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Ao map looks okaynormal map seems finecurvature generator creates dark spots (just a black color layer with a white maks and default curvature generator)visible seam from the curvature generatorlighter areas in the curvature map which correspond to the dark spots in the curvature generator.I hope the pictures above illustrate the problems I am running into with the curvature map/generator. For some reason I am getting these lighter areas in the curvature map which dont seem to correspond to the geometry and also the curvature generator is causing a very visible seam along the uv seam(The seam isnt apparent in the actual curvature map, it seems to be just from the curvature generator itself).Does anyone know what could be causing the spots and how to stop the uv seam from showing up in the curvature generator? I attached the low and high poly fbx.
Good morning I´m trying to find a good solution to work with Substance Painter with ACES-ACEScg and P3D60. I´ve done quite a few tests and this combination is the one I like the most at the moment. I´ve made comparisons between Substance Painter and Maya, using the same HDRI. Any suggestion or correction? Thank you very much. The Maya render has some good samples, while what I have from Substance Painter is just a pre-Lookdev, so I think it's normal that there are some differences. I don't know if I'm wrong or not. I export the renders in EXR at 32 bits. By the way I´ve improved the quality of the shader and everything works much better with metalness and specular.
Hi folks, got a question. I see UDIM textures that combine to form one shader network in Maya. How is this done in Painter, exactly? Can it be done? So far, my research on this says that the only hope is a script that's supposed to combine them for you into one set. But, this has yet to work for me. Multiple texture sets ultimately create multiple shader networks. Is there not a way to generate textures that combine the various sets so that you don't need 7 shader networks for one model? Thanks!
Hi, I want to make translucent lamp shade effect in substance painter as seen in the following reference photo.I made my bulb model inside of the abajour lamp emissive but its light is invisible outside of the model.I tried to add subsurface scattering material to the abajour's inside and outside fabric material but it became not successfull.I just want to make my light bulb's light is fairly visible from the outside view.Thanks.
It's been a while since I've used Painter but I noticed this button was missing. It made it super easy and fast to make new posts on ArtStation.
Normally, when texturing a model, such as a character, you would have to import multiple versions of the same model in order to texture hard-to-reach areas.So, for example, the main model would have eyes open and a version with the eyes closed so that you could texture the eyelids. So here's my suggestion: If Substance Painter could have a feature where you could import all the versions of the model at the same time but be able to switch between them as you work depending on what you need to work on without the tedious back and forth of importing and updating textures. This could also work for;Vehicles, where we need to work on exploded models to texture individual parts and bake an AO map before returning to the assembled version for full texturing.High Poly and Low Polys. The possibility to see your textures update in realtime across different versions of the same model would greatly speed up the production pipeline and make for a more efficient workflow with
Hey everyone! Bit of an interesting problem here. It's not just a Substance Painter problem, but occurs with other texture baking tools as well (Blender, for example). I'm just looking for some ideas/theories from you guys on what might be happening here, and what the the best way to adjust for it might be. In the following screenshots, you can see that where the AO/shadowing bake should be getting darker toward a more enclosed/narrow space along the wall, it's actually getting brighter. I imagine this is probably a native/algorithmic issue with the type of raycast being sent to caluclate light bounce information. This seems to be most visible when baking from deeper/more extruded sections, and not as much on the narrower meshes of the same thickness, as shown below. I don't normally build meshes with gaps like this, but it happened with one of our artists recently while she was modeling a bus stop with narrow gaps between its back wall panels, and along the back
Hi, I would like to ask, I have a problem that I could not find a solution to on my own. In SP, the entire viewport overlaps specular for me, and I went through folders without shifting layers, all the same. Nevertheless, there is no such problem in marmoset, everything is displayed correctly there, but it still does not look properly, that is, specular is not so light, but it still overlaps other layers, such as, for example, wear on the edges, and I also have a problem with SRGB space in marmoset, in SP I have settings srgb but marmoset doesn't want to perceive them and I also didn't understand for a long time what was going on, since the textures in marmoset were very dark and half of it was just not visible because of this, but as soon as I turned off srgb everything fell into place, I'm new enough in SP and marmo, So I'm asking for your help. Thank you.
Dear!I updated to the latest driver, but when I open app this bug still exists.Please let me know what problem I am having, and how to fix it.Thanks!
I can't save my project anymore, and I don't know why.
This may be possible somehow and I have not seen it, but I want to project from all sides but control the depth. I'm using the warp projection to achieve this and the "depth" to get the look, but it's tedious to set up, the cylinder projection would be perfect if it had a depth slider so I can control the volume of the mask.Example below
I have legacy assets that were painted in legacy linear (Linear - sRGB Chrominance (ITU-R BT.709) in Painter that I would like to migrate to ACEScg. This is my proposed new project setttings for migrating the legacy assets: Color management - OpenColorIOOpenColorIO configuration - SubstanceWorking color space - LinearStandard sRGB color space - ACES - ACEScg Outputing - 8 bit images sRGB Does this look like the right path?
We have multiple users in our studio who are reporting issues with Substance Painter crashing and forcing their computers into a reboot whenever they attempt to export 4k maps.From what I can tell the issue seems to be isolated to workstations with Intel Xeon E5-2650 v3 @2.3Ghz CPU's. If we have the user try the same task on an AMD Ryzen Threadripper Pro 3975WX 32 Cores, Substance does not crash and the workstation does not reboot.Specs of machine that exports crash on:Intel Xeon E5-2650 v3 @2.3GhzOS: CentOS 7.8RAM: 128GB DDR3GPU: RTX 2080 SUPERGPU DRIVER: 465.19Machine where are exports are not crashing:AMD Ryzen Threadripper Pro 3975WX 32 CoresOS: CentOS 7.8RAM: 128GB DDR4GPU: RTX 2080 SUPERGPU DRIVER: 465.19At first we thought it was related to the GPU configurations so we swapped out the RTX 2080 and tried it with a RTX 2080 SUPER. It was more stable for a time but as the artists scene grew the crashing on export returned. We then tried it with an RTX 3090 and again the expor
I'm trying to make a scar texture for the Unity game engine, which is supposed to appear when and where the character is damaged. I've been able to paint the scar as I want, but since most of my work so far has been with static textures I'm having trouble determining the animation and its presets for the game engine. How do I do this?
Hello I purchased the all adobe software subscription for a year this is the student version, I thought substance painter comes with it or am I wrong it still comes up saying I need to buy it if anyone has tips that would be appreciated
Hello, I'm posting here because I'm facing an issue since the last 8.2.0 update. The first launch after the update, without any project open, I couldn't open any menu, and I had "project lock" (or something like that) in the name of the application. After a restart, it was fixed. But now, everytime I save a project, I'm getting a red error " The project is locked.".I couldn't find anything on google about that, so here I am. In a way, it's blocking my Xolotl plugin too, I contacted the dev of the plugin, but he just said it could be alot of things and didn't push further. Thanks
Hi, I have a quick question. Does anybody know how to add mask to Levels?I just want to brighten a specific area of a layer, not the whole. Thank you!
When creating a new project, after opening the "Open file" window, the program closes.
Hi, I have a TypeError with usage = substance_painter.textureset.MeshMapUsage.Normalorusage = substance_painter.textureset.MeshMapUsage.Curvature when used in my_texture_set.get_mesh_map_resource(usage)works well on other meshmapusage such as Position, Thickness, AO and others. like:usage = substance_painter.textureset.MeshMapUsage.AOorusage = substance_painter.textureset.MeshMapUsage.Thickness Not sure what is happenning there [Python] get_mesh_map_resource(): incompatible function arguments. The following argument types are supported: 1. (texture_set_id: int, usage: _substance_painter.textureset.MeshMapUsage) -> str Invoked with: 31947, Resource(handle=<_substance_painter.resource.ResourceHandle object at 0x0000028218B356B0>)
Hi allAfter upgrading to Adobe Painter I have an issue with the Baked Lighting Environment filter. The baked lighting suddenly seems way darker than before. Does anybody have an idea of what is going on. Could it be some setting outside the filter that may have been reset or maybe a bug?I have attached a picture from my old Allegorithmic Painter and one From adobe Painter to illustrate the difference
I am not sure what is going on but I am on a Mac (OSX 12.4) using Substance Painter. I created ID maps on my high res model with lamberts and everything looks fine in Maya 2023 (see attachment 1). Then when I bake my textures in Substance the ID mpa gets screwed up and puts bits of colors where they do not belong (see attachment 2). I have searched and searched and cannot find an answer. Please help. Also, everything is UV mapped and arranged nicely.
There will be a 2023 steam perpetual license? or 2022 is my last chance to get a perpetual license?
Hello, I did the textures for this character and then I sculpted simple details to the lips, and after rendering I wanted to re do the texture just to get the hang of the software so I exported the mesh again and added a fill layer and suddenly the character turned green, I couldn't add color, none of the sliders work only the height slider changes it from green to yellow and that's it. If you have a fix for this problem or have any idea of what would have caused this please let me know. Here is a picture of the problem that I have at hand : * I am a bit of a beginner in this software, and to texturing in general.
I seem to be having an error where some of default assets in my substance 3d painter library only show up as pink and I have no idea why, and model I import shows up as pink by default and if I apply a nonpink texture to it, it becomes black, which is kind of making substance painter unusable for me. A friend suggested it might be a drivers problem but I since updated my drivers and am still expeirencing the problem. If anyone could help that would be great thanks,Patrick
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