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I have two substance painter files and I want to move the layers (or if needed the whole texture set) from one of the files to another one. Having two instances open and drag&drop does not work for me, neither by normal startup nor with admin rights in both instances. Substance painter version is up to date, 9.1.1. The file where I have the layers I want is an older version of the same item. The file with the new version has a new mesh part (that has a new material/texture set) added. I want to move the layers for the old mesh part, so I can have everything in the new project and see how it looks with the new mesh part and how I have to paint that one to look the way I want. Is there some way to achieve all layers transferred without having to redo everything?If the drag&drop should work please tell me. And add any hints about what you expect could cause issues if you've got the time to tell me.
Hi So here's the problem... I have more or less finished texturing my model in Substance Painter, and am able to to export, everything seems fine, "Export Complete" it says. Little did I know at this point, that half of the texture map would be missing from the export. I have tried using a few different shaders and export templates, but nothing seems to work. Attached is an image of what it should look like and one of how it is exporting, with a circle around the main bit that I need to be visible (I have just used the colour map for this example but is the case across all of the maps). Excuse the shoddy UV map, it was an auto unwrap... Help me Adobe Support Community, you're my only hope
hello every one! is there any way i can create a mask based on view angle inside substance painter? I know about light generator and word space normals and etc. but I need a dynamic mask which blends between 2 materials based on the angle that i am looking at it! Something like fresnel effect for example? is it possible at all inside substance painter? will appreciate your input so much!
I can't see anything resembling subsurface scattering, what do you think?All my settings are belowI'm using Macbook M2 Pro
Greetings.I have some Problems to convert a Height map into a Normal Map.I need some advice for the Setup. How do i have to Set the Height to Normal Filter ?
Having created a script/tool to help export work from Substance Painter, there is still a left over "gotcha" that I am unsure what/where/why the script won't export the opacity out ask expected.Example: Create a Substance Painter project, and you need to paint transparency into a window.Exporting it with the standard Substance -> File -> Export Textures, the resulting textures come out ask expected and desired.However, exporting with Python API, with, as far as I know, is the same, and correct config for exporting. However only the little spot where the opacity painting had happened shows up in the exported textures.Noting: Yes, if you fill that layer, or do additional layers to have your transparency paint from, it will export.The desire is to be able to have it export exactly the same as the created preset.Here is an example config of what is used for the exports.{ 'defaultExportPreset': 'AMGIExport', 'exportList': [ { 'exportPreset': 'preset1',
Something has gone wrong with in the Normals (both Normal and World Space) the ID map also has holes in it, not sure if this is becaus of the normals though (I dont work with ID maps). I'm working from 3Ds Max and Substance Painter Version 2020.2.2 (6.2.2). I have also tried it in Substance 3D Painter, version 7.4.3 (Build 1610 - 7fb11e93372084443976065c4dd47f45a8f0940c) I still get the same issue.I've uploaden the log file and images, both bake exports and viewport screenshots since I can't figure out whats wrong.Ive tried:Rebaking (multiple times in many output sizes),rebaking in a new file,giving it a new material across the whole mesh,Deleting the polys, recaping and unwraping themmade sure the id maps are the same across the whole mesh,made sure the normals are facing the correct way,I've tried moving the 2 islands to a diferent part of the uv layout but its like Substance Painter doesnt recognise them as islands. I can draw on them perfectly with a brush tool and it comes o
Hi, for a long time (since I deleted some intelligent materials from the assets window) every time I open Painter they appear in the log and I don't know why but above all how to remove them...
Hi Guys,I am new to substance painter. I have painted the textures inside substance painter, then export all maps and integrated in to 3ds max and render using vray. In 3ds max the texture colour and appearence looks different from substance painter. how to solve this issue? Regards,Vasanth
I am painting on a fill layer with opacity, When I export 32 bit EXRs for my texture maps I am still getting banding in the opacity map. This is causing my renders to be ugly. What could be causing this banding? Attached file is a screenshot of my map open in photoshop. Thank you,Kyle
How do I convert my painted height to AO? I'm currenly trying to convert surface noise to ao using the filter "MatFX HBAO". When I click it, it closes the filter dialog but doesn't activate anything. Unsure if this is a bug, user error, or if I need to manually enable certain Substance tools. **It looks like this forum doesn't recognize google drive links so I'm pasting the video hyperlink. https://drive.google.com/file/d/1i3fzjvse5edpBQNgS-UmHWyELSOQQHzi
Hi, everyone. Maybe this is a very basic question, but I am kinda new to Substance Painter. How do you make generators affect only a specific part of a mesh? I'm working on this dagger and the main colors are working just fine: But when I try to add curvature and dirt, it affects the whole thing and not just the blade which is what I want. It ends up looking like this: This is what the layers panel is looking like right now: How can I fix that? What am I doing wrong? I would really appreciate any help cause I am about to lose my mind trying to figure this out. Thanks in advance.
So I am completely new to Substance. I do have some experience in 3D, but I am primarily a 2d designer.I feel like I want to do something pretty simple, but I can't seem to figure it out. I want to export the UV maps from the (default) right window, exactly as I see it, but in full res. I was expecting an "Edit in Photoshop" button somewhere, but I can't seem to find it. So simply put: I want to export what I see in the right window, exactly as I see it (but in its original resolution), so I can edit it in Photoshop. (Sorry if I chose the wrong topics. I don't know what I'm talking about)
Is there a way to have color profile enabled by default and have a desired LUT be already applied to the viewport whenever a new project is created?
In substance painter, you can see the edge but not that noticeable.However, after baking it, the edge became dark. I tried baking it in 4096, still no use. Is is bacause I didn't bevel the hard edge?
hii have few questions to ask im currently working in korean company and we are going to buy substance painter 2024 around 20 copies in steamand i know that there is adobe korea branch.so I wonder if there are any problems between adobe central and korea branch's license policy If in the future the korean branch imposes restrictions on the purchase of programs on Steam, can you provide legal help? or is there any guidance for this?
Hi! my metahuman face mesh imported from unreal to substance painter (following this quick guide https://youtu.be/uaYNgMcEYEE) is broken. I tried different fbx versions, but they all ended up the same. Thank you!
When you startup PT you get a splashscreen with a link to online tutorials. Ever since I own the software, the link leads to an error page! I am having a hard time to just find a simple tutorial about handpainting without all the smartmaterials and what not! 🙂Will the tutorials ever be live again and can someone point me to a tutorial about just plain handpainting a model in PT?Thanks for your time!
Hi, I'm working on a file but I can't save it anymore... Every time I try to save it create a new save instance which doesn't reach the end. I've try to save it with a new file without success.The interface works, some layer thumbs are not displayed.How can I save it now? Do you know how can unblock it?Mac M1 Max, 64gb ram, 2 TB hd - Painter v. 9.1.1
Why the higher the color temperature value, the more yellow the color? As opposed to the parallel light color temperature in UE?
Hi Guys, I have a highpoly sofa model with stiching created in substance painter. Also I have a low poly version of that same sofa model, so the UV is differed from highpoly object. How can I use the same stiching layer to lowpoly model in substance painter?OR If I am working in a wrong workflow, please share the correct methods to do one time stiching for both highpoly & lowpoly models Thanks,Vasanth
Under the General Export Parameters, there is an option to select a Texture Set size. I have an output template selected which has multiple output maps, but I'd like some of them to have a different texture size for optimization reasons. For instance, Metalness and Anisotropy could be 1024 instead of 2048.Is there an option to adjust the size of each output map individually?
for a asset thats made for scenes or even games, what templete should i choose? The maps will include all the texture maps normally included from albedo to metallic....
hello. I'm just starting to work with textures in different styles.For example, textures have their own style. Whether it's world of warcraft, genshin impact, assassins creed or any other game. Where could I look for materials on the work on this topic? to understand the different nuances of their creation for a variety of occasions?
I am trying to bake my maps onto my model but its as if it only tries to bake on small portions of my mesh, theres no overlapped or mirrored uvs so there should be no reason that I can think of for the artifacting seen below
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