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Hi everyone, i'm here asking for you help to sort this issue and to understand whether i'm facing a bug or i might doing something wrong.I have a couple of assets with vertex paint i want to import into Painter. In the photos down here i'm showing the vertex paint done in Blender, and the result after baking the ID map (with vertex colors option). I've done id map baking previously already and never faced any issues until now. Plus, as you can see from the red circled areas, there are edges across a couple of faces which are not present in Blender.So beside the edges issus, which is no big deal, i would like to understand what's the issue with the ID map baking. Why does Painter dislikes my windows?? What did they do wrong to it? ;/Thanks in advance to whoever will be a patient soul and will be able to help.Hopefully it's easy to fix.
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
Hi Have been using substance painter for a little while now, and 2 things I think should be done to give your users more control and information. The first is that when an update is available i,m not getting a prompt to update like I would in other programs, this would be useful, as if I hadnt wanted to post the 2nd comment below, I would not have known about the update. Secondly, whenever I save a file, Substance Painter is not currently saving my Alpha brush settings or the amounts I wish each channel to applied when painting, height for example, this would be super useful if for instance your modelling a lot of one thing, but using the same model in each, and only the alpha's that your painting are different, then saving a template file for lack of a better word, and having the same alpha settings already set, so you dont have to keep changing them, unless i,m missing something, in which case please tell me. Anyway, that's all. Thanks
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.
Hello. I have an issue with importing fbx files from 3d's Max to Substance Painter. On video is after I imported same model but as a obj. file. Whenever I import it states that there are not meshes in scene. How it can be and with obj. it can import.
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.
Platform: windows 10 64-bit I tried to install the newest update for substance painter, the issue being it gets error code 113, i tried to unistall adobe creative cloud and re-intsll but that did not solve the issue, i have noticed that when i try to install other software like substance designer it works, it seems to be a substance painter issue. I followed the steps of error code 113 to the best of my ability on adobe help, but it was not my firewall, as the error apears when it is both off for a download and on. I am installing via adobe creative cloud.
Hey!I keep running into a weird issue when creating Smart materials for a project.It seems that whenever I create a smart material the generators, in this case dirt and metal edge wear, doesn't update their input maps when I apply it to a different texture set.I haven't been able to find anyone having this issue or talking about a fix. I've added both a picture and a 30sec video showing the issue.Video in the loom link belowhttps://www.loom.com/share/f92f46f3097b4d0e90c79b5327009cf3Thanks for your time!
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.
It would be nice to be able to select rings and loops of polygons for painting or masking.
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
create custom shelf and agdd standard bevel materials from library exported and add in my shelf missing thumbnails?help me
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?
算法_ 项目。保存( "文件:///c:/project.spp" )当我再次使用此功能时,它不会产生任何结果 版本 7.3.0 / 8.1.0 / 8.3.0
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
Hi, I know this issue has been around and I've read and tried all the posts I could find on this.Yesterday my Substance was actually working for the entire afternoon after not working for a week, and today it's not working again. It freezes and shows white screen after launching.Here is my log in the attachment, I hope there is a solution to this.
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.
Unless I'm missing something, there's a fundamental functionality missing in the way that texture placement works. If I bring in a nonsquare texture, obviously I want to retain its correct aspect ratio. Substance automatically makes everything square. That would be fine if there were an easy way to set non-uniform scaling (e.g. X=1, Y=1.5), then LOCK that relationship, then be able to continue scaling the texture. This is not possible -- unlocking then relocking X and Y values will simply make them uniform again (in this case, 1.5 would be reset to 1). This is ridiculous. This wouldn't be such an issue except for the fact that textures ALSO interpret alpha/transparency into channels where I don't want it, e.g. roughness and metallness. There is ALSO no easy way to disable this. So the textures that I necessarily make square to avoid problem number 1, then go on to create problem number 2. Either give us a way to keep the correct aspect ratio on nonsquare textures, or an
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?
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