Last updated on
Jul 13, 2023
- Interface
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- Font resource
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- Substance graphs
- Substance graph key concepts
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- Exporting bitmaps
- Exporting PSD files
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- Substance function graphs
- What is a Substance function graph?
- Create and edit a Substance function
- 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
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- Substance 3D home
- User guide
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- Getting started
-
Interface
- Interface
- Customizing your workspace
- Home screen
- Main toolbar
- Preferences
- Explorer
- Graph view
- Library
- Properties
- 2D view
- 3D view
- Dependency manager
-
Resources
- Resources
- Importing, linking and new resources
- Bitmap resource
- Vector graphics (SVG) resource
- 3D scene resource
- AxF (Appearance eXchange Format)
- Font resource
- Warnings from dependencies
-
Substance function graphs
- Substance function graphs
- What is a Substance function graph?
- Create and edit a Substance function
- 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
- Plugin search paths
- Plugins packages
- Plugin manager
- Python editor
- Accessing graphs and selections
- Nodes and properties
- Undo and redo
- Application callbacks
- Creating user interface elements
- Adding actions to the Explorer toolbar
- Using color management
- Using spot colors
- Logging
- Using threads
- Debugging plugins using Visual Studio Code
- Porting previous plugins
- Packaging plugins
- Scripting API reference
- Technical issues
- Release notes
Material Filters
Material Filters are nodes that work with Full Material inputs: combinations of multiple channels, best used through Link Creation Modes. Any time you are working with a full PBR material and not just a single channel such as Basecolor or Normal, or a simple black and white mask, you will want to use the Material Filters category.
This category consists of a number of sub-categories:
- 1-Click
Only contains Bitmap2Material. - Effects
Fancy, all-in-one material effects. - Transforms
Multi-channel transformation helpers. - Blending
Multi-channel blend nodes. - PBR Utilities
PBR helper nodes and tools. - Scan Processing
Tools specifically intended for photoscanned textures.