Questions
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Hi!im a little freaked out right now, I'm working on my Thesis Film and have a majority of my Substance Painter files on a drive but left 2 files on my computers downloads( careless I know). I hadn't touched either of them in a few days since my semester just started and when I check one of them (a texture of a knight) last night it was no where to be found. It wasn't in any of my files or from what I know it wasn't renamed or moved( and no one has access to my computer except me ). I checked Substances autosaves in its files and I have one save from that project but it was before a bunch of hand done embossing. The other file is completely fine but I don't know what to do. Yes I can spend some time redoing it but I'm just wondering where it could've possibly gone???Thanks.
When painting in photoshop, I always create a new temporary layer to paint on so that my base layer won't get messed up as I work on a new part of the picture. Once that part looks good, I merge it down with my base layer. (I do this hundreds of times, so I have to merge them, otherwise I'd be left with hundreds of layers) How do I merge layers this way in substance painter? Or, if merging layers is not possible, is there a way to use this workflow in substance painter in any other way?
Hey guys! I bakes my body mesh and for some reason when i try using generators its causing uv lines/ my mesh mesh to show up. i baked it as a i normally do any ideas?
Something that would be super awesome is a tool where you can click a location on the 3D Mesh and have it highlight the location on the UV Map. Sort of like the find cursor function on Windows, but to find a location on the UV Map. It could even work in reverse, clicking on the UV map would ping the location on the model. I spend way too much time finding where something is on my UV maps, currently I make a pink paint stroke or fill layer with mask to find where it is, but even then sometimes I have to look a while to find it. This would be especially helpful on models with UDIMs.
I UV unwrapped a model in Blender. It's meant to be a tiled wall so I scaled the texture to reflect the real-world size. When I do this, the size of the UV islands increases so it extends outside of the UV Grid. It looks fine in Blender but when I import it into Substance Painter, I get texture distortion. Does anyone know how to fix this without compromising the texture scale?
Hi everyone, I'm not used to bake from high poly to low poly, so i don't know if i'm doing something wrong. When i try to bake in substance i meet this problem with the cage:Basically one point doens't move like it's supposed to so it end up creating an artifact during the bake.It shoud stay straight when i increase the cage's size The result: The mesh
Hi everyone,I'm facing an issue where the textures look normal in Substance Painter, but after importing them into Blender, there's a lot of abnormal thickness appearing on the model. It might be due to an issue with the settings during the export process in Substance Painter, but I'm not sure what exactly went wrong.If anyone has encountered this problem or has any suggestions on how to fix it, I would really appreciate your help!Thanks in advance!
How toCreate Fill layers for all texture set in there layerstack with python.Should be a simple command?trying to do a simple but usefull autoBaking system. for streamlining some of our pipeline.
See attached video for example. I'm trying to use the 3d paths tool because it's a better workflow, but it's now working for me. My maps are baked at 4096 x 4096. I created a paint layer then clicked on the stitches complex since I'm trying to create an overlock stitch.When I click the pin tool the stitch disappears from the properties panel. I created the path but there is no path just a white blured line. I tried this many times but it didn't work right.I used the adobe official videos titled: Creating 3D Paths in Substance 3D Painter andIntroducing the 3D Path Tool Presets what am I missing. I tried to upload a video but it kept saying it was private when it isn't private.
Hi,If I have a material in a layer, and when I am browsing materials in assets browser and when I click a material instead of drag&drop on the layers then Substance overwrite materal on the selected layer but keeping the name of the layer. Substance is very slow (I have top end PC) so many times Substance accidentaly replace my existing materials when I browsing materials. This is very frustrating, how can I turn off this function?
hello. This is a character modeler using substance painter 9.1.2.There is modeling that synthesizes a normal map from multiple resources using render to texture.I want to bake a curvature map from a normal map synthesized using the Generate from Normal Map function,but it appears as if the normal map is not recognized.I would like to know the reason and solution.
I'm having an issue when exporting out of substance painter to Unreal Engine. Within Substance Painter, all of my textures and UVs look fine. However, everything is bugging out when I try to import them into Unreal Engine. My mesh maps are baked and I made sure my model matches in Maya as well. Is anyone able to tell me why this is happening? Here are the images down below!
The days of the calendar keep on ticking by, and we’re already into the later days of August. What’s going on in the world of Substance 3D? Let’s find out. Substance News Big events over the last month, and fun things coming up: Coming up: Substance 3D at Promised Land Art Festival, Lodz, September 8-10 From September 8 to 10, the Substance 3D team will be at Promised Land Art Festival, organized by CD PROJEKT RED, in Lodz, Poland. The event will be full of lectures, discussion panels, and sessions and workshops in drawing, digital art and sculpting, and miniature painting. Notably, Technical Artist Louise Melin will be presenting a demo session: Making a Creature of Myth: A Showcase of VR Sculpting and Stylized Texturing. She’ll show how she creates a mythological creature, starting by sculpting in VR in Substance 3D Modeler, and then taking an in-depth look at stylized texuring in Substance 3D Painter. I won’t say which mytholo
Hi, I want to able to drive the size of the procedural cell pattern with the use of a map or meshmap or even an anchor point from a previous layer.
I can't install Adobe Substance painter 'cannot install on your device'. I've checked everything, and it seems like my hardware is good enough to power it. I have windows 11, and I have checked and installed all available updates. Please help.
Hello,I am encountering a very frustrating issue while using Substance Painter. When using the UDIM workflow, the texture mapping in any tile outside of the 1001 tile seems to affect other UVs. Could you please advise on how to correctly set this up?Thank you in advance for your assistance.
I've been trying to install Substance, but it asks me to update the system. I’ve already completed the update, but the issue still persists. After further investigation, I found out that one of the requirements is to have Windows 11 version 22H2, but I have the latest version, 23H2. Does this mean I need to downgrade to an earlier version of my system for it to work?
Hello, I would like to ask a question. While testing the Python API, I was unable to find the API for the Projection property in the ToolBar. I would like to use the Python API to achieve the following functionality: automatically enable the Projection feature and set the Texture for the basecolor attribute as per my specification.Moreover, my primary objective is to be able to manually select an angle and position, and have the texture automatically projected onto the model. Currently, I have to manually refresh the view to ensure the texture is properly projected onto the model. If there is an API for automatic projection, that would be even better. I would greatly appreciate any assistance.Looking forward to Any replies.
I've found a beyblade model and it have glossy glass on it. There is no information about that on internet. The creator that model have used "Translucency" map, "Opacity" map and "Scattering" map. All options are supported in Substance Painter but its not works for me. How can i do this glass with substance painter? did anyone know about it?
This is a problem I've had for a while but ignored it, usually resorting to Slope Blur when needed but now I really want to figure out why I cannot get the multi directional mode of the Warp filter to work. Using the JadeToad sample file, if I throw an Ambient Occlusion generator on it and add a Warp filter with the mode set to "warp," it works as expected, as you can see in the attached image. Once I switch the mode to either Directional or Multi Directional, the warping disappears as if there is no filter there at all. I did notice that Multi Directional makes it bolder for some reason, but there are no changes at all no matter how much I mess around with all of the parameters, including the Source Parameters and the Noise Parameters if I try it with a custom noise.I use Multi Directional Warp nodes a lot in Substance Designer and they work fine in that program. I'm expecting a similar result in Substance Painter. Can anyone explain why it might not be working for me in Substance Pai
Why does Substance 3D Painter make such visible UV seams? It's definitely normal map problem, because if I export the texture set and apply it in a 3D modeling program, the seam disappears if I disconnect the normal map. Before you suggest:Hiding UV seams: it's not always possible, depending on the model, and it shouldn't be needed. Texturing and baking textures in Blender, for example, doesn't create these visible seams, so I don't understand why Substance does this.Blurring the seam using Clone tool or some other way: again, it shouldn't be needed, since Blender doesn't have this problem.Using tri-planar projection: doesn't help.Increasing shader quality: doesn't help.
Hello,How can I create opaque glass?I am trying to create a shade for a banker's lamp, but the shade is made opaque, which means that the inside of the lamp cannot be seen through. However, if there is light inside, it will let that light through. (Just like a white, opaque light bulb).If I use Opacity, the inside is completely transparent and I just can't get a good representation of that lamp.If anyone knows of a solution, I would be glad to hear from you.
Hello, I am fairly new to Substance Painter (Substance Painter, version 2019.3.3Build 3714 - 16df6a1111f5c64f54fb9005e3267806ee670439), and have a problem with seams appearing along UV borders when the UV islands are not aligned in a specific way. I have been searching for a while now and cannot seem to find any solutions to this problem. I have attached photos of a simplified recreation of this problem with a flat plane made of two squares, each with their own UV island. In this photo, a seam can be seen in the 3D view when a smooth flat surface is expected: In this photo, I have rotated the two UV islands in Blender so that the edges they share in 3D view are facing each other, and the seam problem is fixed:However, it seems like it should not matter how the UV islands are rotated, and manually rotating UV islands like this for larger models is a lot of work. After more texting I found these seams do not appear when the texture is exported out of substance painter, but
您好,我在使用 Substance Painter 时遇到了一个非常令人沮丧的问题。使用 UDIM 时,除 1001 以外的任何图块中的纹理映射似乎会影响其他 UV。我怎样才能正确设置?
It would be great if Substance Painter had a Batch Layer Renamer for selected layers.Search and ReplaceSelect Layer by nameAdd prefix and suffixRemove prefix and suffix based on an input number Our studio pipeline relies heavily on standardized naming and hierarchy stuctures. Having a layer renamer would really improve efficiency for larger scale projects. This Maya plugin has some of the features I listed above:
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