Questions
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Hi,why so many smart materials directly placed in Substance Painter have no normal or height channel/information?For example:"Steel Painted Chipped Dirty""Steel" or "Rubber Vulcanized Raw".These are all amazing materials (in BaseColor, Metallic or Roughness channels)but without any normal information (just plane normal map) it is useless. (((
I work with super lowpoly meshes and bake highpoly details onto them. Sometimes, I use baked lighting environments as a base, but I encounter glitches when I turn the roughness down. Theres areas where the lighting is removed or warped. It's super strange, and I've never understood why this happens.I suspect it might be related to the lowpoly mesh or the shade smooth setting I have applied. There are no marked sharps because when I use them, I get rough edges, which I try to avoid.Does anyone know how to fix this issue? It's driving me insane! Any advice would be greatly appreciated.
After having to re-export my mesh many many times to get substance painter to somehow recognize different mesh parts so I could work with geometry mask, for my surprise geometry mask doesn't work. at least not how it used to, as seen in this vid: https://www.youtube.com/watch?v=TGASuIGSUns it properly "masks" whatever I select to paint, but only while still showing the entire mesh. I want to paint my character's tongue without having to make it a separate texture set. what gives?
Hi, When using substance designer, I generate height data which must be within the 0-1 range as far as I understand. Substance Painter does seem to support negative values with "no displacement" being 0. So far so good, I can import the sbsar into painter and set the height to be unsigned. The issue starts with designer, if I want to actually see displacement I need to crank the displacement scale up to like 10+ in the material and also the normals generated as from what I understand, designer doesn't generate them based on the displacement implicitly. Now in painter, I do see the normals are being implicitly generated but the "strength" of the normals doesn't look like it matches the height. This of course is dependent on the displacement scale in the shader.How can I know what values to put in the shader's displacement scale? Generally, I'd like the shader's displacement to match the implicit normals and what I'm asking is what needs to happen and how do I know ex
Normales extrañas
I would like to know how to create the texture of moss that grows on rocks and trees.
Look The Question is not about how many details on texture!!! It's about color!In the right view, it's Substance 3d painter, and the left is exported as 2D view. But the right texture looks brighter with saturated beautiful light. It looks like in 3D view but the exported texture is not!Have I use the screenshot instead of the built-in exporter?
Ah, the month of May. May, the bridge between spring and summer (depending on which part of the world you’re in). Lots of good stuff for Substance this month – notably the latest release of Substance 3D Painter, marking the tenth anniversary of the app! Coming Soon! Ten years old is a grand age. To celebrate Painter’s tenth birthday we’re presenting a livestream alowing you to meet and chat with the engineers and product managers who do the work behind the scenes creating such a great painting tool. This will take place on YouTube and Behance on June 6, at 10:00 AM PST. Bookmark our YouTube link for the event right now! Substance 3D News It’s been a busy, busy month for the Substance 3D ecosystem. As mentioned, we launched a major new release of Substance 3D Painter, providing Illustrator support, a text resource, allowing you to add text to your objects, the ability to access Substance 3D Assets directly inside Painter, and more. Take a
So essentially, I want to edit my UV islands so that it only paints as if I was only paiting on the UV islands, without affecting other parts of the messh. As you can see I only am try edit those two UV islands for the handle wrap but wheni paint on those it affects a far way uv island
Good news! For the tenth anniversary of the launch of Substance 3D Painter, we’re presenting a livestream with some of the team behind the app. This will take place on Behance and YouTube on June 6, at 10:00 AM PST, and will showcase the latest features released earlier this month in the newest version of Painter. The team will present some exclusive live demos, and discuss their experience in general developing and guiding Painter over this past decade of its existence. If you have any questions about Painter – whether technical, historical, or something else entirely – feel free to bring them along for Q&A time. You can go ahead and bookmark the YouTube link for the event right now: https://www.youtube.com/live/uejqzcppcKc See you there!
Hello, I am going to assume that there might be no help for this, but I was trying to follow along with a tutorial for Substance Painter because I bought it in 2020, but never used it until now. It's asking me to break my model up with a geometry mask? But I don't have this option, since it appears that it wasn't added to SP until 2021. Is there anything inside Painter 2020 that is similar to this, or am I SOL? 😕😕 Should I just upgrade my Painter and eat the lost cost? I don't think Adobe does free upgrades for legacies. I appreciate any help on this.
I exported it from blender to Substance Painter as fbx . On the material tab, it looks like the mesh was damaged. It should not look like that because it is smooth on both low and high poly models. Why does it behave like that so I could learn from this experience and fix it?
I was wondering if there is a way that i can export non-square texture from substance painter. To save space in game engines I often make textures that are non square. But currently I have to import them into photoshop and export them with the right size. So I was wondering if there exists a way to export them with the right size directly from substance painter?Thanks!/Robin.
How can one create an effect like this one? You know when you get a "rainbow-ish" effect from different viewing angles.
Hello,I have somehow generated multiple sets of baked maps.Can anyone tell me how to remove the extras. I did try the clean tool, but no joy there.Doesn't seem to be any delete options.I'm sure I'm missing something obvious.I have version 8.1.0Thanks in advance.
Have had this problem for a while now and I assume it's simply because my SP version is too old. However, Is there a way to import the new materials (spsm) in particular from 3D Community Assets to a old version of SP. Because everytime I do that (either manually or via the import content) I recieve the error:[Data Preset] Invalid preset resource://Since 2018 was owned by Allegorithmic and the newer versions by Adobe I assume they restructured the way files are imported and read, but I find it incredibly annoying that Adobe would make sure older versions of the program cannot be used with new content.
I use painter and designer on a laptop with a 15" screen at 4k resolution (250% DPI scaling). The two programs have UI fonts that area unusually large. In designer I can disable high UI scaling, but then the fonts are tiny. I haven't found a settings like that in painter. Changing DPI scaling settings in the properties of the executable has no effect. Is there a way for me to adjust the UI scale in both programs?
I have no clue whats going on I have tried everything and my computer is compatible yet I cant download subatance painter I was able to download on my laptop no issue yet a computer that is a step up seems to have issuesProcessor 12th Gen Intel(R) Core(TM) i7-12700KF, 3600 Mhz, 12 Core(s), 20 Logical Processor(s) GeForce RTX 2070 SUPER32GB of ram
Hello! I'm new to Subtance Painter and I don't know how to fix this issue. I've imported the model from Maya. The front part of my game boy model only shows the color of the assets and no textures. Please help!
Texturing a water tank. Made a glass front for it. When I had the glass as PBR metal rough with alpha blending, it worked great in the viewport but low opacity parts came out black in the Iray render. That's an issue in itself.Then changed the material to asm metal rough, same issue with the renderer showing black instead of transparency this time.Also in the viewport with this new material, the transparency affects the back of the mesh when viewed through the glass at the front. From the back of the model, the outside is still fully opaque as it should be.My main issue is the renderer not showing low opacity/high transparency.I'm fairly new to SP and don't know code (yet anyway) so non-programming answers only please.
When trying to open my project, I get the error 'Failed to open Projectsettings.ini' and then substance closes. The project file was working fine the last time I was working on it, a few months ago, not sure what has changed. If its salvagable, please help, this is for my workAttached is the log file.
Hi, I was breaking down layers from a sample project, FrenchRestaurantTable one by one, so that I can learn how to work efficiently and possibly new fuctions from it. And While I was looking at it, I found that there is a AO brightening layers which they are getting resource information from Shape for mask. And I wonder what it is. and possibly how I can apply this to my work. Thanks!
I have a low and high poly mesh from zBrush. I bake the details in SP2024 to the low poly. I can't seem to figure out what map is being used for the details like my scars and teeth marks. For example, I am trying to add blood in the crevice of the scar maybe using a mask based on height or narmal.I am not sure if this is possible. Perhaps someone can suggest a method.
Hi everyone,For a project to be used in Unreal Engine 5, I am asked to export my textures with the emissive only as a mask.I have no trouble exporting the emissive as a grayscale mask, but the emissive colors are blacked out of the base color.How do I keep the color of the emissive in my base color?Is there a way to combine the two, base color and emissive color, on export?Thanks!
Hello. Someone knows if there is a way to load Adobe Fonts in Adobe Substance 3D Painter? Noticed in the new release now we can import fonts and all of that, but those added from Adobe Fonts not showing. Thanks beforehand 🙂 Greetings
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