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Can I export a UVMap?
Good afternoon, will you continue to release a personal version on steam for home use? I sometimes use the program for myself, at home, not at work, I can open it for personal use, teach something, train, study updates or paint a model for myself. I do not know if you will continue to release versions on steam. I would really like you to continue to release and support the steam version.
with the recent Painter updates my objects have turned pink, I have updated my drivers, switched shaders but no joy. I have tried all the fixes I could find online. Th eonly fix was to roll back 5 versions before things looked OK. Any ideas?
Please correct any misunderstandings here, but let's assume you set your document size to 512x512 and import an 8192x8192 texture for an object. You then clone a portion of this texture onto another part of the model and you export at 8192x8192. What you end up with is an 8k texture that looks "correct" (meaning, the proper 8k res) on all parts of the model except the part you cloned, which looks as though you cloned it from a 512x512 verion of your 8k texture; which you did. (because your document size was set to 512). You then go back and change your document texture set size to 4096 in the "Size" parameter in General Settings. The cloned area now looks like it was cloned from a 4k texture, which it was, because of Substance's non-destructive workflow. You then export again at 8k. Now you have 4k data inside of 8k data. (the cloned data was cloned from a 4k source.) Better than 512x512 data inside of 8k data, but the cloned areas are still only 4k.4096x4096 is the maximum resolution
How to make this plastic material? Maybe someone can help me, it looks really amazing.
I've had this issue for the pass while where blank spots would appear missing when panning around the viewport.What I know so far-Strictly viewport display issue (Doesn't affect the exported mesh or in IRAY)-Tends to happen after i create a fill layer-Possibly has something to due with baked layers (Thickness,Curvature etc) Only issue with it being the baked layers, the uv maps for it seem fine in the images below.What I've tried-Reinstalling substance-Updating shader-Reimporting mesh and re baking-Checking the normals and scale
It seems like you can`t eyedrop colorpick a color through a hotkey while painting if the colorpicker menu isnt open.This makes it very tedious while trying to do more painterly things inside of substance painter Currently whenever i switch to an eraser or smudge the colorpicker menu will close because its not dockable this means that when i switch back to a brush i suddenly can`t colorpick anymore using my hotkey. I think having both the ability to lock the colorpicker menu to stay visible and be able to colorpick outside of it being open would make life a whole lot easier painting inside the app.If the issue is that you don`t know what channel the colorpicker menu would be for then you could implement a dropdown for the channel inside of the colorpicker itself and make it dockable. By default most painting outside of masks will be done on the Albedo/Diffuse in my experience so having that set as the default sounds like it could work just like the viewport dropdowns work
The current gradientfilter is hard to manage and visually unintuitive while both photoshop and substance designer have proper implementations where you can add color on a gradient and visually move them around.Just the base functionality of the gradientbar with its colors would be great , all the additional features like the presets and fading between points would be even better,current one from the Gradient filtersuggested one from photoshops GradientMap Substance Designer implementation
I don`t seem to be able to disable this dotted line, it would be great to disable its visibility . Adittionaly it would be great to be able to toggle the gray overlay for the Lazy Mouse
Hi,I hope you are well. Is Windows Ink necessary to be on in wacom settings for Substance 3D Painter to have pen pressure sensitivity detected? My issue with Windows Ink is that it makes this annoying little circle then I draw. How do you go about it? Thanks,Artur
HiI hope you are well fellow artists. Does anyone know how to export custom shortcuts to a file or what's the path to the shortcuts file? Kind regards,Artur
I reently signed up for the full Substance 3D Collection but have not had much time to try any of the apps. I assumed that because I was able to download and install that my Mac hareware was adequate. Now, I'm not so sure, from reviewing the FAQs for minimum hardware requirements. Some of the minimum requirement are met; others not or I'm not sure. Can somone please make an educated guess as to the problems and limitations I will likely encounter or if will I need to upgrade to a more recent Mac to use the software at all? I'm considering a MacMini - m1 which I can't really afford, right now and would that be an adequate choice for future? Here's what I have - will it work? MacBook Pro (15-inch, 2017)3.1 GHz Quad-Core Intel Core i716 GB 2133 MHz LPDDR3Intel HD Graphics 630 1536 MBmacOS Monterey v 12.6.1 Thanks for your help and advice... I'm feeling really STUPID right now, for not checking hardware requirements, FIRST, before jumping in with both
I was told learning about ambient occlusion could help with this, but I was wondering if anyone else had some insight.
Hi I am university student and a starting 3D designer and after using Substance Painter 3D in my workflow for over a year I encountered a problem which seems illogical for me and I am unable to find a solution... I created a 3D model for my scene in Maya. Prepared it for baking texture maps (deleted history, possitioned it at cordinates 0;0;0, UV unwrapped), then I created a high poly version with smoothened edges for more natural look. Exported everything as FBX models and loaded it to Substance. After baking and changing settings of baking in Substance for best results I started inspection to verify if everything looks fine. It was not. For some reason Substance refuses to bake properly a Normal map on some edges of the polygons (look photos). I have never encoutered such problem. After this I tried all my magic tricks to bake these maps correctly. I gave low poly mesh more polygons, I tried to harden or soften edge before export. I remade UV map, made it higher resolution, averaged
Does Painter have something similiar to Designer's global seed? I've created a project which has a number of layers with a randomisable paramaters. I'd like to export the project multiple times, with a different randomisation each time. I've checked the Python/JavaScript API's, and they do not seem to expose the layer themselves, or the parameters, so that this can be automated. If there is not a global seed, what is a suitable process for generating multple variations from a single projct?
I'm new to Substance and now I'm wondering about a fundamental problem. When I apply a smart material to certain objects/meshes/materials, the generated texture is wrongly oriented. In the picture you can see that the stripes on the front are vertical, but I want it to be horizontal. Can anyone tell me how to tackle this problem?
May Substance Painter Shader Part can get the original Shadow map but not only the precomputed shadow? The precomputed hard shadow map is hard to developer custom effect,plz.
I did a trim-sheet (still in progress) in Painter using masks for different walls, ceilings and floors. I used a lot of polygon segments on that particular trim in the form of a grid so I can easily select sections to mask. Anyways the problem now I'm facing is that when I export the tillable textures onto a planar mesh I get a thin seam as you can see in the middle of this picture. So far I've tried exporting with all kinds of dilation (setting at 256 pixels max) in 8 bit png format or 8 bit + dithering and I still see this line.. Is there another way to get rid of it?
Hello, I am writing this message in order to receive help. the question is that when I open substance and put in my email and password I get a server error that I don't know how to solve or if it is due to a problem with adobe. What can I do? Thanks!
A month ago, my source point disappeared with the integration of the subtance account. Can I get the points again? Is there anyone else who has the same experience as me?
Hello! I am having a problem with substance painter that is driving me crazy and I cannot seem to find a solution. If I create a roughness layer and set the greyscale vale to 0.08 when I export it as a PNG and import it to photoshop the greyscale value is 0.11 which means I get a completly different roughness to the material and not what I have chosen in Substance Painter. How can I solve this. The color profile for roughness is set to L8 and I export using 16 bit PNG. Thanks in advance.
Could someone please help me, about 4 months ago I acquired a substance painter key for1 year, now I don't know where they are
Porfavor alguien me podria ayudar, no encuentro las claves que me otorgaron de substance painter por 1 año de estudiante.
Painter 8.2.0 is now live! Occasionally we like to focus on the little things that bug us too. Whether you call these things “wish-list items,” “quality of life improvements,” or dare we say ... “minor annoyances,” we’ve been working on a release that has some focus on just those kinds of things. Below is what you’ll find in Painter 8.2.0. We hope you find something here that just might improve your day-to-day with Substance 3D Painter with the love release. Release date: October 6th, 2022 Top love release features New copy layers blending modes and opacity Several shortcuts and actions have been added to make it quick and easy to copy and apply blending modes and the opacity across multiple channels in the Layer Stack: Right-click on a blending mode or opacity control Right-click on a layer and choose Blending options New blending mode and opacity on filter and color selection effects Filter a
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