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Nodes are split in 2 kinds:

Input nodes

There are 20 different nodes into Substance Designer:


This node represents a bitmap image.

You can create a new Bitmap node directly from an existing bitmap file by selecting the From File... command from the submenu, or create a new bitmap resource directly in Substance Designer's Bitmap Editor using the From New Resource... command.

When you create a Bitmap node from an existing file, you can chose either to Import or Link the image.

You can set the Color Mode property to False if you want the image to be converted to grayscale.



This node takes two images and blends them together, using layering operations similar to those found in most image-editing applications. Settings for the effect can be adjusted in the Inspectors panel.



The Blur node takes the input image and applies a simple blur effect. The intensity of the effect can be adjusted in the Inspectors panel.


Channels Shuffle

This node takes two images as inputs and lets you choose which color channels—and from which of the two images—the output image will use. Each of the source channels can be stored in any of the destination channels.


Directional Warp

This node takes two inputs: a primary image (color or grayscale), and a secondary grayscale image. The secondary image defines where, and how much, to warp the color image. Additional aspects can be adjusted in the Inspectors panel.


Directional Blur

Takes the input image and performs a directional blur operation on it. You can adjust the intensity and angle of the effect in the Inspectors panel.



This node takes two images. It uses the grayscale secondary image to apply an embossing function on the input image. The intensity of the embossing at a given point is governed by the grayscale image’s grayscale intensity at the corresponding point.



FX-Maps can be self-contained generators in their own right and are often used to create procedural noises and patterns, but they can also process images supplied to them as inputs. Thus FX-Maps can be used as either Input or Process nodes.

The primary input defines the background image for the FX-Map’s output. The secondary image can be used instead of the FX-Map’s built-in pattern generators.


Gradient Map

This node takes a single grayscale input image and uses a gradient map to remap the input image’s gray levels into colors.

Although simple in principle, this node can help produce many visually complex Substances.


Grayscale Conversion

This node takes a color image and returns a grayscale image.

Balancing of the resulting image can be achieved by adjusting the relevant property in the Inspectors panel.



This node lets you adjust the Hue, Saturation and Luminance values of the input image.



This node lets you adjust the levels in each individual channel (Luminance or RGB) in the input image using a histogram.



Normal maps require a variant form of emboss function to create the final bitmap. This node provides that variant function as a convenience.



This node takes either a grayscale or color input image and applies a sharpen filter to it.



This node represents a vector image. Substance Designer supports the SVG format for vector images.


Please note that texts and primitives are not supported. If you are using Adobe Illustrator, make sure to use the option "Convert to outline" when you export the file.

The input connector lets you provide an image to use as the background behind the vector image.

You can load an existing SVG file into a new SVG node directly from the Nodes menu:

Select From New Resource... to create an SVG resource and open the SVG Editor once the new node is added.

Select From File... to load an existing SVG file into the new node.

SVG node works with a Relative to Parent resolution. This explains why the resolution of the node will be the same as the graph's resolution when you create a node, whereas the resource in the Explorer has the resolution you defined when creating it.


Transformation 2D

This node takes the source image and performs any combination of 2D transformations on it, including simple translations, rotations and scaling.


Uniform Color

This node represents a flat color. Its RGBA value can be set in the Inspectors panel.


This node takes two input images and uses the second input to dictate which parts of the primary input image to warp. The amount of distortion produced in the primary image is also dependent on the intensity of the corresponding pixels in the secondary image.


Color Image Input

Allows the user to put a color in input.

This node is extremely useful when you want the final be user to be able to use its own bitmap image.

The Color Image Input parameters are automatically exposed.


Greyscale Image Input

Allows the user to put a greyscale in input.

This node is extremely useful when you want the final be user to be able to use its own greyscale image.

The Greyscale Image Input parameters are automatically exposed.


Output nodes

An output node represent one map of a material. You need as many outputs as your material has maps.

For example, if your shader requires a diffuse, height and specular map, you will thus need to create 3 output nodes, and then set their Usage.

The Usage parameter defines which kind of maps your shader requires. The Usage is set up in the Parameters panel.

Create an output node

  1. Chose the Output node command in the Nodes menu.
  2. Select the Usage type (Diffuse, Opacity, Height, etc.) in the Parameters panel.
  3. Change the Identifier in the parameters to change its name



The field Group allows you to group the outputs of a node.

When the outputs of one node belong to a same group, they will appear as one link in material layering.

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