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Projecting a texture (Warp, Tri-planar... anything but UV projection) results in this issue. I'm attaching an image. I just recreated it with a simple unwrapped sphere (exported from Blender) and used normal textures shipped with SPainter. Is that a bug? A feature? Or maybe it's because of how I exported the 3D model from other software? Specs: Substance Painter 2021 Steam edition, FBX models exported with Blender.
At $50 per month, Creative Cloud is by far my most expensive software subscription. I purchase it for 50% of the apps included. I do not use premiere, rush, audition, in design, dreamweaver. I have Substance Painter through Steam, but would better integrate via my creative cloud account. However, adding this via Adobe subscription is at least $19 per month. Ideally, Apps included in the "all apps" Creative Cloud would allow for some user choice. For example, I might be able to choose Substance Painter and maybe designer, in place of premiere, rush, audition... Just thought.
How will I continue to use my free student licence for subtance painter and the others?
Hello,I'm using Substance Painter 7.4.1 and Redshift 3.0.65 in Cinema 4D. For color management I'm using ACES config 1.2 for OpenColorIO. And my textures look absolutely different in SP and RS. Seems like something is wrong with Color and Roughness textures. Because the object looks darker and glossier. I've set color spaces in RS texture are the same as color spaces in SP.I'm attaching screenshot of SP viewport, RS RendeView, my project settings in SP and SP export settings. I use "Redshift (rsMaterial)" export template.I don't remember that I had issues like that in previous version of SP and I think this might be about new OpenColorIO integration. What might be the issue here?Thanks,Fedor
Hello.I'm new to substance and i have a problem when rendering the texture i applied in 3dsmax.I used a simple gold texture in substance to try some rendering (pohoto 1). But after exporting the maps (pbr metallic roughness) and aplying them to 3dsmax i got a weird result.. The texture looks like a mirror and i don't understand why .. (I'm using arnold renderer) I used a standard surface and putted the maps like this If you have any idea thanks for your help .
Hi All, I'm pretty sure the answer is I can't do this but thought I'd ask just in case I missed something.I need to be able to pass a Random Seed per cycle i.e. if the cycle is set at 1-20 i have 1 random seed per cycle. or some way to persist a count between stamps that I can manage myself.What I'm trying to achieve is passing the same dynamic alpha to the brush for the duration of the cycle so say 20 stamps then getting the next one. From what I can see this is not possible, no way to persist any sort of state between stamps and the only other options are as below, have I missed anything ? When creating dynamic brushes for substance painter the exposed variables in the documentation arestampCycleCount total countstampIndex iterates through cycle count resets to 0 each cycle$time in seconds but can't get brush velocity to do anything clever with that as a workaroundIn painter from a random seed point of view you can have single, random per
HelloCertainly an easy on for u guyz :- My object is composed of 1 CUBE and 6 cones : all separated- I apply 1 different material to each object using the "Mask selection in Material layers"- ISSUE : all 7 objects end up receiveing the last material of the last layer !!!Any clue ?Thx in advance
Hello I have a problem, can you help me?The emissive looks normal when viewed close up, but bleeding when viewed from a distance. modeling program is Blender.
Does anyone know how to use those materials?https://substance3d.adobe.com/assets/myassets/727729c6f5a1b05417ee1cacb25507f0e45c3ff3https://substance3d.adobe.com/assets/allassets/37a1de53cc07d724cbb53fffa8e8b55f8973d43e?assetType=substanceMaterial&category=Woodwhen I use for example first material my surface is flat and doesn't have holes
Like just how hard would it be... I am guessing like less than a day for one guy in the team to just give us ability to merge all texture sets into one file exported. I mean, we can do it manually buuuuuuuut. It takes a while when you have actually correctly and finely set up object with one UV spanned across various texture sets (I guess that's the naming set for this app?). But alas we have to do it in PS and spend our time individually - ty Adobe for helping us, I guess -.-
Hi! Sorry if my English is not perfect. I have a problem with texture’s quality in Substance Painter, it’s pretty ugly. I checked google, it’s often due to a poor UV mapping or bad settings. So, I checked all the settings I could find and tried to apply my texture on the Substance Painter starter mesh, the robot (kinda), assuming it has good UV’s. I tried on a Blender’s basic sphere too (which I’m sure it has good UV mapping) but the problem still occurs. (See Pictures)I don’t think it comes from the texture itself because I found it in a Substance’s library and it looks good in Substance Alchemist. I’m on a 4k Monitor with an Nvidia RTX 3070, all pilots up to date.Thanks a lot, just started Substance yesterday and already struggling ^^
HelloI've been making weapons for a game called Garry's Mod for a while now and have encountered this issue sometimes where my weapon's mesh looks fine in substance painter but not when exported and in-game. I'll attach some pictures down below so you can get a good view of it.Is there anyone that can help me alleviate this issue?Many thanks.
My Steam version of Substance 3D Painter updated from 7.4.1 to 7.4.2, but I wat to stay on 7.4.1 for some time.Is there a way to delete updates or to upload the 7.4.1 version from the Adobe website or Steam?
I'm new to Substance Painter, and am using a black mask to put a texture in certain places on my sculpt. Instead of a clean stroke, it looks like I'm carving a chunk out of layer of paint. When I switch to a white mask, I'm definitely putting on layers of paint, which may explain what's happening with the black mask (e.g., digging into a layer of paint). I just want the center part of the stroke without the chunky paint around the edge. How do I get rid of the chunk at the perimeter of the reveal? I attached a pic below. Thanks in advance.
In trying to repeat my first exercise of adding skin texture variants to a character head. For example, forehead skin texture to forehead, cheek texture to cheek etc, etc (which worked exactly as the tutorial explains the first time I experimented 4 months ago) I now seeem to have odd results when I paint white onto the black mask. Instead of just revealing the texture in the localised area required, it also adds a shading effect around the outside of the stroke that creates the illusion of an indentation which you can see on the attachment. What am I doing wrong now that I was't doing when I first tried this 4 months ago? Any help would be greatly appreciated.
Software: Substance Painter 7.1.1 build 959 on Windows Server 2019 Datacenter 64 bit version 1809Hardware: Intel Xeon Platinum 8259CL CPU @ 2.50GHz, 128 GB RAM When saving any new Substance file, and then updating/overwriting that file ("Save" instead of "Save As"), this Hdf5Archive corruption error appears. This includes the Autosave function: any file that has been Autosaved cannot be opened again. Saving up a brand new file ("Save As") is the only stable way to reopen the file for future work to be done in it. Error log attached.
Hi I am have a problem trying to bake my meshes in Sub Painter. I have never had this problem before and I have been trying for a number of hours to try and fix it to no avail. In blender all my objects are unrwapped with their own textures. None are overlapping because they are seperate. Nothing shows like there is an error in Blender its only when I bake in SP. I have narrowed it down to two meshes 1) the main wall that you can see in the image. 2) a window frame that appears in the top left. When I leave out the window frame, the rest of the meshes bake fine. It's only when I include the frame do I get those nasty lines on the main wall mesh. Obviously it has something to do with the window frame but I cannot work out what. I have even deleted it and duplicated the window frame from the right side and still it happens. Hope somebody can help?
is there any tips / tricks to draw with edge of the brush. thank you for your answers.
I'm currently using Substance 3D Painter 2022 7.4.2, but I need to downgrade to 7.4.1 at work. Please tell me how.
Whenever the roughness is low (metallic materials, etc.) using this filter, I often get these artifacts. Any suggestions? The first screenshot is how it looks without baked lighting.
Hello, i would like to make this feature suggestion as i think is really important. Many artists that works on mobile games, or games that are browser based, and what not. Artists are making use of the 2D texture feature export which contains all baked information including environment sky. I tried all kinds of plugins to fake light in texture for the back of my models, but all are based on the bake information and not an actual light in the scene. I want this because i want the sky information to be included in my 2D texture export, and most of the hdri's can't do back and front light the way i want for my model, and usually i rotate the skybox to light the front of my model, and the back is left out darker.If the Adobe Substance 3D Painter dev team could include 1-3 point lights, and the ability to turn them on off, and move them in the scene would be a dream. To be able to change the point light color, and the light to affect the UV texture, which will show when is exported all in o
Has there been a change recently in regards to importing a texture map UDIM sequence into Substance? I have attached two images. The first image shows the settings used to import an OBJ and three seqentially-numbered normal maps. Though it's been a while since I've created a similar project, this is how I've always done it. However, the second screen shot shows that Substance Painter does not recognize the UDIM sequence, and loads each image individually. Has something changed, or is this a bug?
I know it should be possible with 2 different seeds for the material and opposite masks, but I don't know how to do that. I tried but it was quite convoluted and you could see the "gaps" between the two different masks.
I created this model in Blender and now I want to texture it in Painter. When I bake the mesh maps the result is completely off and there are those weird squares in them. I don't know what to try anymore can someone tell me what is causing this ?
I was wondering if if any of you knew how to change font type in Adobe Substance 3D Painter.
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