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Hello, so i want to recreate this red part like in the picture by PBR Texture, can anyone suggest what texture combination should i use, i already tried cell 4 + Blur slope but can't get the circular brush like in the picture
i have 2 layers set to 71 opacity and if the top layer crosses the one below it leaves dark areas. im wondering if theres any way to solve this other than erasing over it
Hi. Im using Intuos4 and pen working corretly in mouse mode for all apllications.But only in SubstancePainter my pen losing sensitivity and stop working in mouse mode.How i can fix that?
I´m having a very odd problem. When I export a color map from Substance, i still get nasty stepping and artifacts even if i export it in 16 or 32 bits. The maps are exported in 16 or 32 bits but the gradients are still stepped. Anything that´ll fix that problem?
Hello, Let me start off by saying I am by no means a 3D expert. Hell, I've only been working with Blender for about 1.5 years, and the first time I used Substance Painter is less than a month ago. That being said I've run into a problem with literally every model I've tried to texture so far ( 5 in total ) and I'm desperate for a solution. I've tried asking others, like the lead artist at my internship company, but even he was at a loss. My problem is as follows; my curvature map never seems to be baking right. Some edges get highlighted, while others don't even get noticed. I've tried tweaking the settings a bit but nothing. I also can't find anything wrong with my UV unwraps or the meshes themselves. I've included screenshots of multiple assets for visual reference. If anyone has any idea what could be wrong, please do reach out. Thank you in advance.
Hello Folks, Attached is a screenshot of a model I am working on and my question is... Is there a way to combine the effects of 2 smart masks ? I would like to add some dirt at the web / flange area of the beams [ which could be classed as a Cavity in Painter.] I have got the effect I want by using Smart mask Dirt in Cavity but it lessens my Scratches mask, I have tried reducing the opacity of the cavity mask in order to also show the scratches, problem is I have to reduce it so much that it becomes too subtle. So is there a method to mix the full effect of both masks ? [ without lessening one mask ] You will see from the Yebis screenshot what I am trying to get across [ the Cavity rust mask is reduced to 33 % and is very weak ! ]
Hi. I exported an object from Blender, in the same way, I always exported, with UDIM, from 1001 to 1010, but Painter shows only from 1001 to 1004, and it redistributed the UVs... Anybody knows why?
Hello there, I'm facing an issue with the triplaner option in substance painter. I have attached two images that has UV projected and Tri-Planer option used and the issue is when I use UV projected the seam are visible due to the UVs of my model that I unwrapped in 3Ds Max then I enable Tri-Planer option to apply 3D projection in order to hide those seams but for some reasons the texture turn into pixels or strecthed liked Planner projection rather 3D or Box projection and I have set the TextureSet quality to 4K and as well as the textures tilling to max but still got those pixels.|Does anyone know how to fix this issue or if there is anything to considor?I have not seen such a weird issue in many years since I'm using Substance Painter some how.Thanks in advance.
hiwhen I bake mesh in substance, it's a black spot on the mesh, I tried to triangulate in Maya but nothing happen,also change every template in substance, and increase the padding on UV and the issue remain the same. my UV is clean. can anybody help me?sorry for my English.thanks
Hi, I'm trying to import a couple of Photoshop brushes into Substance Painter but most of them won't load.Painter says "An error occurred while opening this resource. It can't be opened."I tried packing them all into one .abr and also into single .abr files for each brush. No luck. I can't really seem to figure out what the difference is between the brushes that work and the ones that don't. There's nothing special about the brushes really...basic round alphas, opacity is enabled, some shape dynamics (size)...and that's basically it. I'm aware that SP doesn't support all PS brush features but even so it should normally load them without those features working, right?
I think that would be great to have a paint bucket tool like as photoshop.Can be very helpful for postprocessing the base color of a photogrammetry workflow and other baked maps.
I have the adobe substance subscription with 100 free assets per month.I am wondering this: if I have 20 assets left at the end of the month, will these be added to the next month so I have 120 assets? Or wil these be filled up to 100 again?
Hey,i just logged in to to my new adobe account since the old substance account seems to be gone.However what i found out is that all my points and downlaoded materials are gone, after a bit of research i found this site...https://substance3d.adobe.com/documentation/scdoc/points-and-assets-transfer The Problem here is, i never saw a mail and didn't knew that something was changing, i also didn't knewthat i had to transfer accounts. My question would be now, is there still a chance to restore "transfer" my old materials and points ? To be honest this whole "transfer" move feels kinda scummy and super customer unfriendly, it literally prays on thoose who just forgot to transfer they're accounts or for cusomers like me that haven't logged in since a while.
hi I am having problems adding some materiel to houdini. So i did by a 30$ file to add to the program files from a YouTube tutorialhttps://www.youtube.com/watch?v=rgizb287FmcLinkhttps://xolotlstudio.gumroad.com/However the main tool didn't showCan you please help me ?Ps I tried this tutorial because the texture was not coming right by exporting and reading it in houdini.i am a master student from university of creative art, ma digital fashion so i am trying to create cloth simulation
I have tried everything from the startup problems page on the support page and it still crashes. I've also browsed most of the messages on this forum and no help. I've tried both Substance Painter 2 (legacy) Windows version 2.6.2andSubstance Painter - Indie License Windows version 2019.2.3 I have attached several of the logs I could get from the AppData driectory and my DxDiag.I have crash dups if there is a way to get them to you.
Hi,I don't understand this behavior of Substance Painter.Image. 1 - architecture textured in Painter. Imported as fbx, about 10 objects, and 20 UDIMImage 2 - I am moving the objects, the tower on the right and the wall front. Reimport as fbx and the result is comletely badImage 3 - Test. I have imported only a few objects, and the texures on these objects are wrong. In all cases the UV does not change.Someone can explain this behavior of PAinter. Does it mean that after starting texturing I cannot change the mesh. Move, add element etc. Changes are part of the job.
Windows 10 64bit (latest). Painter Version 7.4.3 and before works flawlessly. After upgrading to any version 8.1.0 and beyond to current, only the splash screen opens and closes, program does not open. I have 4 users on the same hardware all experiencing the same issue. Updated video driver to 522.25 and same problem. Running nvidiaopenglrdp using remote desktop. Also tried updating to 2060 but same result.Intel i7-4820KNvidia 1060 6GB32GB RAMI tried moving one user to a newer model i7 with the same 1060 video card and the user was able to open 8.2.0, which seems like possible processor compatibility. Logs attached from trying version back to 7.4.3 which was successful. We need to use 8.2.0 to be on the same version as out clients. Please advise!
Hi Everyone, I ran into an issue with Substance Painter.I am projecting a texture on my character model with Tri-planar however it still somehow reads the UV seams of my model and that results in, well... seams. Please see attached image.Is there a way to get get Tri-Planar to work as intended?*For instance, when using Tri-Planar in Redshift, it will ignore the original model's UVs and I wouldn't have this issue. Example Attached.Thank you!
Can anyone please help me or update the software, I can't literally use it because it crashes when I make a new file and I try to import my first object it crashes, I think this is happening because of the new update on windows where they changed explorer and added tabs. Thank you
In my current project some of the particle brushes are not working, like Leaks, Liquid Stream, Splat. Brushes like Laser Impact or Rain work fine.When I open the same geometry in a new project all brushes function as they should.I have tried to reload the geometry, baked all the mesh-maps again and even deleted all layers, but the problem persists. So now I am at the end of my wisdom - has anyone an idea how to solve this?many thanks! SP 8.2.0 (same Problem in Version 6.2.2)MacOS 12.6, M1 Max
I am trying to export textures to use in USD (Apple reality converter).I select the built in "USD PBR Metal Roughness" preset:In the documentation it states that this is supposed to:Five texture files are created and saved (base color, metallic, normal, occlusion and roughness)This would be perfect!However, in the "List of exports" tab I only get 2 or in some texture sets, 1 file:And sadly, when I export textures, this is exactly what I get. Any tips for getting all 5 textures (and the usdz) from SB would be awesome? Notes:- I'm not using UDIMs- I haven't overridden any settings in individual texture sets- Substance Painter 8.2.0 on win10
Hello, i switched from old computer to new computer. I cannot use my previous student license on my new computer. I am getting an error like this. How can i solve it?
When running the getProjectExportPreset() call in JavaScript the value reported back is the value saved to the Project, not what the user selected in the UI when running the export. Can someone confirm this and let me know how to get the value at execution of the Export Textures dialog. Attached is a picture that shows the value of "Output template" when the UI is first launched, when I change the value, and the printed results of the following code:var preset = alg.mapexport.getProjectExportPreset() alg.log.info("Testing presets...") alg.log.info(preset)The same result happens when I run the following in Python:js_code = 'alg.mapexport.getProjectExportPreset()' template = substance_painter.js.evaluate(js_code) print(template) Please advise on how to get this value in Python, if possible.
I just purchased Substance 3D Painter 2022 on Steam and I have a few questions. I am confused about the expiration date of the free updates. Will I no longer be able to receive free updates at the end of 2022? Or after one year from the date of purchase?After free updates expire, will I still be able to run / use the software without limitation?What is the cost of updates after the free updates expire? Thank you!
It would be extremely useful to me to not rely on brush strokes to transfer work from one mesh to another in some cases. I work a lot on character meshes, with the same topology and the same UVs. I would like to keep my shaders between different shapes of the same mesh. But everything that's painted (painted masks and layers) will transfer in worldspace if they were painted on the mesh. So if I textured a short character mesh and wanted to transfer the smart material to a tall character with the same UVs, I have to redo all the painted masks and layers every time. Which basically means redoing a huge chunk of the work unless I paint the tall guy's textures on the short guy, which is artistically restrictive. I'd really love an option when selecting a paint layer "Convert strokes to texture" which exports the selected painted layer or mask to a specific resolution and plugs that texture back into the layer using a fill. That way I can keep using the material on other characters wit
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