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there a dark line that apears when i paint on this stop any fixes
Do .sbsar and .spsm files ever reference external files like texture images and what not or is all the data embedded and self contained within the .sbsar and .spsm files that they need to function correctly? Thanks!
I’ve opened an old painter project (I have a slightly optimized model I want to substitute but keep all materials from the original project). I’m am trying to locate the materials I used. One is not currently in my local assets library in Painter but does exist as licensed from my online Adobe library. The other material used was a mixture of what my layer calls “Concrete Simple” and “Plastic Glossy Pure” – neither of which I can find from the assets database. There is also an alpha maske named “fabric_circle_half_overlap” that I can not find either. When I check Resources Updater it shows me those materials live in the “Shelf”. But when I open the Assets window I don’t see Shelf as an option. It only shows me “all Libraries,” “Project,” “Starter assets,” and “Your assets.” How can I carry these assets over to my new model – which has two previously separate meshes combined and all new UV’s?
How To Copy & Paste specific Parameters from procedural nodes?For example, if I use a specific type of Voroni, and I am going to change the parameters to my needs.Then, I would like to copy and paste the exact same procedural nodes, with the exact same parameter settings for example into the Base Color Information, or the Metallic, or the Height node.How can you copy & paste the procedural node?Thx a bunch for any ideas,appreciate it!
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Hi quite often I'll end up wanting to move a mesh around in a substance scene or combine multiple props together in one file AFTER ive textured them, and invariably ill find that some of the layers get messed up because their masks have been painted by hand rather than using 'mask by colour' or other generative meens. Is there a way i can stop this from happening somehow? Im not quite sure why it happens as the UVs dont change, im mearly moving a mesh somewhere else in the world. thank for any help you can giveNick
Is there access to the list of preset output templates available to the Export textures window via python API?I have tried substance_painter.resource.search('u:export')and substance_painter.resource.search('u:EXPORT')to no avail. Further, this snippet: resources=substance_painter.resource.search('') for resource in resources: substance_painter.logging.log( substance_painter.logging.INFO, 'testing', 'resource is %s' % resource.identifier().name ) never prints any of the export presets to the log. Should I expect to see i.e. 'CryEngine' in the log with the above code? Ultimately, our goal is to hide from the user any export defaults we don't think are necessary for studio work. We would like to do that without removing the painter installation path from the list of available resources if at all possible. Thanks,Chris
Hey! I often have this issue when baking normal maps in Substance Painter. I'm not sure how to describe it, but it's the green stuff seen here: It makes the model look "shiny" when coloured: I thought that splitting the object into more meshes would help, ...but unfortunately, the problem persists. Here's what my baking settings look like: What can I do to fix this? I've attached both the high and low poly models to this post!
I have some issues with Painter 23. I cannot get a Uniform Shader alongt the Mesh.I nead Help at the import inside of Paint and export to Cinema 4d. Wich Settings do i have to get if i import/export ?
Hi, I am receiving error when trying to export these simple textures I made to trousers.I cannot seem to find solution to this log warning: [MapExporter] The input map 'User1' needed by the map 'pantsvamprie_Material.001_Normal' of the texture set 'Material.001' isn't available because: 'User1' channel is missing in your texture set. I see its relared to normal map, I use pre-made materials I purchased.The normal map exports just stiches, but not the fabric material used in this set up. The specular and diffuse are being exported only for stiching, but lacks that fabric pattern as well and color. What should I be looking at to sort it ? Thank you!
Is it possible to query the output maps using the python API?I would like to replicate this list in the tool im making.
I created a "new_export_preset" by mistake, and when I tried to remove it,[Library agent] Failed to save updated preset 'Blender (Principled BSDF)': The default library 'starter_assets' is only available in read mode because you don't have write permission on it.But I want to remove it!Can someone please tell me how to solve this problem?
I have Adobe Substance 3D Painter installed and on version 8.3.0. I have auto updates disabled in Adobe CC but Painter keeps updating to 8.3.1 which I can't use as my project needs the previous version. I get no warning or option not to update, it's just done it without me knowing sometimes causing me to create projects in the newer version which then can't be used by anyone else on the team. I saw that there is an auto update option in Painters setting but that does not exist for me and maybe it has been removed. I am out of ideas about what to do.
Hey guys! I've been having an issue exporting textures using the 2d view output template. When exporting the texture turns out black. I've tried everything I know how. I'm using substance painter 9.0
Ciao, ho un problema di esportazione con il pittore di sostanze.Texturizzo come faccio sempre, solo che dal nulla quando esporto le mappe sono o nere, o tutte rotte, anche se apro vecchi file di lavoro da' lo stesso problema... qalcuno sa aiutarmi?
i am very very new to 3d modelling and substance painter and am dealing wtih this issue when backing my model. i have looked and there is no immediate thing that stands out to me in 3ds max so if anyone has any idea how i could fix this i would love to learn
Hi ! I'm working on a new project, I'm reproducing the Rivoli street in Paris and I'm actually working on the Road.The Paris's Streets are very large and I wondering how to texture the road ?Even creating 10 Uv's in 4K of the street the quality is too low...How to do ? Have a good day !
Hi, I'm working on texturing a camera model and I'm having trouble applying textures I created in Photoshop for the f-stop markings on the lens. They come out looking like this: If I apply them to a flat surface they look fine. What am I doing wrong?
Hello! Is it possible to copy texture from one channel to another? Ex: add fill layer, select a texture for the color channel, adjust de texture. Now I want to add some height using the same texture from the color channel, can I copy it? (or must add and adjust by hand again?)
Hello everyone! I am fairly new to 3D modelling and texturing. I have repeatedly encountered an issue in Substance Painter that I cannot really find a solution online for. I often get artifacts / black lines around the UV seams. After trying various tweaks to see if they would go away, I found out that they are caused and affected by Height. For example, if I disable 'Height' on my material, they disappear. Similarly, if I set the Height Ranger slider to 0, they disappear. Height Position is also similar - If the slider is set to 0 or 1, the artifacts disappear. If it's set anywhere in between, they appear. I have attached a bunch of images with examples of the issue and how it disappears when I play around with Height settings, as well as an image of the UV's. For the record, I use Maya LT for modelling. Can anyone help me out please? Is it something that I can fix in Substance, or is it that I am doing something wrong in Maya while UV'ing? Thanks a lot for the replies! 
Hello guys I want to add some stickers to a character that I am working on. I bought this sticker material from youtube EASILY Make Stickers for Substance Painter + Smart Material Download - YouTubeBut when I select the image to use in base color its all stretched Any idea how can I solve this? in the tutorial he just selects the image and the alpha and he has no problem
Hello! I'm trying to make maps for a top that's in three parts....Front, Sides, and Back. For some reason the back bakes much lighter than the rest and I can't figure out why. Has anyone experienced this? Out of 3 maps two bake totally uniform, but not the third even though I'm using the same settings. Pic below. Thank you in advance.
Like the title said, baking in substance crate weird artifact |From Blender, I have tried reseting normal, resize the baked UV size (in SB), soften the edge where this problem occur. But the problem still presist/ The UV and model.I have try to solve this bymanually remove this artifact through painting the normal in SB, But this is really time consuming.
Hello everyone! I am modelling a guitar in Maya. There are 6 strings of different width, but the meshes are similar, and the UV shells are similar as well. The UV-shells are located in the lower right corner of the UV map. No overlapping, no invereted faces/normals.The issue: after the maps baking in Substance Painter the strings look quite different. On the screenshot below: two left ones are quite ok, I guess, but others seem to be of darker gray. I've been told that something is wrong with AO, but I have no idea what's actually wrong, since:the UV-shells are not overlapped,the meshes of strings have no N-gons or tris,there are no inverted faces/vertices.So pretty much the meshes and shells are very similar, but for some reason the final result looks different.I'd really appreciate your help! Thanks!
Hello everyone! I got a question about darker gray areas on the model. Here's the situation: I have a model in Maya and UVs for it. This is far from perfect, but I have no experience in modelling, so that's the mesh.When I export it to Substance Painter and bake the AO map, I get some areas that are in darker gray color. I Googled the issue, and people usually tell to check faces and overlaps. I checked the UV map - there are no overlapping shells.Display > Polygons > Face Normals and Vertex Normals show that there are no inverted components. Could you help me please - are these gray areas critical? How can I fix it?
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