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I there ! I got a bark texture, removed the base color to add it myseld for a stylised purpose (see picture). I would like at least 2 shades of brown, according to the reliefs of the height map. (Dark brown at the bottom and light brown to the top of the reliefs)Is there a quick way to do that in painter ? Like applying a color only to the black areas of a height map ? Thanks !
This has been bothering me for quite some time, and I still haven't found a solution. Hoping I can, this time. I have made the switch to Apple since 2020 (with my first 2019 model MacBook Pro, followed by a 2020 model high spec iMac...with a 16GB 5700XT GPU). I have noticed that using the GPU on a Mac is greyed out in the Preferences, and Substance Painter only uses the CPU to bake maps. Needless to say, this is extremely time consuming, and can take over an hour for a 4K, multi-light rays bake. I have a Windows PC alongside my Mac, and there are no problems there, with bakes taking a few minutes using the same bake settings using the GPU (2080ti).Is there ANY way possible to enable the GPU to bake my maps on my iMac??I would rather try to avoid dropboxing my SP files between the Mac and Windows for my bakes.
Hi Exporting multiple materials on a mesh or multiple meshes from maya to painter wont work for me. When I import multiple meshes they are all assigned default material and the uvs overlap... Can someone help with this? Thanks,Nick
Hello everyone, lately I have been trying to texture some pieces in 4k and it's been almost impossible due to Painter working extremely slowly even though I don't even have too many layers anyway. I've been looking for ways to optimize its performance and I've found out that I have Sparse Virtual Textures disabled, which I think would probably make the scenes a lot more manageable, but for some reason it's greyed out and I cant use that option, all it says is "This option cannot be enabled because the graphical drivers for your hardware has known issues". I have an Nvidia Geforce GTX 970 and an Intel Core i7-4790k with 16GB of RAM, I have updated the drivers and my current Nvidia driver is 496.49 but I still can't turn the option on. I have tried with another like 466.27 which is the oldest I can download but it doesn't work either. I can't find any info on this problem so I thought maybe someone could help me figure out how to activate that option if I can, or at l
getting this error, when try to export all the laters to Photoshop " [Plugin - photoshop-export] Can't open file 'D:/XXXX//photoshopScript.jsx' in 'w' mode". usually the photoshop will be launched and load in all the layers into photoshop, but it end up export all the layer as image into duplicated link folder...
Hello, im running into problems with 2D exports. My exported texture doesnt look like the 2D view in Substance Painter, Normal Map is missing and also the lightning is totally different. It only happens when using PBR Metallic Rougness Shader! Not with PBR Spec/Gloss shader. Im on MacOs. Any ideas?
I am hoping someone here will be able to help me with my issue. I am having problems texturing models that are rather complex, however, my computer is more than above the minimum specs for substance painter and I am now getting a a tad bit perturbed at what is happening and has been for about the last month. This shows my resolve to try to solve it on my own, and I am at my witts end with the problem. First of all, my computer is a Ryzen 9th Generation 12 core 3.8ghz processor @4.2ghz. My Graphic card is a RTX 2080ti 11gb, and I have 32gb of RAM on my windows 10 system which I am using to try to be able to render from Substance Painter. Substance Painter randomly crashes to Desktop, and I have to texture several pieces and save every few moments or I'm afraid I'll loose alot of work with its random crashes. When I try to render, it goes into iray warm up, but stays there. And I mean STAYS there, for hours on end at tim
Yesterday I received a student license for Adobe Substance Painter. After installation, the program requires activation, but when you enter your data, the error "Email or password are incorrect (status 403)" pops up. Email and password are exactly correct, I even tried to change it a couple of times.If there are experts, please tell me where I messed up?
Hey do you kbow if substance can run with i5 11400 with integrated uhd 730i know it says oficcially not supported but i need to know if some fo you has used substance without a gpu
Adobe Substance Painter crashes when I open a new scene and begin to rotate my model. First It crashed when I just tried to open it, I update drivers and windows updates, uninstalled, reinstalled, restarted my computer then it would atleast open. Now I open a new scene with my model, once I try to rotate it, it freezes and a blank panel shows up and I have to force close it. tried this multiple times, same result.
Hi! Is Adobe planning to support 3dconnexion products?
Hey guys, I'm using Substance 3D Painter proffessionally, but a big hurdle for us the that our shading model utilizes a specular colour/roughness workflow. Ideally I would like to take the specular/gloss shader and simply replace the glossiness parameter with a roughness one. Is this difficult/possible to do? What would be my best course of action seeing as I do not have any glsl experience?
I'm unable to find an answer to this anywhere.I find myself facing issues with the last version of Substance Painter my perpetual license allows me to access. It's looking like my only option is to update Substance Painter.My question is this: if I pay for a one-year subscription, what happens to my software when that subscription expires? Is it unusable without a subscription, or can I continue using the last version I had access to from the subscription?E.g. if the subscription expires and I was using the latest version when it expired, can I continue using that version of the software? Or is it only functional with an active subscription?
Long story short, I'm just getting into the Maya Substance plugin. I'm using the .sbsar to generate a texture that corresponds to the model's blendshape state. What I'd like to do is export the substance output from Maya directly to save time, or I guess as an alternative, send the mesh and sbsar parameter states back into Painter where I could export both. It would make the work much easier to automate, but I'm not familiar enough yet as to know whether this is possible or not. Has anyone tried something like this, or is it feasible?
If I paint on 3D models with a brush, there must be a way to rotate / pan the model while painting without having to remove the brush.SP is relatively new to me and I haven't found anything on the subject.On the other hand, I cannot believe that the basic function does not exist.Is it possible that a graphics tablet is required for this?Please also have a look at the attached image if it is unclear what I mean.Thanks,Maya
I import two different meshes.When baking, the overlap causes issues. Can I somehow bake both meshes separated from each other?
Is there a way to alter the height to normal intensity in Painter in a similar manner to the Height to Normal World Units node in Designer? I want to rely on the height vs the normal from my .sbsar files and achieve visual consistency across the applications when supplied with the same height information. Say, my material has a surface size 400cm and a height depth of 10cm... ideally, I'd like to use that same info to drive the normal generation in my Painter project as I do in Designer.If not, is the general approach to use the normal coming from my .sbsar for surface detail and reserve height for offsetting the surface as a whole, like for example, using a value to raise a layer of paint, creating a lip wherever there are chips? I've seen many threads discuss avoiding doubling up on height *and* normal, so that seems like a reasonable alternative... I've been exclusively on the Designer side for some time, so this is new territory. Any advice / thoughts would be greatly appreciated!
And I'm really starting to doubt Adobe will handle them anytime soon if at all.Why is it that we've gone so long with the issues when selecting project configuration and updating our model. Like fixing an ngon or adding some better cuts make every mask just blow up or in some cases randomly revert and ruin the entire project. UV islands didn't move, mesh size didn't grow. Mindblowing this has never been addressed.When painting on UVs, the brush size will blow up and affect other islands because you went to the edge of and island. Why can't there be an option to keep your brush on one island until you finish your click/stroke?Why does symmetry not follow Brush Allignment rules like UV?Am I safe to assume that this requires an overhaul on how the algorythm works in computing these paint strokes and that it's too expensive a task for the giant Adobe to ever fix? Makes me glad that Pixologic has remained it's own entity and is constantly innovating and changing their program adding real im
Hey!This is my first ever bake and my result isn't the same as in the tutorials I find :(.I am trying to bake this rather simple geometry for every maps except ID and normal. However it does this weird artifact no matter what I do.I've tried :Disablomg every map on by one. same result, no one map is responsible for this.Upping the antialiasing. no changes.Upping the output size. no changes.Selecting : use lowpoly as highpoly mesh and then selecting again the same mesh in the source. I don't see any problems with my UVs so I am at a loss. Any help is appreciated!
Is this doable? I'm taking a straight-up texture fill that is aligned to the original UV map, and I want to project it to the new UV map. I had opened changing the file to one with the desired UVs in project settings would reproject it, but it did not. Any ideas on how I can do this please?
Can I convert sbsar or substance 3d asset files to zfab files to use in marvelous designer?
Hello everybody, Sorry for my english, i am just french and not graphist. I try to export textures to Unity. When i import the previous exported texture from painter, it don't be aligned on the geometry like on Painter. I see an big offset. When i export the mesh from painter and use it with Unity, all is good, the texture is in the good place.I wouldn't like to export mesh objet from painter. I just wan to export texture from Painter. How can i do this ? Where i am wrong ? It is possible ? Thx
I'm having a strange issue in this latest version of Painter. I have a workflow for foliage where I flood leaves etc., things I want to be fully opaque with white vertex color in 3dsMax and bake them over a black plane using the Color ID texture bake. For some reason on this version 7.3, the Color ID map does not work to show opacity. I can put other textures from the shelf and get an expected result but not the baked Color ID map. If I export the color ID out and bring it back in as a resource, it works but not the bakedColor ID map itself. I use this workflow so that any changes with the high rez meshes are reflected in the opacity and it's been working for years. Anyone have any ideas what might be causing this?(Using alpha test material, also tried alpha blend same result. Old files that worked in the past also do not display opacity even though you can see the correct opacity in the buffer view)
Hi,I have been encountering issues when trying to bake my high-res mesh in substance painter. As it can be seen in the attached image, one area of the mesh (which is a seperate piece) is not coming out properly - it is black in the AO map, and did not bake in any of the passes. It is named appropriately (_low and _high) and does not have any UV issues, it is also matched up with the low-res properly so I'm not sure why this is happening. When using "always" instead of "match by name" it works okay, but I wanted to try and understand why this issue is occuring. Attached are also the settings I used for the bake.
Hello, iam sure this is a common issue by now but yeah. I am getting normal map artifacts, my main issue are the self shading artifact of the normal an A0, is there any value or anything i can change to reduce or remove those artifact?Thanks for any help
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