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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.
so the program keeps crashing on the file explorer even after uncheckinbg the chitubox preview, i dont know what else to do because the support team sent me here after tryinig to ask if there was a way arround this or a fix, so if any of you had the same error and fixed it please shed some light my way because at this point im desperate due to me needing this program to finish school proyects fast.ps: I even bought 2023 in hopes this was fixed but it appears it didnt matter.thank you !
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.
Hi. I'm using 2023, the previous versions had an option where you just right clicked the normal map thumbnail and you could change the format of the map, now where this option lies please?!?
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.
I'm trying to automate the colourspace setup at work and have run into a problem. We've tested this on version 7.4.1 and 8.2.0 on Windows 10. This seems to be related to this thread, though as it's a year old, perhaps the update has been released and may not be working 100% correctly. This happens on any preset, but just taking ACES 1.0.3 for example, if I load the preset, then the import/export settings are all set to the correct things: If I switch to custom and point to the same file inside the install folder (C:\Program Files\Adobe\Adobe Substance 3D Painter\resources\ocio\aces_1.0.3\config.ocio), then everything below gets set to the same value as scene_linear value, which in this case is ACES - ACEScg. In the case of 8.2.0, it does work when pointing to the C drive, but copying the folder to a network drive will break it again. I noticed the documentation (https://substance3d.adobe.com/documentation/spdoc/color-management-with-opencolorio-2
Has anybody come across the issue of duplicate UI in the same workspace, one side is inverted and the other mirrored.I can't find a way to fix it or bypass - have tried uninstall/reinstall etc
I have an issue that has annoyed me for ages with the colour picker in Substance Painter.I have dual 4K monitors both set to 150% scale and extend view in Win10 so that I can comfortably read them. Everytime using the colour picker/eyedropper in Substance Painter causes both monitors to zoom in an extra 150% meaning a lot is cut-off and I can no longer pick from it.Substance Designer also has this same issue making picking gradients almost impossible, but no other colour picker in any other software or Adobe suite has this issue. I've tested turning off one monitor and the issue is still the same for the single dispaly. No problem if Windows is at 100% but it's too straining to read anyhting at that size. Has anyone else experienced this with 150% display with SP and SD?
Hi, I'm facing a UI Scaling Issue with the substance painter. In previous versions I never had this UI scaling issue ever. Right now the UI looks so big and blurry. My current substance painter version is 8.3.0.I researched about this issue on Youtube, Reddit and other forums and they are all showing the same solution which is High DPI setting in the compatibility section. Although it solves the problem with a con. I'm not looking for that particular solution because if I decrease the size in display settings it entirely changes my display size and everything looks so small.I encountered this UI Scaling problem with another software DaVinci Resolve few months back and luckily I found a solution for it.(https://forum.blackmagicdesign.com/viewtopic.php?p=898786#p898786) Someone created some sort of coding and If we paste that code in shortcut's target it solves the issue of scaling without messing with High DPI override settings. So I'm looking for the same solution like davinci resolve
My Substance painter cant read some texture, They appear pinkish, its the version 8.3.0 build 2094
I posted this question but after an answer the conversation stopped https://community.adobe.com/t5/substance-3d-painter-discussions/bad-shading-mesh-in-iray/m-p/13532776#M4361
Hello, I'm a new user to Pt Substance Painter. I'm noticing the Normal map bake is not perfect. Currently I'm going back and forth with PS to try and clean it up. Wow! Is it possible to fix a Normal map in Pt? Cheers!-Pablo
Hi Painters (a little tip for you) 🙂When I bake Curvature UDIM in substance I turn off the "auto tonemapping (per UV tile)" and play with Min and Max (keep the same value) if Min is -4 Max is +4For example If you have a body in real scale I use Min -12 and Max +12 Depend of the scale you can play with this values to get a good result.I dont know if the correct way but works for me 🙂 I hope that help you.Cheers.
Hello there, When importing a mesh in Substance, areas groups are based on materials. But what is the best way to manage areas that need to keep separated names? I explain :If I'm creating a human, the whole body : head, arms, legs, body need UV tile workflow to avoid hard transitions. But the UVmaps area will still needs to be available by name.
Hi Guys! I am not a big expert in Substance so I need some advice how could I make this more efficient:I am refurbishing very old models and try to add PBR materials to them. These models are usually buildings. Lot of straight rectangle polys. When they were created the polygon count was an issue so lot of things were simply drawn on the texture without extra polygons. So for example windows were simply was drawn on the facade of the building, they were not extruded or beveled to a poly. So in the materials I have to mask out the windows (glass).I simply want to select area on the texture/mask and add it as a white mask but somehow I cannot find the option or tool for that. The tool like rectangle, circle, polygon is missing for me.So far what I did that I opened photoshop created a mask bitmap, imported to substance as bitmap mask. But this is a little bit tedious and wondering if I could do this without photoshop.
May i ask if any one has this same issue that the substance painter 8.3.0. is no responding after the update installation? And how to fix it? Much thanks in advance!.
[Plugin - photoshop-export] Program '"C:/Program Files/Adobe/Adobe Photoshop 2021/Photoshop.exe" "C:\Users\setha\Documents\Adobe\Adobe Substance 3D Painter\export\ASM - PBR Metallic Roughness_photoshop_export\photoshopScript.jsx"' failed to start It seems the script is using an older version of Photoshop that isn't actually on my computer anymore. Is there a way to make it use the latest version I have installed? Do I need to regedit a path?
Sometimes it's necessary to use baked in base color map from photogrammetry. I know it's better to create them myself, but in this case I need the baked in map with the baked in light and shadows. I would like to adjust it only a bit. Using painter isn't suitable to do that. It has an interface with build in HDR environments with it's own light and shadow. I need a space where I can just see my bake without the added light and shadow from Painter and there's no way I can find up to now.Can anyone prove me wrong? or suggest a workflow that works?workaround?ThanksRené
Hello, I've tried several things to avoid the problem to appear but whatever I do, I run into a strange behavior when I'm importing .obj with textures maps : the materials turn half transparent.I've tried from Blender to Blender, from Substance to Blender, from Substance to DAZ, from Blender to DAZ, while the original model use opaque textures, the transfer of the model with a .obj, turns the model to become half transparent. Any idea, hint?
Hello All,I’ve used blender for a few years now, this is my first time trying to use a Blender-to-Substance-Painter workflow. Unfortunately, this hasn’t gone all that smoothly so far. I succeeded in making a nice material in Painter that resembles mildew colored that is meant for a model I made of an Alley-Arm type power line.Unfortunately, when I import my model from blender as an FBX, this is the result of trying to drag and drop those textures as a smart material. Yikes, not what I expected. I double checked and all materials in the imported file map like this. The blender model was already UV unwrapped, and I tried using Painter’s build in UV unwrapper, no difference. The smart material translates fine when dropped on one of Painter’s test objects, has to be a problem with the blender file import. Attached below is my import settings.
I have been playing with the new baker.Noticing a significant performance hit on speed of baking compared to the past version.I am not a fan of the new module in terms of usability (for the increased capabilities having a new view is overkill and clutter with the set up), but the core issue appears to be the baking process is comparably slower. Anyone else seeing the same?
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