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I've been working on painting textures for my model in Substance Painter smoothly, but I encountered an issue with my latest project. After importing the FBX file and baking the texture maps, all my Ambient Occlusion maps have strange patterns, like the ones below. I must have accidentally toggled something, but I can't pinpoint what it is. Any suggestions?
Why UV seams are visible? Some advice? What am I doing wrong?
Initial technical state:Version: 11.0.0;OS: Windows 11, version 24H2;My steps of creation USD format in ZBrush for Adobe Substance 3D Painter:1. Opening the object without vertex altering and with initially set UV ( image: First step);2. Subdividing the mesh using Divide and Smt buttons to generate regular subdivisions (images: Second step, Result of the second step);3. In the ''USD Format'' subpalette, which is in ''ZPlugin'' palette, set the "Selected" button for saving only one subtool and hit "Save"(image: Third step);4. In the file explorer window set the following name and format to export (image: Fourth step);5. I open Adobe Substance 3D Painter and hit "New Project", then load the USD file, after that the section: "Subdivision levels" is greyed out (image: Main issue).Remark: even though I subdivide the mesh without using Smt button, trying to purely subdivide mesh without any smoothing effect on the borders of the mesh, the same issue is being remained.Question: what did I for
I've been following through on the Substance Painter 2021 Getting Started Tutorial - Part 03. The problem occurs when he introduces the viewer to radial symmetry. Whenever I try to hover or click on the symmetry settings, it briefly pops up then disappears. What is happening? How do I fix this?
When I toggle the visibility of layers in Substance 3D Painter, it takes about 2–3 minutes to load.I’ve tried deleting unused resources, updating my graphics drivers, and increasing the local cache size to 1500MB, but none of these have resolved the issue so far.After toggling the visibility a few times, the loading time seems to improve, but the problem occurs again every time I reopen the project.I’d appreciate it if you could suggest a solution. My computer specifications:Substance 3D Painter version: 11.0.0CPU: Intel Core i7-12700FGPU: RTX 3070
Hi i have a problem on my MacBookPro, when i open my mesh in substance it's all pink and i have the shader error. [Shader Helpers] ERROR: Implementation limit of 16 active fragment shader samplers (e.g., maximum number of supported image units) exceeded, fragment shader uses 19 samplersI really need to fix that.Thank you!
Hi, I'm looking for a simple guide on how to make and apply a normal map to my simple model. I've watched a bunch of videos and read docs but it's not the same process for me. 1. I have a wooden crate from blender that isnt textured but I exported the uv map/material.2. In SP I filled the crate with a wood texture.3. At this point, how do I generate a normal map from the colour texture to bring out the grains of wood? I added the same texture to the normal map fill channel but it looks odd. Do I need to bake the colour map first? If so, how do I then apply the normal map that gets baked?Thank you!
As the title said, i have a normal effect like this:And it is provide by a paint layer in the main materialAnd you may see that there is some scratch effect overlap this bevel lines.Even change the blende mode of this layer's height, the overlap problem is still not sloved.And the scratch effect is provide by a mask like this:So i want to ask is it possible to change this paint into a mask paint so i can erase the overtlap part?
I was wondering if there is a way to pull focus using python on a layer that is selected .i figured out how to set the node selection in the layerstack but i want the UI to then also show it instead of having to scroll through my layerstack to find it manually theres a showinui function for resources but i dont see any for layers
i am a newbie of substance painter and i've trying to use the path tool but i found that this tool is extreme hard to use because it will always snap to the surface but i just want to edit its plane coordinates not snap it to the front.this is what happened after moving it a bit, as the photo see, the point moves to the other mesh which make the whole path become a mess. I want to know is there a way to disable this feature cause it is annoying all the time.
So I've decided to try out 3D Linear Gradient on a piece I'm working on. I watched tutorials and it looks very straight forward: Add fill layer, add black mask to fill layer, add generator and choose 3D Linear Gradient. Except when I do that, nothing happens. Let me explain:Basically, when I add a black mask to my fill layer, in the videos I would see a black square show up right next to the fill layer thumbnail. and when the 3D Linear Gradient is added onto the generator, you would visibly see the a gradient on the black mask thumbail. That's not happening with me. Here is a screenshot of what my layers look like:I see a square with a black circle instead. I'm fairly new to masking and have only been using Substance Painter for a few months now. I haven't had to use masking for my projects until now, so I'm not sure what's going on here. Also this is what I've been seeing in tutorial videos:As you can see, it does not look the same. Am I missing something here? Thanks
Hey Substance Painter team, I've been loving the new Stylization filter with the release of version 11! Thanks for putting this together! That being said, I'd love to have a way to export the Brush Strokes Map that can be viewed in the Helpers -> Display Helpers section of the filter parameters. Is there any way to export this?
Still very new to SP.I am trying to wrap my head around exporting my finished product's maps.Not sure what settings I should be using.How do you export the roughness, metalness, AO, etc maps in RGB color formats?I have tried changing the color management, base color settings of them under the texture sets, rebaking, tried different export options, and no matter what I'm trying to do, it keeps exporting the AO, Roughness and Metalness (metallic) maps as grayscale.I need the exported maps to be RBG not Grayscale.So here are the questions I don't know what if at all needs to be changed to make the above problem work correctly.What initial project settings?Which color space?which texture settings?Export setup settings?and any other settings that I have not asked about? The game I am recoloring my project use the following._am.PNG.. Diffuse (just the colors of the project) no changes needed _gmm.PNGRed channel contains roughness mapGreen Channel contains metallic / metallness mapb
The materials I downloaded from the 3D asset library are now all placed together in a single folder called "Materials" without any categorization.I would like to return to the previous display where the materials were categorized, such as Wood, Metal, etc.Do you know how I can do that?
Hey, I'm fairly new to substance painter and am struggling to figure out how to use generators. We went over them a while ago in lesson, and I need to create a textured model by thursday, I've roughly unwrapped my sawblade and am struggling to add and use generators as everytime I do, it says under the mask Generator (empty) I don't understand what I have done or why it is saying this. Everytime I click the generator it won't do anything at all.
HI, I have a teacher license for about a month and this error just poped up today, closing substance.You don't have permission to access "http://commerce-stg.adobe.com/store/segmentation?" on this server.Reference #18.8794d817.1721440148.730b98cbhttps://errors.edgesuite.net/18.8794d817.1721440148.730b98cb THanks
UV islands that should not be there, but are seen after baking.Hello. While the uv map is flawless, when I bake it in substance painter, the shapes appear. This is a new problem that I could not solve before. What is the solution? Where do these uv islands come from?I use version 8.3.1
Hi, I seem to have a corrupt file, I didn't get any errors while saving last night, this morning when trying to open the file I get the error message.After searching the forums it seems that usually you guys asked for the project file and log file.I wanted to see if you'd be able to recover any of the work.log file and screenshot of the error are attached. I can also privately send the project file. Thank you
Hello, I am trying to locate the ResourceID for Output template for glTF PBR Metal Rougness. My goal is to create a button that will export a .glb file. For example, I am able to export Arnold textures withexport_preset = substance_painter.resource.ResourceID(context="starter_assets", name="Arnold (AiStandard)") I am currently trying out thisexport_preset = substance_painter.resource.ResourceID(context="starter_assets", name="glTF PBR MetalRoughness"). I'm looking for what i need to replace "start_assets" with. I was also able to successfully export .gltf mesh using substance_painter.export.export_mesh(file_path: str, option: MeshExportOption ) but there doesn't seem to be supported extension for .glb I was wondering if this is possible. Thank you!
For my project we use a custom shader with custom shader parameters. When not hidden I can modify these parameters via the Shader Settings > Shader Parameters window. Is it possible to read/write these custom shader parameters from the Python or Javascript scripting APIs? Looking through the Substance 3D Painter API Documentation I've not been able to find any example of this. However I've noticed that the API is very much out of date and incomplete, so I could be missing something.
I'm experiencing jagged or pixelated seams between polygons when painting in Substance Painter — especially when different UV shells are filled with different colors. It looks like there’s bleeding or overlapping of pixels between neighboring polygons.I've already tried the following to fix it:Increased the texture resolution to 2048 and even higher.Switched from regular painting to UV Chunk Fill for more precision.Raised the subsampling (antialiasing) level to 8x8 during baking.Increased the texel density of my UVs in Maya (was around 67px/unit).Despite all this, the issue still persists, especially around UV seams.
Extremely glad to share that Substance 3D Painter 11.0.0 is now available. It is a major release. We worked hard on this update with features that should help daily life of 3D texturing artists. For this one, we did a collaboration with Damien GUIMONEAU for a great hero asset for the splash screen: a dragon. We already collaborated with Damien in 2020 when releasing Painter with the support of UDIMs, with a baby dragon. Today Painter and the dragon have both grown up. Here the list of features:- Auto update your resources in the Assets panel and used in your project:With the new Auto updates from Assets panel imported via Adobe Illustrator, Substance 3D Designer, or Substance 3D Sampler or any other compatible format from other applications, you can edit in context your resource in the original app and see immediately the result in Painter.- New Filled path tool:The new Filled Path type allows you to 'fill in' shapes and then create easily masks with uniform colors. - 3D Path tool impr
Hi!So as stated above I've got a promotional code for SP from FAB, redeem it, and everything works smooth until today.When I tried to launch SP a window pops up saying it is not part of my plan (I have yearly subscription for All CC Apps).What is going on?
Помогите, пожалуйста, найти решение.Работаю в Substance Painter. Видела мастер-класс, где парень делал закос под 2д рисунок, и я бы хотела экспортировать такую же текстуру в Blender. Автор мастер-класса работал в канале base color, и на нём всё смотрится, как надо. Результат тоже показывал, как из base color. Но в Blender экспортируется только material, который выглядит не как мне надо. Можно ли как-то экспортировать только текстуру из base color, чтобы она выглядела, как рисунок? Если нет, то что посоветуете?На первых двух фото скрины с мастер-класса. У него была анимация, так что я думаю, что экспортировать текстуры, так как я хочу, возможно. Две вторые фотки уже мои. Третья фотка то, что я хочу получить в итоге, но экспортируется текстура из четвёртой
Hi i wanted to install Substance 3D Painter but its telling me that my pc is not compatible ??i tried to update all my driver but its still not working i really dont know what to do more .. my PC : WindowsMicrosoft Windows 10 Professionnel 64 bit (build 10.0.19045) motherboardMicro-Star B450M-A PRO MAX (MS-7C52) 1.0 (BIOS 3.C0) ProcessorAMD Ryzen 5 3600 6-Core 3,60 GHz AM4 (AMD64 Family 23 Model 113 Stepping 0) Mémory16 GoBarrette n° 1 : KHX3200C16D4/8GX P0 Channel A (8 Go)Barrette n° 2 : KHX3200C16D4/8GX P0 Channel B (8 Go) graphic cardNvidia GeForce RTX 3060 Ti Network cardRealtek PCIe GbE Family Controller
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