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I'm trying to bake my high poly mesh onto the low poly. I keep getting weird artifacts on the edges of the maps, (see photos). I noticed the uvs in SP are unsmoothed, whereas they are smoothed in Maya, and it seems like the baking is happening with the hard edged uvs, resulting in the artifacts. Could that be the issue and if so, is there a solution? Side Note: I tried baking with only the low poly mesh and still had the same issue.
Hi guys,I'm loving the MatFX Oil Paint filter, its been a big help on a recent job so I'm hoping to use it again on another one. However I need a bit more fine grain control. In this case I need to completely remove all warping from the brush strokes. We're going for straight square brush strokes and this is almost what we need but I cannot seem to remove the warping from it no matter what I try. You can see warp intensity is set to 0 (on everything, Hightlights, Midtones, Shadows).Anyone have any ideas?Cheers
I am trying to understand how this workshttps://substance3d.adobe.com/documentation/spdoc/remote-control-with-scripting-216629326.htmlRight now I am using a python script to run a command line to open up Painter and import an FBX. I am trying to understand what I can actually do with remote control with scripting. Does that allow me to access python modules inside of a Painter? Or does it allow me to just run python from outside Painter? I see it says I can pass in this paramater (--enable-remote-scripting) when i run my command line, but unsure what I do from there and how that relates to the lib_remote.py and the example they give. ThanksCraig
I can't seem to find a way to store a recent colour selection on a pallete. I'm aware there is a colour selection tool but this is useless for quick accurate colour selection. Would be grateful if someone could let me know where it is.
Hi, I am looking to see if I can do some automation in substance painter using python or commandLine. I would like to open up substance painter and import in a 3d asset using an external script. What would be the best way to do this? Does substance painter have anything built in that i can access from an external script?
Some images are missed in Adobe 3D Painter Documentation. Here is a link for one of the many pages in this documentation. Please relink this images to original images.
Hi. I'm trying to use the 30 day trail of Substance Painter.It opens for a second then crashes.I've already uninstalled and reinstalled it. i have only 28 days now... i'd appresiate any help. thanks!
Hi, I'm trying to follow this unbelievable over engineered steps to implement edit capability of a baked AO map that substance painter has generated. Have attached a screen shot of the documentation page. Are these icon placeholders supposed to be images to better explain this process? Also Original link here: https://substance3d.adobe.com/documentation/spdoc/ambient-occlusion-painting-149291090.html
Hi,I have a question about the pipeline Zbrush <-> Substance painter <-> Blender.I have a model sculpted in zbrush and painted the textures in substance painter.I tried to render this model in Blender, but it will just loose some bump details on rendering result.On substance painter, it looks totally fine but when I exported the texturesnormal map,height map,basecolor map,roughness mapand use them in Blender, it just loose the details...so I went back zbrush and exported displacement mapand set it on blender, it looks ok now.my question is how do I export those bump details from Substance to blender? Thank you.Kamihiro
Hello I'm trying to figure out why my copy of painter constantly locks up and crashes.I'm using 7.2.2My machine is a 24core AMD Rysen, with 250gb ram, and an RTX3090 with studio driver 462.59 installed.This crash typically happens on my second monitor which is a Cintiq 27HDT. I need to paint on my asset in Substance and after I get into that, about 2-5min in, Painter locks up.
Is it possible to direct patterns like fur and scales with vector maps like how the vector brush from Mari does?Vector Brush (foundry.com)
Hi,I am baking a rifle in Substance Painter which consist of 40 small and big part using one UV map. Some object have very closed places which result in overlapping AO so I tried 0.005 max frontal distance. But when I change it other objects get weird baking. Is there anyway to bake all the object individually with different max frontal distance using single UV map.
Hi, I am getting this error on my substance painter console. I have tried to update python and search online but nothing comes up regarding substance painter and send_to_dn plugin, nothing.SP seems to work fine (I do have issues with the autosave being inconsistent in saving my backup files) but the rest seems okay.No clue what send_to_dn plugin is, this is really bugging me. Any help will be greatly appreciated.[Attaching the error messeges]
Hi I hope someone can help. I've been struggling with this problem for a while. When I model up anything cylindrical in 3dsmax it gives off a inconsistent black bake in substance painter. I unwrap it as basic as I can. Seam down the middle of a cylinder and top and bottom. I pack it 0.01 on the uv map and export it as fbx. Any ideas what i'm doing wrong?
Hi everyone.My productivity is grinding to a halt. I am unable to save my textures in 4096 x 4096 at all on my models after I complete baking. I know my computer is more than capable of handling substance painter. I have Ryzen 9th Gen 3900x, 12 Core 3.8ghz processor, 32gb of ram, and 11gb 2080ti Graphic card. Whenever I save a project,. the program goes into Not Responding and never recovers. Any ideas? Any one able to fix this? Any help is greatly appreciated. Thanks in advance, John
Hi,When modeling in Modo i can give my material a rounded egde effect , making it look like the edges of my model have some bevels. I can bake this out in a normal map and use in Painter, but it would be great if Painter has a feature like this.Is this something we can see in the near future? thanksBart
Are they the same, I'm just trying to make sure before I remove the old Substance Painter. I mean on the surface they look the same for the most part, but I want to make sure that I'm not loosing access to a feature or something that may have been removed when Adobe took it over. Also noticed a performance issue with the render view, and that it lags quite a bit. Any help with that would be greatly appreciated.
I have been a user of substance for the past two years, I am prompted with a notification to update my out of date graphics drivers, when the card 5700xt is at its latest driver with no other driver to update to.The same report is posted as previous updates TDR values and out of date graphics drivers, this is a common post that is sent to AMD users but what is being done to resolve this? It makes workflow nearly impossible, as we need to update to get better tools, but cant due to the software crashing? I understand that there was a problem in the past with drivers for AMD but now I am still unable to use the product I am paying for.I do have work to complete and this does not help what so ever.
Hi, coming over from Allegorithmic, I used Substance Suite for a long time running under Linux. Now checking for converting to Adobe version for being future proof. Sadly, I can not test the Linux version before switching for compatibility on my Arch Linux System, as the Download of the RPM trial is bound to an OS check, that fails for me as Arch User. I used the RPM version of Substance before without any complains, but want to make sure the new version is running before converting my subscription. Where can I DL the RPM file for testing purposes? Best
[Moderator moved from Using the Community (forums) to Substance 3D Painter.]I uninstalled and reinstalled adobe and still haveing the same problem. when i click to use it it stays as a blank screen and on the top left it says not responding. i also don't know where to find the logs for it
I would like to use the stamp only on the texture separately from the color, is there a solution to do split frequency like photoshop?
Btw. why such topic is not pinned? How community can help improve product if such thing is not on first visible place?Situation: I need clone stamp floor texture that is on oposite part of model, for that I use 2D mode but its hard to see when I have 72 UDIM. (on screen source texture is on udim 61 and need to be paint to udim 6 ) #photogrammetryWhy: 2D/2D would allow focus on two away placed udims and precise work and clone elements.
I have the gradient later applied on the black mask, but it just turned the black mask white.
So whenever I fill my model by using polygon fill or by draging the material to the model, there is bleeding appearing in the model. It looks like this, those white dots or lines are the bleeding parts(I can't show the full model because of Confidentiality agreement) . If I use a sample model that came from substance painter it is fine, but whenever I use my fbx model exported from Maya this will occur. For more information I use UDIM, 4096 textures.
Hi all, I'm doing some work and I'm utlizing a file from another freelance artist and I can't figure out what is going on. Essentially, they have what look like material balls that have been placed into generators' texture slots (a lot of generators have the ability to add two of them). These things that look like material balls have names that correspond to things like black and white spots or concrete old (which have corresponding textures in the shelf). But if I replace their material thing for the same named procedural texture......I get a different effect in the resultant mask. Any ideas what this is and why it's occuring? Did procedural textures have materials in older versions of Painter? I can't share any work as it's for a client.
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