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I have a fill layer with a black mask and a paint layer below the mask to reveal only part of the material on the fill layer. This mostly works fine, however now I'm struggled. It may or may not relate to my issue posted in topic Re: Stencil not working unless H+V tiling is on, a... - Adobe Support Community - 12946267.The lower left part of the UV map or mesh remains transparent for no apparent reason. As you can see on the image below (see the layer's thumbnail), it's transparent even if the layer mask is disabled. I've never seen anything like this before on a fill layer. I've attached a short video showing what happens if I try to paint on the Paint mask layer with alpha = 1 and the Basic Soft pen, with no stencil or grayscale asset set. The lower-left part simply does not reveal, suggesting data is really missing from the lower-left part of the fill layer. The thumbnails show the same transparent area if I switch to Height, Roughness, AO and the other views in the Layers
So rather than using merchant resources for my Poser character I wanted to make my own base to create characters with so I don't have to rely on those any more. I'm using a figure named L'Homme which is one of the flagship figures for Poser. He, of course, uses UDIM's and I THINK I set it all up correctly in ZBrush by only exporting the parts that would be needed for texturing in SP (Head, Torso, Limbs and Inner Mouth) I set up all this with the same ID so they would come in, so I thought, with the ability to paint over seams. I can but the paint is not flawless. I'm playing around with various skin types included in SP but when I paint over where the Torso meets the arms there is def a difference with how that's being married and it's not, not to what I thought would be. See the screen shot below. At first I thought it was the lighting so I tried one of the more evenly HDRI to even out how the light plays on the OBJ. The figure is sm
As far as I can tell, there's no good way to hide a part of your 3D mesh. Even if I have them split into spereate objects, using the paint tool with the oject blocked out stops the paint tool from working. A problem that shows up even on Adobe's personal training video.https://youtu.be/dIO6cJiE7JM?t=400 All I want is an easy way to hid the mesh from view so that I can't interact with it and see behind it. I feel like there's a lot of tools to do "sort of this" but no way to do exactly this without some big workaround.
Hi, found a number of entries regarding this issue (and the confirmation that the developer was able to reproduce said issue) on the old substance forum - and yet there is still no fix for this in place?I have two 4K screens but my colour picker only works within the Substance 3D Painter window, and only when using the "P" hotkey. When trying to use the colour picker just for the base colour, I am given completely random colour, and not the once that are shown on either screen.Similar Issues have been reported here:https://forum.substance3d.com/index.php?topic=32323.0https://forum.substance3d.com/index.php?topic=32923.0Seeing that 4K monitors aren't all that uncommon anymore, a fix for that would be much appreciated!Thanks a lot!
I wonder if it is possible to live link a psd file and it's layer, so I could sometimes open photoshop to edit something with pen tool and other other tools from photoshop, and then coming back to Substance with all the layers reserved. Just like how cinema 4D can use psd as a saving/loading file type. Since these two software are under a single company I think that might me possible? I only use Substance Painter to hand paint textures so the non-destructivenesses is not something I need, so if there are some technical limitations to make the psd non-destructive and there will be warning about this I am 100% with it.
I can't say this is a bug, given I'm newb, but when I create a new project, link to fbx, add maps formatted to U1V1, and enable Preserve UV Tile layout, I see each of the seven UV tiles under Texture Set List, alas each within a separate Texture Set, as opposed to grouped within just one. And thoughts what's causing this? Thanks!
Hi, I've had ongoing issues with Substance Painter (and Sampler) crashing. Rather than load, they just open to the Bug Report window ("Substance Painter didn't shut down correctly" etc.). I then have the option of submitting a report or clicking 'Cancel', neither of which ever lead to the programs loading up. I have attached the text log. If anyone could please help, that would be great, thanks, Jordan.
Hello, I am relavitely new to Substace Paiter and this is the first time encoutering this issue and I am curious as to how I may be able to fix it aswell as preveting it in the future, If you nned more info let me know 🙂 thank you for your help in advance !
Hello, my name is daniel, im currently doing a Master degree in 3D Character and creature art, but now im afraid cause i dont know if im going to keep doing it...the reason, im getting my .spp file corrupted over and over literally everyday, the error is always related to .image files or "resources" that couldn´t load, and i dont unerstand it, i tried everything from creating a new file, baking again and re-importing spsm mats to reinstall substance painter in a different location but nothing worked... Im so desperate because i need this to graduate..so if anyone could get me out of this nightmare would be so much aprecciated, thanks.
I've followed the simple instructions for working with UDIMs supporting painting across tiles, enabled Preserve UV tile layout when importing mesh and seven textures in a new project, all seven tiles show up in the project and map correctly to the mesh, alas each tile split into a separate Texture Set, not grouped as in the video tut. I'm attaching a log file and screen capture, thanks for a quick response. I'm in a trial version, considering moving from Mari to Substance Painter, but need to validate a workflow. Big thanks.
Hey thereI have a 21M tri model in painter, it's suprisly going well until i try to give a displacement to the mesh with height channel.Question: Can i turn OFF tesselation completely and just displace the vertexes with the height channel?If i can't turn off tesselation, then subdivision count means "tri of my mesh x 4"?Because then that's an u'lala but no go baby situation! 😛 Thank You for your answer in advance!
Hello, have left Mari (no expert there, but fairly competent with the basics) in search of greener pastures. I've imported an fbx with cameras and pure diffuse color UDIMs linked to a Texture Set, but not seeing the color applied. Under Texture Set List I see all seven UV tiles, so how are these applied to the mesh? I've searched for a tutorial for working with photogrammetry, nada, also need help with how to work with Projection. The fbx has cameras written into it, see upon import to Substance Painter that the undistorted images exported from RealityCapture did come along for the ride, and maybe this belongs in a separate thread, but casting for a twofer to solve both issues here, if someone can throw me a bone on how to paint through these cameras with tight image alignment from source photography. (Yes, RealityCapture already provides the diffuse maps, but comparing the source photos, it appears I'm leaving far higher quality on the table, wish to paint from source and compare the
When I am trying to paint with a dynamic brush I created in designer, I get this type of height blending for each stroke. How do I remove this type of borders?In the first picture I made no Alpha mask. In the second one I made an alpha mask. But it still is producing a border where the height is suddenly going all the way down. I want to build up the height map from the existing height level. How do I fix it?
Hello, I'm doing a lot of tests with Substance painter and I'm looking for the best way to texture a label, text with gold, silver etc... I already have results but I would like to hear the opinion of the pros in the field. All this is for bottle label, packaging and all the things like that . Thank you
Hi, I'm having issue with baking maps. This specific mesh gets greyed out when I bake it and I can't paint on it. I've attached FBX file (building geometry) that contains the problem. I'd really appreciate it if someone could help me solve this... thanks!
Hello !I thought it would be something very straight forward since its a pipeline very comon in shaders but the way I do it doesn't do what I need.So I made a material on designer that have a parameter to control an height blend node and my goal was to be able to paint on the mesh where I want the sand to cover my tiles like so :But to be able to have this result and controle the scale of the material I had to put some tiling nodes inside my designer file before the height blend node because the texture I feed inside the parameter through an anchor is stuck in the UV space.When I use the scale parameter of the fill material the painted mask is tilling too.The process is very clunky in my case but I thought it was something essential for the designer/painter pipeline. I think I'm missing something here, do you have a better way to just paint a parameter inside substance painter ? Thx
я купил программу в стиме как мне скачать текстурки?)https://substance3d.adobe.com/assets/collections/01d9222154f89ff925f08850ad98b32166226374/asset/4c5b914779525f750dd10c96d13cc6cdda7378cd
When the texture map is mapped by the mapping tool, color blocks are found in 8K while 4k is normal. How should I solve this problem
I started learning Blender, Substance Painter, and Unity and have a very basic low poly model that I UV unwrapped and baked a high poly to it. I then painted random stuff on it in order to test my workflow before trying real models I want. With this in mind after doing this and using Unity Universal Render Pipeline (Specular). After doing this and applying the texture to my model I noticed the different colors besides the skin are gone and I lose all of my detail and baking. I am pretty new to this process and mainly program so sorry if I am missing something obvious. I've been trying different things for 2 weeks and am still stuck. I attached the image of my model in Substance Painter and Unity for reference.
Hello,I'm using the Steam version of Substance Painter on a Mac Studio with Monterey 12.4. Each time I launch Substance Painter it asks me for permissions to record the screen or to access some folders, even after giving those permissions, as you can see on the screenshots. I can't use the software because of that. What should I do ?
As the title says, I've encountered this issue where some UVs appear dark or inverted. It only looks "off" in Substance Painter (when using the "Baked Lighting Environment" filter); in Maya and UE4 everything looks fine. I checked in Maya to ensure the normals are facing the right direction, the UVs aren't flipped, there's no overlap. Tried Freeze transforms and Unlock normals but the problem persists.This thread describes exactly the problem I'm having, but there doesn't seem to be a definitive solution. I tried the methods listed but they didn't solve the problem either.https://forum.substance3d.com/index.php?topic=12806.0It seems like the problem lies within Maya and using the Mirror tool, since mirroring meshes requires Scale -1. In that case, how can I change my workflow so that these kinds of bake issues don't occur in SP?
Someone who could solve this problem with corner normals.From front view look good but from side you see.Any tips how can I solve this?
Hello, there is manual how to update a shader: https://substance3d.adobe.com/documentation/spdoc/updating-a-shader-172824076.html but when i change my PBRMetallic Roughness to Non-pbr-spec-gloss, i have wite textures. Here is example:what do i do wrong
Hello, I have a Nvidia 1050 Ti (for a laptop, so yes weaker than the PC version), and up until now i had no issues with Painter when it comes to GPU usage, but after starting on my latest project, which is 5 texture sets, limited use of smart materials and mainly fill layers and paint filters, 2k document resolution, ultra low shader settings and.... loading time is 10 minutes. It's extremely difficult switching between texture sets and god forbid you hit the undo button. Does anyone have any idea what i might be doing wrong? (updated to latest driver on GPU)
Hello, I recently downloaded a version of Substance Painter 2 and Substance Designer 5 on my new laptop because I wanted to work with 3D texturing on the go, but whenever I try to launch either program, I will get a blank white screen followed by the program failing to launch. These two programs work perfectly fine on my desktop though. Am I allowed to work with these programs on two separate computers? Can't I still use these old licenses? My laptop is an Asus ROG Zephyrus 16 GB RAM with a Nvidia Geforce RTX 3060 graphics card running on an Intel Core I9 processor. Here is the log:Faulting application name: Substance Painter 2.exe, version: 2.6.2.0, time stamp: 0x59e8caaaFaulting module name: LIBEAY32.dll, version: 1.0.2.4, time stamp: 0x55c31ba7Exception code: 0xc0000005Fault offset: 0x0000000000003763Faulting process id: 0x2a50Faulting application start time: 0x01d8695ef9df444dFaulting application path: C:\Program Files\Allegorithmic\Substance Painter 2\Substance Painter 2
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