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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
I received this FBX from a classmate to texture for our film, but half of the UVs appear to be misaligned from the canvas, making it impossible to paint on those areas at all (either through UV or Object view). It's not a program issue as other FBXs work fine. Is there a setting she may have unknowingly missed or changed to cause this?
so the model is fine i did baking , unwrapping and a bit of materials in it, and i let you to know this thing happenes everytime sometimes after couple of mintues ,sometimes when i initially open my project it is really hard to explain the artifacts that i am seeing so i leave you with these pictures , i can't find the reason nor the solution , undo dosent fix it , the only soultion was loading back into my previous save fileanyone else experienced the same issue ? or do you have any solution or even the reason why this happensmy pc isnt that powerful but i checked the task manager and everything including the ram and cpu are in their 50% of usage so i dont think it's a problem with my requirements , thanks for reading my version is 7.1.1 2021 platform is windows
For a particular project (which is relatively very simple) 8K texture export is continuously crashing with temporary blackout of screen. I have updated the device driver. But still I am facing the same issue. I am attaching the log with this. Please help
Hi all, I'm trying to bake details onto my model but I'm having some trouble with generating the maps.The World space normals generate correct details, however, the tangent normal map has odd artifacts and looks pretty bad once it's imported into other programs.Does anyone know how to fix this problem?the problem persists especially around the nose with a weird dip, and around the mouth area with odd corners. The tangent map is not very accurate to the high poly model, however the world space normal map is for some reason.Any help is highly appreciated thank you!
Surely there MUST be a way in Painter to pause screen redraw? If there isn't, this is a much needed feature that should be implemented ASAP. When dealing with heavy models with multiple UDIMs at 4k or higher, I'm having to wait for a slow redraw with every tiny change I make. Often I know I want to make several changes before I need to see the result, and the absence of any ability to prevent Painter from redrawing after every change just results in constant waiting and wasted time. I have 256Gb of system RAM and a GTX 3080 with 10Gb VRAM, so this isn't a system problem.
I've gotten a 205 code error when starting the app as trial, please help me some one
The thumbnails for the brushes make it impossible to visualize the actual brush when its scaled over 350%Can you please fix this?
Hi community. In substance painter I have applied various materials. I like the shade and reflections on my object.But when I import it into my desired software program (Bledner 3D) I notice when I set up the material nodes, its not the same like it's SP. I then need to tweek the world node to try get a match. is there a way to bake the lights, or export the materials to look as it is, when I import it into Blender?
Might be the most helpful tool by far. Just add the pen tool in the 2D view only.
my texture becomes darker after i cross over a seam on my mesh
Issue with Baked Stylizeed Lighting, this issue has been driving me up the wall for the past two hours, All my maps are fine, my UVs are fine too but when using this is my layer stack, no matter what I do this one spot will not go, it also ruins the bottom, any ideas spit ball them out
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