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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?
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
I've updated to a brand new RTX 3060 recently, and after wrapping up my model and UVs I took to SP to do the texturing, but I've found that I'm having constant, seemingly-random crashes with no real way to repeat them. For example: Last night I worked on SP for about a total of 4 hours and suffered no crashes. But today I haven't been able to even rotate my object without it crashing, it'll either crash the moment I load the object, the moment I open SP, or really at any point during use from idling to painting a texture. I've attached the logs generated by SP, hope they help someone figure out what's going on. This is a fresh install of windows, as well, and I'm using the latest NVidia driver (Underclocked core memory by -75 mhz to see if that helps, it didn't.)If anyone can tell me how to fix this, I'd greatly appreciate it!
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 .
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