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Hello world!Most of you that have been around for a couple of years or more know that the Mat FX generators where (and in some cases still are!) one of the better generators of the software. Did support for these generators stopped ? It would be lovely to get some more information on this as these generators represent one of Substance Painter's greatest strengths: procedural texturing. How great these generators were how limited they currently are due to a lack of tri-planar options. Are some of the artists who created these generators still working on Substance ? Cheers,
Hi everyone, I'm really desperate for help here, to put it briefly when I export my textures they are black/empty. I have tried different texture presets, padding options, adding opacity channels etc. No dice. I have no errors in my log, and I have tried searching for this problem through the forums where the answer usually lies in the padding. As previously stated, this doesn't work for me. A possibly related issue is that after reimporting the mesh after fixing some geo, the colour preview in the layers are all grey. It's very strange and I have never expierenced it before. Any suggestions are appreciated.
Hi everyone, I have heard that, in VFX, textures are used mostly as 16bit EXRs. I have done some research and understand why this is the case, and this information is very useful to me, especially since I am transitioning to an ACEScg workflow in Substance Painter. My questions are: This question is mostly out of curiosity. Substance Painter only exports 32-bit EXRs. I understand that some people convert the exported maps into 16-bit EXRs separately – is this a common thing to do for those working with Substance Painter? Are all PBR maps supposed to be 16-bit EXRs? BaseColor/Diffuse (and all other color maps) make sense to have a higher bit-depth, since I am working in ACEScg and I want to export these maps in ACEScg color space. For Height and Normal maps, I noticed the higher difference in quality when rendering using EXR bitmaps, instead of 16-bit pngs, so that convinced me. What about the rest of the maps? Thank you.
Been having trouble with a mesh I'm working on and can't get my head around it and seem to have hard edges over parts of my mesh Files https://drive.google.com/drive/folders/1KgzabOpY5Jyw1-_TQrRsD_5-vWkWL4C8?usp=sharing
Hello,I'll would like to know what's asm metal rough by default in shader setting?What's difference from PBR Metal rough?Thanks by advance for the explanation.Best regard.
Hey guys, before the introduction of the color management tool in Substance Painter, there was a workflow covered by the youtuber William Faucher (https://www.youtube.com/watch?v=Yu8wR4df0IE&t=359s) that applied a LUT on painter's viewport in order to make it match the colors displayed on Painter with those displayed at Unreal Engine.I was wondering, since we've got this color management tool for a while now, is there a better way to achieve this result and have my textures in painter match those in Unreal? Should I keep using the "legacy" color management in combination with that old LUT workflow, or is there a better way to sync both apps?Thanks!
I am working on a .fbx model, all textures thus far have worked but this specific texture doesn't work. I can paint on this mesh, but cannot view the texture in 2D view, it remains an empty void
Hey guys - any adive on how to open CAD files using either illustrator, Substance, Blender OR convert to a different file? File types.... .step.ipt.pdf Thank you.
Hi, so when I go to export textures and select Keyshot as the template, the folder I chose to export to gives individual maps rather than an . sp folder.Could someone walk me through here what I might be doing wrong?Thank you.
Am I missing something, or do neither blend modes or levels work on a layer that has only roughness applied via a texture? I have some white lettering that's being 3D projected, via a PNG with transparency. If I duplicate this layer and plug it into a roughness only fill layer, I get the expected white values in the roughness channel. However, if I want this value to be black, I should be able to color correct only this layer somehow, such as by applying a levels effect with "invert" checked (to get a black roughness value). Or, setting the blend mode on the roughness channel on the layer to "subtract" should have a similar effect. Neither seems to work and my roughness values on the lettering stay white. It's as if the roughness channel is continuing to read values directly from the texture and ignoring any downstream processes. ???
I have a subscription to Creative Cloud and decided to start a trial of Adobe Substance 3D. However, when I downloaded it and started a trial, it notifies me about problem with subscription and internet connection (still connection is pretty stable). Help me to fix it, please, as I can't use my trial.
Hi,I have this wood texture on a door that looks fine in the viewport.When I go to render in Iray it just goes completely dark.Even if I disable the entire wood texture it still shows a dark surface on the mesh.Any idea what's going on?
It's ridiculous that autosave still kicks in right in the middle of a texture export. Please disable this. Some texture exports can take several minutes and are obviously CPU intensive. The last thing that's needed is the program doing an autosave right in the middle of this, with all the associated potential for a complete crash, or even worse a file corruption.
Hey guys I'm getting these really nasty seams when I use the curvature generator or the mask editor. The seam is barely visible in the curvature mask itself so I am confused why it is so strong once using a generator based on that map. It is less of a problem when the UV seam is on a hard edge, but for some objects like this one it is impossible to unwrap without a UV seam on a curved surface. Ive tried baking the curvature map out with all sorts of different settings without any success. The sliders sharp/fine/soft/medium etc under the curvature generator can reduce the visibility alittle but does not eliminate the seam. I figure I can just paint it out, but I would prefer to keep things fully procedural until the last steps rather than having to paint every time I use one of those generators.
Hi everyone, I have a problem with exporting normal map from substance.I have some fill layer with a black mask on which I have applied a paint layer. But there's an issue when exporting a normal map: pratically the black mask's paint layer "delete" the parts of normal map where ther are paint brushes. The result is that when I render in Maya's Arnold there are some black patch where the normal map is deleted.There are some images of my problem with that. How can I resolve this?
Hi community. I cant understand why my mesh isnt imported correctly into SP. In Blender it looks fine, but the SP, I can see the backside of my object isnt punched out like it should be.
I'd love to see feature that allows for the editing of more than one mask at the same time. In particular, when doing lookdev work it's common to test out materials on various surfaces. Often I find I am adding and removing objects and faces from a mask while doing this. Since it's generally a best practice to NOT have one material covering another on the same surface, I usually want to make sure that any area of a material that is not going to be visible in final maps masked out. It would therefore be super helpful to have the ability to automatically subtract from one mask by adding to another, or vice versa. This would be especially helpful when using the face and mesh fill tools.
Hello, I still have the perpetual license for the older Substance Painter 3D software (Version 1.7.3). I would like to know if the newer Adobe Substance Painter "Material" files work on the older v1.7.3 version. I've tried to load a couple of materials - ".sbsar" files, and I can't seem to get them to show up in the Shelf under materials. Any suggesitons? Thanks you.
Hi community, I saw a preset from the input maps which says alpha. But which one is it? Thank you.
Hello i try to texture my assets and every time i open them and wanna start to texture it just crash almost my whole pc, i got a RTX 3070 ryzen 7, 32gb ram DDR4. And i dont know why my Cahce disk space is allways at 90%, i do got 800gb free on the drive i use substance painer on. I got no clue why its not runing
Hello, I have a valid "Perpetual - Indie" license for Substance Painter, which I purchase back in 2015. The license was for version 1.7.3, and it still works on the stand alone desktop versions. I recently learned that Adobe has purchased Substance Painter and has a downloadable newer version in Creative Cloud. However, when I try to install the new Adobe Substance Painter into my Adobe Creative Cloud Account, it asks me to either use a free 30 day trial perior or to Buy the service. Can I not use my "perpetual" license on the newer versions of Adobe Substance Painter? Thanks you!
As above, substance crashes to desktop when importing mesh and explorer quits when trying to drag and drop.Not much point to a program for mesh painting if you can't get the mesh into the program eh?And please don't try to say its another program conflicting, no one should need to go through and turn off/on other running apps just to get this one to work.This was an issue with with the non Adobe 2019 version that had a workaround to fix it. And the 2019 still works on this machine, but current Adobe version? Nope. Why would Adobe aquire a program and not fix a 3 year old (at least) issue that makes the program useless?
Hello all,I just started learning how to use Substance 3D Painter.I understand that I can create geometry masks in 3D software like Maya, Blender, MODO, etc. by separating the mesh parts. I have a model from a CAD program that has vertex normals so I don't want to split polygons that may break the normals. I can assign parts to polygons in my case in MODO or poly groups in ZBRUSH, etc. They are interchangeable between most 3D software when I export them to OBJ or FBX. But I noticed that Painter doesn't recognize them as geometry masks unless I sprit the meshes. I may as well bake ID maps instead of using geometry masks so far. It could be handy Painter can read poly groups as geometry masks. Am I missing out on something? Any help will be much appreciated. Thank you.
For some reason whether I press ANY of the modifier keys I'm still getting the straight line tool which I don't want... Is there a way to turn this off? I already edited my shortcuts but that didn't do anything.
hi guys, I'm new to substance painter. I still have my problems and a few questions. maybe someone can help me? would be very grateful.I built a few simple objects to practice:I work with blender and have used some modifiers. boolean, sub div, bevel etc.I had unwrapped these objects. but then in substance painter i do not get good results of the baked maps.- I found out that I have to apply all modifiers. only then can I unwrap. Is that right?(boolean creates new faces, which are then unexpectedly placed on top at the uv map?) - I have unwrapped this part. i made a seam on this side (red one).why does the AO map and also (as seen here) the curvature map make a edge there? can i avoid it?I am grateful for any help!bye
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