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Hello everyone,I am new to substance painter and am trying to auto UV unwrap a cube that I made in c4d. However, this produces an unexpected result. Instead of the 6 faces in a cross like structure that you would expect, my UV unwrap looks like this: I was not able to use any import settings that made a difference. This is what I have now: Lastly I attached the fbx file as well. Extremely curious what is going wrong here. You'd think that UV unwrapping the most basic cube would be an easy task but apparently not.
Hi.Since yesterday every single model I try to render crashes substance painter.I can texture with absolutley no issues but the second I go to render mode it crashes. This is new models, saved painter files and even the sample files. I havent changed anything on my computer as far as I am aware. I have uninstalled and reinstalled painter and the problem is the same. Any help appreciated. Thx
Hello,I'v Installed the new version Adobe substance Painter and copy all my mat smart mat texture ect but I'll dont found my preset for the export texture (blender presets). How I'll could copy them from the old SP to the new Adobe SP?Thanks by advance for your help.Best regard.
When I use an imported image (for example, a logo), it appears distorted, stretched upwards. With library images this does not happen. What am I doing wrong? Thank you
My file keeps crashing. I have tried various versions and they also crash. Has substance just updated so that we can't work anymore? I'm at a loss. I have been working on this file for weeks and it is only now crashing at every move. A few things to note:-I'm working on a macbook pro, m1 max 64ram 1TB-I've deleted everything off my computer to give this as much room as possible-I know it is a massive file size but I have reduced it (by exporting layers of paints as pngs and reimporting them) I also have 500gig free to cope-I have tried both import to file and linked to library options-I have worked on a bigger version of this file with no problems (other than speed)-I see the errors on resources but those were on my other files with no problems, and I really don't know how to fix this. Attaching 2 log files Please help.
Why is this happening when it wasn't 5 min ago and how to fix it.Happens after I bake the mesh maps. All UV's were done properly
Good afternoon, tell me how to clear textures that are not displayed in Substain Painter? I made a UV scan and exported the model from Blender without textures, but for some reason a texture appeared when importing. You can't delete it, if you duplicate the same model in Blender, then the textures are loaded into Substaince again, and it's not clear where these textures come from. I deleted all the created materials in Substance, but the texture still shows up. What could be the problem?
Hi all, I hope you're well. I'm having an issue, when I import my my .fbx file from 3ds max into substance painter the texture sets for my model are not showing. They did show after importing on a previous occasion but this time round they are not. I have multiple parts to my modelf IG-88 driod. I have spent a long time trying figure it out. The texture set list just shows 1001 for the full model. Any help would be appreciated have a great day/week. Thanks
Do you know why they are looking like this?
Hi,i modeled a mesh in Blender and wanted to paint it so i imported that into substance Painter. After that i baked the mash maps(except id Map). But after the baking process the texture is looking weird. It has already a material after baking i guess? Also when i add a smart material it looks like the materia is just repeated and not scattered:1st picture shows the mesh after baking and adding material2nd image shows how the material should look on a mesh(from a video tutorial)3rd image shows how the mesh looks after baking maps
It would be so nice to be able to have a slider for shape keys or blend shapes. Essentially this would allow us to texture things like eyelids or other facial expressions. Or even different forms of damage to clothes or props without creating whole new scenes. I know this would be hard with the current preserve painting options from the edit tab. A possible solution would be when you apply the shape key it creates an instance of the current maps and saves the layers you make on the shape key as a separate instance. Just wanted to throw out this idea.
Hello,Substance Painter has a "project configuration" window where one can load up the model again in order to update topology, UVs, etc.Here's the documentation on it:https://substance3d.adobe.com/documentation/spdoc/project-configuration-142213384.htmlHowever, I haven't been able to find anything similar on the scipting side in the javascript documentation. I thought alg.project would have something, but it seems the only function related to loading up models/meshes is the create function (which is not what I need, as that would create a brand new project and I just want to update the model of an existing one).Does anyone know if it's possible to do this via scripting?Thanks for the help!
Substance Painter's hex color code is still broken. It's the bug where you try to type in a hex color code but it automatically turns into all zeros. I know this but has been reported numerous times, but we are halfway into 2022, and still no fix. It's rather inconvenient for my particular work. Is there any fix in sight? Is an update coming anytime soon? Thanks.
Substance Painter/Stager--these 2 apps are both in dire need of running natively on Apple silicon. The performance boosts would be most notable, so I hope the teams making the transfer to the new versions prioritize these...
After the new Windows update today, Substance Painter will open, I can open old files but if I create a new file, I get to the point where I can import the FBX file and I get a corrupted explorer window and the program bombs out without any warning or error message. Windows 10 64PRo, Nvidia Studio Drivers. AMD Ryzen 7, RTX 2070. Painter 8.1.0 What I've done: 1. Updated graphics drivers (Nvidia Studio drivers)2. Run DISM/restore health3. Run SFC / scannow4. Uninstalled, then reinstalled. Issue still continues. I have installed 7.4.3 to continue working. I don't get the corrupted import window when I use this version.
对于我们自己的资产管道构造,我们需要使用SP的自定义通道作为数据映射。然后,自定义着色器读取纹理作为渲染的基础。纹理由 SD 创建的纹理生成器生成。参考文件:temporaryPlan.spp,参见 Shader: Toon.glsl,如图所示。正确呈现最终结果图层设置卡通地图用户频道 SP 默认为预乘 UV 并扩展通道映射,这将导致数据映射无法按预期读取,如图所示。参考文件:bad.spp,如图所示。 渲染结果由于预乘UV导致的数据通道错误 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. Hope, whether the official can provide relevant solutions. Or increase the corresponding settings of the channel. Or provide APIs that can control related functions.
Dear Substance Painter Community, I have created a large library of substance painter files and I am now ready to generate the texture files. Is there anyway to automate this process? If so, could someone please point me in the right direction as far as documentation and step by step is concerned? Thank you all for your time and consideration. Sincerely,Aaron
This has happened with the newest version of Substance Painter 8.1.0 from the Steam version, on a Windows 10 System. My model has intersecting surfaces. This is intended and needed. In my case, not all faces are always intersecting in the same spot due to animations. As such, I need to clean up the black AO in some of the intersecting areas.Prior to version 8.1.0 using an AO channel with "replace" could overwrite the baked AO map on faces with intersections to clean up black spots where needed (the method used can be seen in AOSettings.png and AOReplacement.png). I have done this multiple times in the past and it worked without issues then.With version 8.1.0 the AO channel is still displayed as overwritten (see NoMultiplyAO.png) as intended. However, the AO in overlapping sections nonetheless remains unaffected (see NoMultiply.png).The issue is due to AO and not any other channel as can be seen when multiplying the AO of the entire section by 0 (see MultiplyAO.png) and overlaying
I've tried all solutions that I believe I found through web search, at my wits end on these black dots. My troubleshooting: Checked normals, apply scale, UV unwrap is perfect, no overlapping anything, no duplicate vertices/edges/faces, updated to the latest Nvidia drivers, baked with varying methods (dialation, subsampled anti-aliasing, you name it) I cant for the life of me get rid of these black dots. Someone please help.
I'm trying to bake a high poly version of the face onto the lower poly version. Ive been through process many times with other characters and never anything like this! Ive checked to see if any faces are inverted, and thats its unwrapped properly. any other ideas on things to check? First image is with ignor backfacing, second is with it turned off
Im a student and have been using adobe for a while and my plan allows me access to all of the software, but when i look at my account plan i see adobe substance painter is availabel to me and my administrator has also said yes it is available to me and he does not understand why it is not showing up on my creative cloud app.
Something that would be super awesome is a tool where you can click a location on the 3D Mesh and have it highlight the location on the UV Map. Sort of like the find cursor function on Windows, but to find a location on the UV Map. It could even work in reverse, clicking on the UV map would ping the location on the model. I spend way too much time finding where something is on my UV maps, currently I make a pink paint stroke or fill layer with mask to find where it is, but even then sometimes I have to look a while to find it. This would be especially helpful on models with UDIMs.
Across multiple different files with different models fully unrelated I cannot export any textures.Nothing I have done seems to do anything to export anything out of substance now. I have exported on a variety of the pre built custom pre sets to no change.I really need to get my software working for my job ASAP.Log attached here as well as screenshots.
Hello everyoneI have faced this problem inside SP and wnat to fix it ,but have no idea what is the best way to do itfrom the bottom i got a carbon fiber material with base+nmap+roughnesstop layer i got a logoI want to disable nmap + roughtness of carbon faiber for the logo onlyis it possbile to do it, if it is please show me a way thanks alot
Hi,I'm pretty new to Painter. Anyway I built this guitar tuner in Maya and exported it to Painter. I baked the mesh maps and the buttons looked odd. (Kinda like the case looks now), so I went back to maya and tried redoing the UVs on the buttons but I didn't do anything with the case and after re-baking the mesh maps the case looks like this. I suspect a UV problem, but I'm not sure. I'm still trying to wrap my head around the whole UV thing. Also, is it possible to rebake individual objects after baking everything? The buttons in this are separate objects.Thanks,Michael
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