Documentation for Substance Designer 3D is now available on Experience League. After March 14th, HelpX pages will automatically redirect to the equivalent Experience League page.
Refer to the FAQ for more information about which documentation is affected.
- Substance 3D home
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- Importing, linking and new resources
- Bitmap resource
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- 3D scene resource
- AxF (Appearance eXchange Format)
- Font resource
- Warnings from dependencies
- Substance graphs
- Substance graphs
- Substance graph key concepts
- Creating a Substance graph
- Instances and subgraphs
- Graph parameters
- Manage parameters
- 'Visible if' expressions
- Inheritance in Substance graphs
- Output size
- Values in Substance graphs
- Publishing Substance 3D asset files (SBSAR)
- Exporting bitmaps
- Exporting PSD files
- Sample Substance graphs
- Warnings in Substance graphs
- 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
- 3D Simplex noise
- 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 1
- Moisture noise 2
- 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
- Chrominance extract
- Clamp
- Color match
- Color to mask
- Contrast/Luminosity
- Convert to linear
- Convert to sRGB
- Create color palette (16)
- Grayscale conversion advanced
- Hald CLUT
- HDR range viewer
- Height map frequencies mapper
- Highpass
- Histogram compute
- Histogram equalize
- Histogram range
- Histogram render
- Histogram scan
- 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)
- Quantize color
- Quantize grayscale
- Replace color
- Replace color range
- Threshold
- View color palette
- Blending
- Blurs
- Channels
- Effects
- Effects
- 3D texture position
- 3D texture SDF
- 3D texture surface render
- 3D texture volume render
- Ambient occlusion (HBAO)
- Ambient occlusion (RTAO)
- Anisotropic Kuwahara color
- Anisotropic Kuwahara grayscale
- Bevel
- Bevel smooth
- Cross section
- Curvature
- Curvature smooth
- Curvature sobel
- Diffusion color
- Diffusion grayscale
- Diffusion UV
- Directional distance
- Edge detect
- Emboss with gloss
- Extend shape
- Flood fill
- Flood fill mapper
- Flood fill to Bbox size
- Flood Fill to gradient
- Flood Fill to grayscale/color
- 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
- Shape glow
- Shape stroke
- Summed area table
- Swirl
- Uber emboss
- Vector morph
- Vector warp
- Normal map
- Tiling
- Transforms
- Material filters
- Material filters
- 1-click
- Effects (Material)
- Transforms (Material)
- Blending (Material)
- PBR utilities
- Scan processing
- Mesh-based generators
- Mesh-based generators
- Mask generators
- Weathering
- Utilities (Mesh-based generators)
- Spline & Path tools
- Spline & Path tools
- Working with Path & Spline tools
- Paths to spline
- Path tools
- Spline tools
- Spline tools
- Point list
- Scatter on Spline color
- Scatter on Spline grayscale
- Scatter Splines on Splines
- Spline 2D transform
- Spline (Cubic)
- Spline (Poly quadratic)
- Spline (Quadratic)
- Spline append
- Spline bridge (2 Splines)
- 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 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
- Nodes reference for Substance function graphs
- Function nodes overview
- Atomic function nodes
- Function node library
- MDL graphs
- Working with 3D scenes
- 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
The Output node specifies the result of a Substance graph, or one of its results if more than one Output node is present in it.
The image or value connected to a graph's Output node is output by any instance node representing this graph, and can exported as a graph output.
Similarly, when a published SBSAR file includes this graph, then that file can output that image in any integration or plugin which consumes the file.
It has a single input slot that is type-agnostic, which means it types itself after the data type connected to it.
It has no parameters, but rather attributes that are of great importance for properly labeling the output and putting it to its intended use.
Every Substance graph must have at least one Output node. If no output exists, the graph can never return an actual result and a warning is raised.
|
Identifier String |
The unique identifier of the output. This property cannot be left blank and cannot contain special characters or spaces.
The identifier is used as the node's label is the 'Label' property is left blank. It may also be used to name exported textures. |
|
Description String |
Optional description used as the output's tooltip is Substance graphs..
|
|
Label String |
This is used as a label for the output node, and its corresponding connector in instance nodes representing this graph. The label may contain spaces and special characters. |
|
User data String |
Optional metadata that may be used for specific filtering operations. Substance 3D Painter make use of this data to drive some features..
|
|
Group String |
Attribute used to group outputs together for Designer's link creation modes.
Outputs with an identical 'Group' attribute are presented as a single connection in the 'Compact Material' link creation mode. |
These are attributes which are meant to be used by integrations/plugins which consume the graph in a published SBSAR file.
As such, they have no impact on the format of bitmap exports. Additionally, only the Usage attribute is used in Designer, see below for details.
Usage
|
Component String |
Used to map some texture channels to the appropriate SVBRDF shader inputs in AxF workflows. |
|
Usage String |
Defines the type and usage of the output node. This property is important as it drives:
|
|
Color space String |
Sets the color space this output should be interpreted in. Is used by some integrations in other applications, and has no impact in Designer. |
Since graph outputs are often intended to be the final result for a specific texture channel, outputs can be automatically sent to the appropriate sampler of the shader used in the 3D View.
Indeed, an output which Usage property matches a sampler usage in the 3D View will be connected to that sampler. E.g., an Output with a basecolor usage will be connected to the basecolor sampler of the 3D View shader. Learn more in the View data in the 3D View section of the 3D View page.
Click RMB on an empty area in the Graph view and select the View outputs in 3D view option in the contextual menu to connect all outputs to 3D View samplers with matching usages.
If multiple usages are set up in order, for instance, to assign usages to channels in a packed texture, only the first usage in the list will be connected to the 3D View. This is a known limitation.
When a graph has more than one output, one of those can be set as the default output for that graph. This specifies which of the outputs should be used for:
- The thumbnail of any instance node representing that graph
- Viewing these instance nodes in the 2D View
- The thumbnail of that graph in the Library (learn about adding your own resources here)
This feature lets you arrange graph outputs in any order independently from how the graph will be visualised as a node.
To set an Output node as a graph's default output:
- Right-click on an Output node and select the 'Set as default output' action in the contextual menu.
- In the Output node's properties, use the 'Set as default' button in the header of the 'Attributes' section.
Here is an example of instance nodes before and after setting a default output: