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Hello, I just updated from Allegorithmic Substance Painter 2020 to Adobe Substance 3D Painter and noticed a minor UI bug for the material channels in the properties panel (color, metallic, rough normals, etc) where before my selected material channels would highlight as blue so I could instantly see which channels were active now they basically show as light gray or a slightly darker gray. This bug isn't a huge issue but makes it necessary to really look at which channels are active for each individual layer versus just at a glance so it does add quite a few extra seconds over time. I am using version 7.4.2 for my most recent installation.
I know about geomasking. It is not the same as just hiding and unhiding UV tiles. Can we please just get an eyeball like you already have for texture sets on the udims. Photo attached to make it crystal.
Hi.I want to increase height effects with Ambient Occlusion, but I don´t know how to do this. In my research, I found a filter named "Height to AO", but this filter is not listed in filter session. I found a description of this filter in Adobe Help, but without an explanation in how to use it.Anybody could help me, please?Thanks in advance.
I want to learn texturing, because my models look awful every time I start texturing them but I can't tell which software to start with.AFAI designer is for making materials, and painter is to use those materials on my models.So if I'm downloading textures from the substance store, are those the ones made with the designer? If yes, why should I bother to learn the designer? Am I getting this right?
Hey everyone. Please help me, I am so lost. This is my first project in SP where I'm facing with the issue of making a translucent / semi-opaque plastic material. I tried playing with subsurface scattering using pbr metallic roughness shader, as well as pbr with alpha blending opacity channel, but it's giving me a very unrealistic result (it's too clear, and no distortion withing the mesh). I made something similar in blender cycles (render attached), but I'd love to add some dirt, dust, etc. in SP, & give my project a render in l-ray. Is there any way to achieve this effect in substance painter? Well... I know there is because there is because I've seen similar projects on Artstation.PS: another problem is that when rendering in l-ray, the material turns black, I don't know why...
I have an old model I made almsot 10 years ago that had some military vest pockets with a lot of stitching that was part of the model from zbrush. I'm revisiting the project and I baked my maps into my lo res, and now I want to find a way to get those stitches painted in an automated way. I can't use the sitch brush because the work is already done based off my hi res sculpt. Currently the only way I know is to manually paint on top of each stitch which would take forever. So if anyone knows a way to get those painted based on my curvature or normal map, that would be great.
Hey everyone, I've created a layer along with a black mask and applied a generator to that mask. When I choose what generator I want to apply, nothing happens. THe generator continues to say "no generator selected." I have all my maps baked along with the curvature map. Does anybody know why this is happening?
Hi, I posted here earlier, with the files and the logs attached there. Also some more pictures of the asset are there. I solved most of that issue myself, however I still have a problem with the Ambient Occlusion. Basically this happens. It's the back of the asset, so the player will probably never see it, but I still would like to know what the problem is so I can fix it in the future. I tried all kinds of different baking presets, to no avail.
I am usin intel HD Graphics 4600 and substance painter 2019. The issue is that i can not paint on my model and this highlighted area is black.Please dont say to upgrade graphics card because i have no money If you know the solution please help me
Looking for some help setting up a Live Link that works properly with UE4. I think I missed a step in the setup process, I'm on Day 2 of troubleshooting and figured my issue was with a conflict of a previous install, but no luck. My main concern is that I don't know if I'm supposed to download a plugin for Painter anymore, or what's depreceated at this point. Please point me in the right direction.
Hi, I have a perpetual steam license for Painter and I need to roll back to version 7.4.1 from my current 7.4.2 for work. How do I go about doing that? So far in my search I haven't found any solution, there are no "beta" to let me roll back to the previous version. Any help would be appreciated!Thank you!
I have tried selecting the files and saying open with Substance paintet but it says catastrophic failure. I had the Adobes Substance version but I uninstalled it before downloading Substance from steam.
I've been trying to import some sbrar materials to a customer folder I created in my library C:\Documents\Allegorithmic\Substance Painter\shelf\materials. I've tried every possible method to do it. some files will update others don't. I previously had all these files already uploaded working fine and I had to reupload them. I keep getting this error. It says "an error occurred while opening this resource it can't be imported." All the information I found says to drag and drop the file into the appropriate folders and it will auto-update. This is not happening. How the hell do we import materials into substance? Why won't the other files import?
Sometimes, to texture a model, I need to go back and forth between Painter and Designer. For example, I might think Painter is sufficient at first, only to realize I need a customized procedural material that can only be made in Designer. Since I already have the mesh and all the baked map (normal/AO/curvature etc) in Painter, could I just send them to Designer and continue to work there?
How to export formats like JPG without compressing?
It appears that today's update (7.4.2) has broken the hex color input in the color picker popup. In the attached screenshot, for example, with the hex input field selected, if I type 'F' as the first character of the hex string, it defaults as the second character in the string with all other characters as zero. Can anyone confirm this?
We're looking to get AUSST to download version 7.4.1 of Substance 3D Painter which was previously grabbed via the (all versions) code of SBSTP. Looks like that specific version has since been removed so we're looking into adding it back using the version syntax for SAP codes. I believe that would be SBSTP#7.4#7.4.1, but so far no dice. We've tried the following:SBSTP#7.4#7.4.1SBSTP#7.0#7.4.1SBSTP#7.4.1 Both fresh and incremental. AUSST happily grabs 7.4.2, but we've got some version specific tools that require 7.4.1 and would love for that to be available for self-service installs via CC Desktop. Any ideas?
Hi! I am playing with the trial version and it stopped opening after two times. I updated my GPU and changed the Registry. I still get the warning that the GPU is outdated but it has the latest update installed. My driver is AMD R9 390. Thank you! Jehan
I have a crash after exported textures, and sp can not open the file[Hdf5Archive] 存档'file:///D:/Work/Models/COC/Models/dog - 副本.spp'似乎已损坏。无法读取'paint/document.bin'[Paint Document] Cannot decode data
Hi Community,Got into an "issue" by adding a Texture via a Paintlayer.Setup of Paintlayer is: DIFFUSE-TEXTURE and NORMAL-TEXTURE.I'm trying to add a texture on the very top of the Stack, but it blends through all the layers below.Paint-Layer's blend mode is NORMAL.Still don't get the sense why the layers below affect a layer above.Is there something I didn't take into account ?Olli
Hi. Please help. So basicaly I have so called exploded mesh that consists of multiple objects that are positioned at certain distance from each other so that baking works better, but there are some details that when baked dont look ok. There are some unwanted indentations appearing on them after baking. But when I tried to separate this details and bake them separately (I detached them from exploded mesh) they are looking ok. So what could be the problem that they dont look good when baked together as a parts of the exploded mesh BUT when I detach them from the exploded mesh and bake them separately, they look OK?
I am a graphic designer who designs mainly custom clothing etc for extreme sports (BMX, MX,MTB). I have been designing in 2D using Illustrator then presenting it 3D via photoshop 3D. Now Adobe have stopped Photoshop 3D, and introduced Adobe Substance 3d and forcing us to pay an upgrade, Ive had to rethink my approach.See pictue 1. I have this model asset of a human. (Starting point)See picture 2. This is the quality where I want to finish up.So I am after a realistic looking final image whereby the person and the clothes I design are photorealistic, like in picture 2. and be able to change the poses.So do i need to learn the following software/apps?• Blender to pose my human model asset.• Marvelous to design the clothing onto the human model asset.• Adobe substance 3d Painter (Pt) to add the various textures to my clothing. PS. I have other assets such as a moto bike helmet i will need to add to the human model asset. *** What file type should I use to be able
I've just bought steam version of substance painter. First when I launch the app there is the welcome pop up that I exit. Then the whole workspace becomes black and when I hover the menus it still displays them. I've tried to update my drivers but it didn't work. Since I haven't found something helpfull on the internet, I've decided to ask here ! I will join the logs, and screenshots to this topic. Here's my set up : AMD ryzen 5 5600xGeforce RTX 3070 ti 16 go ram I hope you will found a solution and help me ! Thanks
Hello everyone,How can i import substance Smart Material (.spsm) to 3dsmax like Substance Material (.sbsar)?I don't find any way to collapse smart material to "normal" material in substance painter, so I can't export .sbsar files.There is any way to resolve this problem? TNXDaniele.
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