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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
I recently switched from Substance Painter 2020 to 2022. When I apply many smart materials to objects, you see no color on the parts. You see the normal affecting the surface, but it just looks grayscale. This happens with woods and other smart materials. For example, one called Wood Planks. You see the planks, but no colors. Other smart materials, like red painted steel shows red, but looks extremely "flat"... like a 2d cartoon. When I examine the component layers I see many of the thumbnails look transparent. You can see what I mean here: Adobe Substance 3D Painter - woodchairSPP-8_autosave_1 (gyazo.com) When I load the same model in Substance Painter 2020, the smart materials work fine and as expected. I uninstalled SP 2022 and reinstalled it, but still have the same problem. I don't know if I'm doing something wrong, if a parameter is whacky, or if there is just a problem with SP 2022. At this point, 2022 is unusable for me and I've gone back to 2020. It is not
Hello, I have a fairly big object, that I split into multiple UVs for better Texel Density and I want to apply a Smart-Mask on it without the seams being visible. The Tri-Planar Mode in the Layer properties works for that when it comes to a simple Material (As can be seen in Pic. 1 & 2) but I'm kinda lost when it comes to Smart-Masks. I tried turning on the Triplanar option in the generator which didnt seem to bring about any changes (Pic 3). I also tried adding a generator and a filter with the Triplanar Advanced option which neither gave me the desired result. So I am now linda lost on what my option are.I should add that I'm fairly new to Substance Painter so I may overlook a basic function. I have found a lot of people on forums having the same problem as me around 2015 but those questions seem to have died out around 2016/17-ish, which also makes me think that there may have been a simple solution introduced to this? Does anybody know&
Is anyone else having viewport issues with Substance Painter lately? Everything is baked correctly. If i rotate in the viewport, sometimes it will disappear, sometimes it wont. Just wanted to ask here, before i submitted something to the Adobe forums.
So creative cloud says my trial has expired despite the fact that i own a year long student license. its been pretty frustrating because this popped up out of nowhere and i had midterms today, and finals end of next month. im going to implode and die, help soon please thanks 🙂
1. Substance 3D Painter 7.4.2 ,Unreal Engine 4.27.22.Windows 103.Livelink does'nt work from substance 3d painter to UE44.The following error is displayed in the log[Plugin-dcc-live-link] No defined association with exported '$mesh_$textureSet_BaseColor(_$colorSpace)(.$udim)' map[Plugin-dcc-live-link] No defined association with exported '$mesh_$textureSet_Normal(_$colorSpace)(.$udim)' map[Plugin-dcc-live-link] No defined association with exported '$mesh_$textureSet_OcclusionRoughnessMetallic(_$colorSpace)(.$udim)' map Could you tell me the solusion of this problem.I try changing the default preset ,but it does'nt working.(I removed (_$colorSpace)(.$udim) in the default preset.) Thanks for your help.
it is very strange that steam edition SP does not work with this addon, but the trial from creative cloud works!This is very frustratinghttps://github.com/gshadows/blender_addon_substance_painter#readmecan someone help???
Hello, I am trying to reload a material via the python API, and got an error I don't quite understand. For context the material is applied to a texture set in the scene, and it is a sbsar. I am using the url of the applied material to get the old ID, import the new material to get the new resource, and then callsubstance_painter.resource.update_layer_stack_resource(old_resource_id, resource)However, in the python console, it reads out a RuntimeError: RuntimeError: Unable to update Resource. Resource type not supported. Only images, particles and substances are supported.In the API docs, some limitations are called out:The new resource must be of the same type as the resources it replaces. For example a base material resource cannot be updated with a smart material resource.Moreover:If the resource is a Substance material, it must have the same number and names of outputs.If the resource is a Substance filter, it must have the same number and names of inputs and outp
Hey there guys, I'm having a brain fart.Say I'm going to do a piston and it will be animated. How do I import that into SP? I did a simple test but the inner part receives a shadow, do I need to have the parts physically separated or am I missing something? Especially if the yellow part will be moving up and down.Thanks in advance.
Hello,I am trying to recreate the functionality of Edit -> Project Configuration -> Updating the file via the python API.I found substance_painter.project.reload_mesh However, when I pass in a path to my file, and a substance_painter.project.MeshReloadingSettings(False, True) object and a loading mesh callback, it seems that the texture sets don't line up. If I do it manually they do.My loading mesh callback just does a print right now of the value, in this case 0 since it is successful. Is there something I am missing in the API call?Thank you for any insight.
After installation and subsequent launch of the program, (Substance Painter 7.1.1) the logo appears, and after a few seconds it displays the message "The program has stopped working". How to solve the problem?Operation system - Windows 8.1 64-bitBefore that, everything worked on Windows 7 and 10 versions.P.S. There is no way to roll back to another system.
Hello, I'm asking because, we have plugins for Substance Painter and we are to developing automated tests to insure the stability of those plugins. Those tests are running remotely on a PC using our build system.We are using an FRL liscence version on that PC to execute those tests, but even with that, we are having an issue. During our tests, when we open Substance, there's a warning that says "Are you connected to the Internet" with the message "We can't verify your subscription status". Here's a screenshot of the exact message, it's from the report generated by our tests: The thing is the machine is connected to the internet and if I'm connected with Remote Desktop, the tests will work without any issue, but a soon as I disconnect from the Remote Desktop session, this pop up will happened every time and prevent Substance to start. Do anyone ever had a similar behavior? Do anyone know a possible solution? That would be greatly appreciated. Thank you in
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