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Hi there.I seem to be having a very annoying problem.I am making a photogrammetry material tileable, I do this by adding a simple fill layer, this fill layer has a base color and height map and ontop a paint that is set to passthrough for both maps. I then use the clone stamp tool. however, the clone stamp tool causes artifacts in the heightmap. bit depth is 16 and I tried changing it. I also tried changing the imported file type but nothing works.This is what the artifacts look like, it might be subtle but it is quite visible when the light hits it.Is there any way to fix this?
Hello, I got the following Problem:Im importing Garments from Marvelous Designer to Blender to Substance 3D, but whenever i want to texture my garments, theres a bug where i only can texture certain areas.
Hi! I have a question. Im working for an AA studio using the latest version of Substance Painter, now by adobe. I have an Nvdia 3070, and 64 GB Ram with an I9. Everything updated. (I can't send/post anything) My task is to "correct" this file made by the previous guy, BUT here comes the issue :He made 10 versions of the same character INSIDE the same file. We are talking about 10 Folders containing at least others 15 folders with all the materials, generators, maps, masks etc. So as you can imagine it take like 18m to open and 6m to do every single action even in 512 res. IMPOSSIBILE. So, the question is. How can i work on this? 1) Is better to take all the materials and reference them? Or it s worse? 2) Maybe use 1 Folder with 1 set of materials and just change the colors/generators/maps without copying more materials in more folders. 3) Another suggested method? I CAN'T divide the file in 10 other single files (so, 1 fime per
For our own asset pipeline construction, we need to use SP's custom channel as a data map. The custom shader then reads the texture as the basis for rendering. Textures are generated by the texture generator created by SD. Reference file: temporaryPlan.spp, see Shader: Toon.glsl, as shown. Render the final result correctly Layer settings Cartoon Map User Channel SP defaults to premultiplied UVs and expands the channel map, which causes the data map to not read as expected, as shown. Reference file: bad.spp, as shown. render result Data channel error due to premultiplied UVs Because the relevant settings were not found, and the related API could not close the texture premultiplication and expansion for a certain channel. So try to use another auxiliary patch with fully unwrapped UVs to solve the problem. &
I would love to be able to easily set up multiple instances of the same item and export the whole set instead of going through one by one and having to rename the exported files afterwards. Example: I'm making a texture pack for a clothing outfit. Let's say there are 12 distinctly different looks/instances. I'd like to be able to export all 12 with unique filenames containg the Instance name for the different looks in one fell swoop instead of manually walking the exports for each look seperately. This would great for so many different projects, not just clothing. Perhaps it could be set up as an Instancing tab that saves Layer visibility and Instance name to be applied to the exported texture files. Having it remember which textures are skipped (because they don't change between instances) and which aren't would be amazing.
This course shows you how to prepare your 3D model for efficient use in Substance 3D Painter using either Maya, 3Ds Max or Blender.
Hi there.This used to be a discussion, but I want to make an official bug report after testing things and explaining my findings.You can find the bug in my original post HERE After update 7.4.1 (7.4.2 and above) there is a bug that causes artifacts on the clone stamp tool when using it with a paint layer set to passthrough. the bug happens specifically on the height/normal map
In the Adobe creative cloud app, it prevents me from keeping the latest versions when I wanna install an older version of painter.Is there a different way to get two versions to work on my pc?I need different versions of painter for different clients. Before creative cloud, I was always able to have more than one version installed.
Looking for a Substance 3D artist that has experience with characters and photorealism there are several small objects that will also need to be done through substance most of the UVs are applied what is primarily needed is substances painter to complete these mostly done models. Experience with 3D Studio Max or Maya is a plus, some modeling experience is a plus, Zbrush ++ Project will likely be on going on and off for the next several months may continue further so looking for a person who has availability sporadically after the initial push. Estimate 15 to 20 hours in the first few weeks or so, can't estimate hours after but approx 10 to 15.
hey what are these black jagged spots?i googled alot some say they are normals facing the wrong way but when i look inside blender it all looks fine all of them the same colori even turned backface culling on and it looks the same....they dont appear on the model itself in the 3d viewport..can anyone tell me how to fix it in 2d viewport?need the textures combined into 1 map because im modding an old game so using the 2dxport option and i need it without errors any setting ive overlooked? thanks for your time
Hi there, If I try to view my individual channels, they have become invisible. If I alt+left click on the layer thumbnail or if I select on any channel from the channel drop down menu, the mesh disappears. I have included a screenshot of my mesh with the Material Channel selected, then a picture of what I see when I try to view a single channel below it. That picture looks blank becuase my mesh disappears in my channels. Does anyone know why this is happening and how I can fix this? Thanks!
The Rendering Dome Radius is too big. The minimum dome texture scale value is 1000. And is not possible to scale it down. The 3D model object, for example, a 10-meter aeroplane, looks too small like an RC. We need a scaler slider on the rendering side as a tool to scale the model up to 10 or 100 bigger. So that is in proportion to all the dome environment pictures that are way too big.
when i try to load obj files the software bombs out? is this correct?
Here it is:Anyone knows why it is so bad?
Hello all, I'm trying to paint something on a round texture via Projection and symmetry but unfortunately the texture gets warped the closer it gets to the symmetry line (both on top and bottom). I've already tried multiple other settings and techniques but nothing seems to produce the result I'm looking for. Here you can see the effect in question: Is it even possible to have it no warped but still use Projection and Symmetry?
I just installed the trial version of Painter, but it says that the trial is expired, I havn't used it yet so how can the liscence be expired?
Hi guys,I'm using right now substance painter and it crashes almost everytime I change a texture set.I am not sure what is causing this problem as my computer is in the optimal category of the system requirements in the documentation.the file is quite heavy but i'm not sure if it's that heavy (4.53 gb)it usually happens when I made a change and substance needs to update it and then switch texture set while the bar is still "loading", especially after I work on a file a lot. it's sort of annoying because I need to save the file every time I want to switch texture set, which is not terribly bad but it's still pretty annoying.If there's a fix I'd be extremely happy, as I need to finish my work in 2 days...Thanks guys!
When can I use Substance Painter as a node? Please allow Substance Painter to be used as a node. I am a texture artist mainly using Substance Painter, Substance Designer and mari. The above tools are often used together in the texturing process. I think it would be really effective if Substance Painter could be used as a node for freedom and convenience when switching between tools. I would like to see the day when I can use Substance Painter as a node as soon as possible.
In my project I have a layer which adds a hexagonal white, nonmetalic patten, it is a fill layer with a black mask with a tile generator.Suddenly, my model looked like my first image, I wasn't able to figure out why. Repeatedly my current material set went totally matte black then crashed. I restarted my pc and found the source to be 2 normal map fill layers and this grip color layers.The Normal maps were producing similar effects to the images of the strange checkered pattern, even when hidden. I deleted those and then found that I could toggle the effect on and off with my grip layer.I turned it on and off and got these screenshots. I save as'd the project to save the problem.To fix it I copied the grip height layer as it is just a modified version of the same layer with the intention of undoing the changes from color to height with a bevel. But strangely, after copying the layer and enableing color, the previously broken layer started behaving perfectly normally. If anyone know
Hello GuysI'm going crazy with this transfer workflow! I have a valid Substance Student license, but I can transfer that to my AdobeCC account. No option for import license, just buy subscription. Tutorial on Adobe/Allegorithmic websites not match the interface that I use (Adode CC or even website). I used the trial, but now I cant run anything...Anyone could help me on that?
Buen dia. alguien me podria ayudar? el año pasado me descargue una vercion estudiantil en la cual me pedia unas licencias. este año me cambie de pc y tengo que volver a descargarla, y no la estaria encontrando en la pagina de subtance peinter a la vercion estudiantil.
I'm using Painter for many years but that never happened to me before. I'm creating a material, some painted layers, some fill layers with anchors. Additionally I have opacity and emission channels in some of my layers. Material isn't particularly complicated or complex, but first problem is that Painter starts to be laggy and responds very slowly (with 1024px texture, that's not possible to be laggy at all). Second, after saving smartmaterial (I wanted to reuse my material later) it does... nothing. I'm not able to do anything more, the loading bar just under the viewport is stopping on 100% progress and that's all. Newly created smartmaterial doesn't have a thumbnail, and the funniest part is that if any of the other smart materials weren't loaded before creating my new smart material, they won't load (I mean, theirs thumbnails, but nothing can be done at this time, I can't add new materials, do anything, nothing is happening). Two or three times when I was closing the app (or maybe
Hello! When exporting a texture, the image is distorted. I'm sure the problem is in the UV of the model itself, but everything is displayed correctly in the SP viewport, is there a way out without changing the UV itself?
Hello experts, When I am working on building glass material for low-poly models, the sharp edges are preventing me from rich reflections which is crucial for realistic glass rendering results. Other than fixing the model, can we optimize this in Painter? I am assuming if I can have Painter find the edges and take advantage of displacement? Frankly don't know how to do it... Thanks in advance. Or any other advice about making good glass effects on low-poly models are also appreciated.
Since some days (after updating i guess) my imported materials looks strange. On a Mack M1 Macbook pro, Painter latest Version. If i place material on a mesh (wood/metal) i get no structure. either only a reflection or just the main color of the material...Thank you for any helpLaas
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