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hello, I baked my high poly mesh on to my low poly mesh. There was a few issues with the normal map that I wanted to fix manually but I know i can't directly edit the normal from the mesh projection. So when i make a fill layer and projected the normal from there it looks distorted and weird. So, how can I fix, or is there a reason why it looks different. thank you
I have a hard time getting a proper curvature map. The white on the curvature map isn't consistent, it doesn't cover all the edges: This is the finsihed model. I had to go in an manually pain worn edges on the metal, because the curvature map just didn't cover all the edges. I have tried different settings in the bake panel, but none seemed to give me a good result.
So we pay for the software for years every month and there have not been a single meaningful update for 3 years +.The moment adobe bought substance is the moment I stopped seeing any updates to the substance painter.there are some stuff nobody uses but I'm sayingNEW TOOLSNEW MASKSNEW PROCEDURALSNEW ALPHASnothing.
How do I open the console for substance 3d painter? I have been trying to look for it in all the top tabs. Been trying to follow this tutorial https://substance3d.adobe.com/documentation/spdoc/environment-variables-172823292.html and it says everything but how to open the console.
The thumbnail of the mask is displayed differently.What is the difference between this?I want the masked part to appear.(I'm sorry if the sentences are strange because I'm not good at English.)
Guys, I'm surprised at myself that I am suddenly unable to use stencil. As a thousand times ago, I have a fill layer which I want to reveal only partially, so I add a black mask, a Paint layer under the mask, select a brush and a stencil, and try to paint on it with white color. Nothing is painted unless I select H+V tiling (which I don't want, but it could be a trade-off). However, the painted area is not the one bordered by the stencil, but it's a little bit shifted to some directions. I've tried tri-planar and UV mode for the fill layer, as well as Tangent wrapping and planar (if I remember well the names of the paint layer's modes), with no change in the result. I've recorded a short video. Can you spot what the basic thing am I miss or do wrong? (Substance Painter is up-to-date, and I fight with it on Windows 11.) Thanks,Gus
Hi all 🙂 Even though it seems so straightforward, I have always had a bit of trouble with the templates and exporting textures, so apologies if this has been covered but I couldn't find the answer anywhere. I'm having trouble exporting with the correct names... if I am using ACES color management, the exporter adds on "Utility" and "Raw" to the texture names. I duplicated a preset and deleted (_$colorSpace)(.$udim) from the output template, but that didn't work. I had to switch back to default color management to get the texture names exported the way I wanted them. Any idea what I might be doing wrong here?
I made a test material with thick industrial paint, using a basic mask on the height channel. Trying to export the mat's height as a normal. What's the preferred method? Currently I'm trying to convert the height mask to normal data using the "height to normal" filter, but selecting it closes the menu (see attached). Is it broken or is this user error? If broken, is there another way I can convert the height data to normal? Using Substance Painter 8.3.0
Workflow question. What is the best aproach when texturing large objects like terrains. I am always having the issue where I use a material and I tile it to get the scale correct but then I start seeing the tiling. To combat this I usually copy the layer and mask with a different noise which helps but is a bit laborious. For example I am trying to texture a pyramid like buildng which is 50 meters but I am struggling to get the scale corret.
Only 3d mesh. What happand??? How to brinng it back??
I have a Fill layer with the Displacement channel active and Displacement enabled in Shader Settings. Notice in the image that the tiles don't line up at the seam. Is there a way to apply displacement and have UDIMS line up? I tried other projection modes but no luck so far... Thanks!
Can anyone list the steps for making a Displacement Map in PShop and import it into Substance? So far I made one in PShop at 2K and imported it into Substance via a Fill Layer and set it to Height, but the result was low res and not a true Disp Map when viewed along the edges. Either my PShop image is wrong or I'm using it wrong in Substance
I'm running SP on Intel(R) Core(TM) i7-4790 CPU @ 3.60GHz 3.60 GHz, 16GB RAM, NVidia M2000, Win10 Pro. I adjusted TDR in my registry editor, and followed all the other suggestions at https://substance3d.adobe.com/documentation/spdoc/substance-3d-painter-doesn-t-start-on-the-right-gpu-182266570.html. I'm still getting the GPU error message when I launch SP. This is the log:[Resources List Model] Icons memory budget set to 100MB.[Plugin - resources-updater] No project open, resources updater discarded[GPUIssuesCheck] Your operating system may automatically shut down Substance 3D Painter during long computations because your GPU doesn't support preemption.To avoid crashes, you can try increasing the TDR (timeout detection and recovery) delay(Learn more: https://www.adobe.com/go/painter-gpu-drivers-tdr-crash-long-comp). I don't know where to set Icons memory budget - my local cache budget, in preferences, is set to 3000MB. Suggestions? Ignore the error
When creating e.g. models for games, it is sometimes the case that some of the mesh objects which comprise the model as a whole need and have a high res version, but some not. Assuming the objects which do have both high res and low res form use the proper _high / _low naming convention, how should the rest be handled? Can this be handled in a single "pass" by citing the _high objects in the High Definition Meshes list, but then also turning ON Use Low Poly Mesh as High Poly Mesh? I'm hoping to convey the multi-mesh object model via .FBX.
Substance Painter 8.3 has a support for reading in USD files.User can specify things like variants, subdivision level and frames from UI. Is there a way to specify these option when creating a project from python API?
Hi everyone,I'm having a bad shading error in Iray render that i cant explain.Is visible only in Iray, in paint mode i do not have any problem.The mesh has benn exported from Blender with the faces smothed and in fact the same mesh in blender does not cause any shading issue. Aloso if i give one more subdivision level to the mesh and i apply it, the mesh still give this weird shading issue in Iray.As you can see the mesh is rather dense, so i cant figure out which could be the problem.Thanks in advance to everybody.
Hi!I need to make my dirt work on every edge of my Color ID selection. Problem is, my dirt uses the mesh-edges for calculation.Can I make the dirt work along the ColorID edges? Or the Edges of my UV map, instead the mesh edge?In the example, I want to see the dirt along all red outer edges.Thanks,Peter
Tk2 Not sure if my post went thru so here it is again. I'm working on a High poly model that has a low poly version of it. Is it possible to transfer all that I've to to that low poly model? Cheers!-Pablo
Please add linear and point texture filters to the types of filters that are available for the camera viewport. I need to hand-paint textures that are at or below a resolution of 512x512. I will be importing them into Unity and will be using their point filtering texture setting. Currently, I am unable to see what they actually look like while I am in the process of painting them in substance without stopping to export the texture, which is not a practical solution. This is making me consider possibly migrating to a different 3d paint program that does have this filter option such as Marmoset, etc., but I would much rather stick with Substance these features were added.
I'm about to paint the meshes of someone else, let's call him Bob. Some of the meshes has to be painted with specific patterns on them, just think of a sign with a solid background color and a slanted stripe over it. Bob is so kind that he created his meshes in a way that the patterns are part of the meshes, for example, the stripe is indicated by cutting the face twice, as on the following image:Let me call the slanted edges and the correspondig vertices guides as the sole purpose of them is to help me know where to paint with a different material. Bob is even nicer and is willing to apply vertex colors to faces so that I only need to find the proper material and apply a color picker on the mask. However the edge remains kind of cogged. Now I would like to ask him to extract the guides from the mesh to a separate mesh, as shown on the following image, collapsing the guide edges on the original mesh:(Note the slanted selected stuff was separated from the cube with its positio
Backstory: after a couple years of making do with Adobe Dimension for quick and dirty texturing, I recently took the plunge and am now subscribed to Adobe Substance. I have nearly 100 3D materials that I licensed through Adobe Stock which, as far as I can tell, are only compatible with Dimension and cannot be easily imported for use in Substance Painter (each of these 3D material assets, once downloaded, consist of PBR texture maps and .MDL file - see pic below). Question: basically, I'm trying to figure out the best way of using these materials with Substance Painter. Is there a streamlined way of importing these materials into Substance Painter / converting them into Substance materials? Do I need to rebuild them as Substance .SBSAR materials using Substance Designer / Sampler? I've searched high and low online for an answer / workflow for accomplishing this conversion, but haven't found much - if anyone has found a solution or could recommend a good workflow, i
I use 8.3 and watched quite a few tuts and online information. They all come up with a texture set with more than 1 UV tile. I want to be able to paint across the tiles. I've got 1 obj file and only 1 serie of 4 base color udims. creating a new file, import the obj an UV tile workflow with Preserve UV tile layout checked. I've tried with and without importing the base color texture files, but always I get 4 texture sets with 1 UV tile per texture set. That way I can't paint across the tiles. What am I doing wrong? Any help is appreciated.regardsRené
Windows 11Substance 3D Painter, version 8.1.3Build 1860 - ab2854df31b2a9993f19ac73b734756546548acfNVIDIA GeForceRTX 2080Driver Ver 516.94IntelCore i7-8700 @3.20GHz31.88GB RAMI'm noticing since the recent updates of Substance Painter that my 2D View Exports either export all black or incomplete bakes like listed below. Sometimes restarting my computer will help with this, but this occurred just after a fresh restart. I have to export anywhere from 3-5 times for the bake to finally come out properly. Sometimes renaming the layer then exporting helps.
I don't know if this can be sorted into Discussion . I'm an individual currently working on fabric material and I've met problems about how to add details . After watching tons of video using automaterial straightly without a deeper inspiration , I found Substance Painter's official example of Flannel (Creating a flannel Smart Material (adobe.com)) , and this is just what I'm looking for . But text and images are not enough for me to see what it is expected to look like , since I've encountered some problems making my clothes look chaotic , messed up , even though I had the same settings and values . I don't know how to get along with 'light spots' and ' fake gaps' , which actually blocked me from the very beginning . I understand if .spp is not allowed to share for rights , then if it's possible to post a video link , part of which I saw was on your facebook . Thanks .
I'm attempting to write out an alembic file from houdini with valid vertex colors I can use to bake the ID map. Is this possible? I've used FBX in the past to do this, but the FBX files that I write from houdini don't preserve the material groups or the mesh paths.It would be super amazing to have some documentation that spells out the features of each file format that can be imported and how to configure the data that Substance Painter is expecting from each one. Searching the documentation and the interent doesn't provide much info.
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