doesn't show any parameters anymore and just displays a white sphere.

My question: 1. is there a more clever way to achieve my desired result or 2. what did i do wrong? :)


It is likely because sbsrender is using a CPU engine rather than a GPU engine. With the CPU engines, 16 bit color textures are not supported and fall back to 8 bit (and conversely 8 bit greyscale texture fallback to 16bits). You can switch to use a GPU engine using the --engine command line option (ogl3 or d3d10pc depending on your OS).

Thank you very very much, that was exactly it.

Do you know how I can find out what the correct command line option is to use the external graphics card? It works with d3d10pc but really slow and it can't find ogl3. My apologies if this is a noob question but I'm really not familiar with this.


I'm using the Automation Toolkit to produce variations of texures.

My problem: whenever I'm using a position map input for any node when exporting the textures everything produced by that node is pixelated (e.g. dirt). This seems to be a problem with the position map not being 16 bit but I've checked it and it is 16 bit. Do I have to care for anything else?

Inside Substance everything looks good and not pixelated but as soon as I export via script it becomes.

Best regards,

Yes, this is due to a known design problem with the Substance Cooker (the component which compiles substances graphs). The cause is that if you expose a graph parameter and then apply a function to drive that parameter, the result of that function is not computed once and for all, but instead the function is called every single time the parameter is used inside the graph. This works ok if the exposed parameter is used only once or if the function gives the same result every single time but if its result is random, strange things are likely to happen.

Okay, but is there any way you could imagine to work around that?

I still don't understand why the built in Material Switch, and the Multi-Color/Grayscale Switch work fine but this Multi-Material Switch doesn't. Maybe there is something else I overlooked?

Substance DesignerSubstance Designer - Showcase - Re: Multi Material Switch
 on: August 25, 2017, 03:38:36 pm 

I'm using your Multi Material Switch node in combination with the Automation Toolkit, trying to access the "Input Selection" parameter and randomizing it via python. Unfortunately, even though everything seems to work fine in Substance Designer itself, as soon as I want to access the exposed parameters via code, all outputs come out black.

This doesn't happen if I use the build in Material Switch or if I try to switch between color/ greyscale inputs (Multi Switch/ Multi Switch Grayscale).

Do you have any idea why this is happening?  >> Please have a look at my separate topic regarding this issue:,18809.0.html



I'm working on a code driven way to texture props and crowds characters according to set Color ID Maps with random variations of e.g. wood, fabric or metal materials. I want to choose randomly from a pool of e.g. different wooden materials to texture parts of the meshes.

Now for that I need a Multi-Material Switch node as I want to switch randomly between different e.g. wooden materials to texture one color on the Color ID Map.

I know that there is a Multi-Material Switch from the community ( but there's a very big problem with that one:

When I try to access the exposed parameter of the Multi-Material Switch (what selection it has) and randomize it, the maps just come out all transparent. It seems like the node doesn't pass the parameters to randomize and I don't know why. It works if I use the built in Material Switch, which unfortunately only lets you switch between two materials. The Multi-Color/ Grayscale Switch also works fine for images.

In Substance Designer everything works perfectly but as soon as I try to access the exposed parameters via code they are not accessible. I'll attatch a sample setup that I would need, maybe one of you has a good idea how to solve this.

EDIT: If I just replace one of the Multi-Material Switch nodes with a shipped Material Switch node this one set renders out perfectly, with randomization etc. The others still don't.

Hey, I solved it!

I was just placing the tri planar node on the wrong side of the dirt generator. And far more easy it already has a tri planar mode built in.

Thanks anyway :)

Hello there!

I am trying to convert UV Tiled Materials and Dirt into a Tri Planar Mapped Material. This workes fine with this Tri Planar Material Node from Substance Share.

In picture #1 you see how the node looks applied to a blended material wood & metal, all fine. In picture #2 you see the dirt Generator applied (no tri planar), looks fine but with seams. If I now apply the Tri Planar Mapping node to the whole material result it looks like in picture #3. There's huge splats appearing and I don't know why. I've added my setup for picture #3 as a reference as well, maybe you know how I can achieve a nice tri planar dirt mask.

Best regards,



#4 (Setup for picture #3)

Hey, thank you very much!

It worked for now but another question emerged: is there any possible way to always assign one specific color according to what mesh ID was assigned in Max? Like maybe a script or some preset, so that if I have 10 or 100 objects that all have Mat IDs assigned, those colors will stay consistent for each ID?

The use for this would be to always assign e.g. a wood material to ID 1 (red), metal to ID 2 (yellow), [...], fabric to ID 55 (blue) etc.

Best regards!


I'd like to process a large amount of meshes out of 3ds Max that have different material ID's assigned to them.

How do I extract those ID's in Substance Designer and assign one color per ID to use that color map later to assign different Substances? Or maybe I don't need the color map at all and can just assign Substances per given Mat ID?

Basically: Mesh with Mat ID's -> color map from Mat ID's -> assign Substances in Substance Designer.

Thanks very much.

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