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I'm creating extremely low poly mirrored cliffs in ZBrush and texturing in Substance Painter. This is the set of mirrored cliffs in-game with no normal map:You can see the seam where the two sides are mirrored. I have some artifacts but my main concern is how this model looks when I add the normal map:What is causing that grey "shadow" all along the edge of the model? This is what the normal map looks like (front is the top island):I can't figure out why this is happening. I'm using a 2-sided panoramic environment map but I had the same problem without it. I'm really stumped, anyone have any ideas?
Hiya, SO I was working on a relatively small file, a skin prop for L'Homme, Renderosity's flagship figure. I needed to create a foreskin texture and cobbled most of it together in Photoshop and then wanted to add more realism and what not to to it. Well after adding a few layers SP slowed to a crawl and the update bar was taking forever so I deleted a couple of the layers. Not sure what happened but I have a relatively good system. So my question is are there work arounds to making things zippy when needed layers are needed for any paint project. When I loaded up the project I chose the 4096 resolution. I THINK I remember that if I chose a lower resolution I could somehow update the entire thing to higher resolution when exporting and it would be high quality and crisp? Also for a program that touts similarities to Photoshop workflow I don't see some familiar brushes like blur. I see smudge which has come in handy but no bl
I have th Adobe CC license through my work. When I log in to CC, it asks me to choose my business account or my personal one. If I use the business account, Painter won't work (it's on my personal credit card). If I log in to my Personal account, Painter works, but Adobe CC doesn't. Needless to say it's a pain to log in and out to switch between photoshop/illustrator and painter. Is there a way to merge Painter in somehow?
I've been experiencing issues with my bakes and couldn't find any resolution. I've tried out with this head I modeled (not sure if the retopology is worth anything) but after I did the bake I got the results below. I tried with both Painter and Marmoset. Why do I get these artifacts? I also tried with other parts of the character and got a lot of distortion... Can anyone help{
Hi, I work with substance in my work and in my house.The specs at work are: Intel i7 77k, 24gb ram , GTX 1060 6GB, (not sure what version of nvidia driver is installed) and windos 10 pro.The specs at home are: Ryzen 2700x. 32GB ram, RTX 3080 10GB. with lasted nvidia studio drivers and Windows 10 Home I get better performance at work for moving objects, specially if the file has aplyed camera effects. For paint the performace is equal, maybe a little better at home but not too much. What´s going on ?? Should I try with older nvidia drivers ???
Hello everyone, Ive been too lazy to post this problem that exist for years, but I definitely had enough.As you can see, I have complete absolute black parts on my objects on this texture set. If I hide the entire material folder they dissapear, but i cannot PICK specific layer that does this, cuz it doesnt exist, I cannot single out the specific layer, cuz there is no layer that causes this. The thing with this problem is:1. I understand graphic driver and performance issue is possibility, and I have been having this problem until 4months ago on OLD pc, with Radeon R7 250 graphics, and only 8GB of RAM, but I cannot stomach that this issue in even worse form occurs NOW, on my new, Ryzen 7, 32GB, RTX 2060 6GB system2. I have newest version of Substance Painter, and student licence..In previous version I also had saving problem, where saving label appears in lower right part of SP screen, but it doesnt dissapear, but seems to bugs the save, and sometimes I lost 2h of work, cuz I didnt re
Hello, i want to texture my model but this appearSomeone have the solution for this ?
From photogrammetry I have a wooden chair with texture. The wood is glossy so it reflects light at certain angles. Now I was looking into Substance painter baked lighting filter to remove the shinyness, but actually that is doing the opposite... it's a baked lighting generator.Now I'm new to substance painter, what do you suggest I should do to remove or at least make less gloss on the diffuse map?Any help is very appreciated.thnx,René
Hi all 🙂Just want to know what i have to do, to get the same normal appearance in blender like in Painter, where i created the normal map.The mesh is triangulated, i am using OpenGL in painter but everytime i load this normal map in blender it looks like this.But i wish it would look like thisThis pic is from inside Painter. Here i don't have artifacts.The interesting part is, everytime i bake something in blender it looks good here but as soon as i import this blender generated normalinside Painter i get the same issue vice versa. Hope you guys can help me out here.Thank you so mutch in advanceChris
I am one of the lead developers for a mod in the Arma 3 community.Right now I am working on weathering some armor and I have managed to apply a paint job and have certain specs and chips out of the paint look like they have depth using the height slider. On the Material channel I can see that these chips and what not have depth by rotating the light. I needed to know how to combine the Diffuse and Height maps to make the actual 2D texture display the depth or at least when it is put in game to have the texture correctly display the depth when light hits off of it. I've looked up tutorials all over the place but I can't find anything. Hopefully someone knows what I am talking about.
Hi everyone! Does anyone knows how to convert textures on ratio mode? for example some smart materials come with roughness connections with bnw_spot_2, but if I want to use the same parameters in height or specular and connect bnw_spot_2, it now appears with a 2d icon but the others have a 3d icon and the result is diferent.as you see on the image attached.I realy appretiate if anyone can tell me how create my new connection whit a 3d icon and its parametersThank you very much.Alejandro AM.
I crash upon launching: Here are my specs: Settings (gyazo.com)
I'm having a couple of technical issues using UDIMs in Substance Painter: 1) Everything I do runs extremely slow.2) When I update a material it doesn't update in the viewport most of the time. Even if I delete a material it still shows in the viewport. If I delete a material and add a different one it looks like they are layering, even if only one material exists. I'm using black masking and have double checked to make sure the faces aren't assigned to multiple masks. I had 32GB of memory and it was maxing out so I added another 32GB. It doesn't max out now but the issues still persist. Anyone else experienced this? Any ideas? Thanks!
Hi! I'm working on a big object devided into multiple materials each with 4K textures. How would you go about covering the seams created inbetween the materials? I'm interested in solution for this specific problem, but am also interested in alternative workflows for big objects with multiple, seamless textures as well 🙂Thanks in advance!Tim
I just brought the steam version from Substance Painter. I know this licence is perpetual. But there is a way to have the licence.key from steam because adobe say that in September will be the last day to download the licence key, but I dont know for steam users if this is applicable.
Hi, I have a an Alienware X10 Ryzen with RTX 3090 setup with 3 Samsung U28E590 monitors attached running the latest version of Painter. When I move some of the windows from Painter (e.g. Assets and Properties window) to another screen, exit Painter and restart then Painter will white screen and be frozen. It actually shows the main window of Painter in white and the 2 other windows (in black) on the other monitor bnut then everything is frozen (no menus or other content is visible in the windows they are just blank canvases).In order to resolve the issue I can delete the "Ma1in window 2018" from the registry, but then my layout goes back to the default Painter layout which of coursew defeats the whoile purpose of having multiple monitors.I've tried all the other suggestions from other thread like turning VSync off, or lowering framerate etc, nothing has worked thusfar.
After reinstalling the system, Substance Painter can't be used. I reinstalled the system again, and he still can't. Win10 doesn't work either. After updating the graphics card, it still doesn't work. I've been tortured for four days. Tried switching three Substance Painter versions. But I can use Substance Alchemist. Neither Substance Painter/Substance Designer will work.
Is there a way to make a layer with opacity show the layer beneath it?I can achieve the result I want by exporting the opacity map, then re-importing it and using it as a mask, but there must be a more streamlined way to do it. I've tried all the blending modes, including on just the opacity channel for the layer, but nothing seems to work.Am I missing something?
When I want to get mesh TBN by designer input.Then import sbsar into painter.It's all get from 1001.Mesh Based Input | Substance 3D Painter (adobe.com)But Mesh Map is all right.Can it support udim?Because version?
Hello, everyone. Unfortunately, for a few weeks I have massive problems loading the thumbs of my materials. Even after minutes there is no preview and with every restart Painter keeps reloading, often working and saving is then also blocked. Does anyone have any idea what's causing this?Both substance Painter and my graphics card are on the latest version Best Wishes
Why Python "Project create" not Finished will to run the next codes???So will Print the ("Creat Finished..."),and will Creat Project A moment later???Use the Event is no use!How to do it ??===========================substance_painter.project.create( mesh_file_path = objpath, mesh_map_file_paths = maps, settings = project_settings) print("Creat Finished!!!")============================Thank you : )!
Use_Low_Poly_Mesh_as_High_Poly_Mesh is True, To Bake the Textures will Crash???If use by hands click the Bake Interface Will Be ok!!Why??==================================================params.detailParameters.Use_Low_Poly_Mesh_as_High_Poly_Mesh=true;\......parameters.definitions.Thickness.enabled = true;\alg.baking.setTextureSetBakingParameters(material.name, parameters);\var mar_name=material.name;\alg.baking.bake(mar_name);\});\substance_painter.js.evaluate(js_code)==================================================Thank you : )!
When I use substance painter and then switch to iray the colours shift much lighter and greyer. i wan to keep the colours consistent - how do I solve this?
I'm running into an error in which my texture sets are not applying properly to my model, creating distortion when I try to apply materials. For reference, here is what my model looks like when I apply a UV Border Distance generator to a basic material: The weird part is that the texture maps themselves, when I review them, don't look too out of the ordinary - I attempted to use texture maps that were baked within substance painter, as well as texture maps that I baked in marmoset to test it out. I have attached my log file to this post, and I have a zip drive with my scene, meshes, texture maps, and log file here.
Hello Any chance to convert substance painter smart material into sbsar file to be used in other engines like unreal? Best regards
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