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Hi, I'm working on a Radial Sliders for Painter that give the artist the freedom to change the parameters for the Alpha of your brush just by pressing a shortcut and moving the mouse. The tool currently allows for changing the colors as well and the opacity and spacing. I think this will give a bit of a freedom to the artists. As I see it for me it was really annoying to go and change the parameters by dragging sliders without actually seeing what you get. Let me know what you think about it. Here is a video of what the tool is doing now.
Please notify me if this post is against the rules, because my last post got deleted without anyone telling me why and it's pretty frustrating...My tablet pen pressure doesn't work and there's a lag whenever I try to paint with the pen...I turned windows ink on, changed the settings according to: https://substance3d.adobe.com/documentation/spdoc/configuring-pens-and-tablets-188974256.html#section1Made sure to restart substance painter.But still it doesn't work.Also tried to run substance painter and the huion drivers as administrator... Some info:Huion device: KAMVAS Pro 24 GT-240 (Kamvas pro 24)Huion drivers: 15.5.1.390Substance painter version: 7.4.0I've attached a log file to this post...
Hey there! I'm looking for some guidance on how to reset Substance Painter to its default settings.. Any tips or steps you could share would be greatly appreciated! Thank you!
Hey I accidentally deleted "Common Parameters" of the baking , anyone know how to restore it? Thanks
Hi the Community ! I work on Aircrafts ( lot of panel lines, rivets, labels, markings etc ... And background image as reference feature is more than required. This basic feature present in Blender and everywhere else seems to lack in Substance, am I right ?Similar subject which has never been replied : https://forum.substance3d.com/index.php?topic=21853.0 I understand Substancer Painter works differently than a casual 3D modeling software, still I need this feature, like in any CAD, to add a " transparent " plane, with an image texture glued to it, with opacity settings to then paint on the mesh folowing it as a template. Looking forward to your feedback. Thanks Hueyman
After baking the AO map for my container model, I noticed unnatural dark shadows—please check the top-left corner of the screenshot. This area corresponds to the sides of the container, which shouldn’t have dark edges after baking. I tried increasing the 'Secondary Rays' value to the maximum (256) in the baking settings, but it didn’t help. How can I fix this? Thinks!! 😄
After baking the AO map for my container model, I noticed unnatural dark shadows—please check the top-left corner of the screenshot. This area corresponds to the sides of the container, which shouldn’t have dark edges after baking. I tried increasing the 'Secondary Rays' value to the maximum (256) in the baking settings, but it didn’t help. How can I fix this? Thinks!! :)
When attempting to export a single texset with two UV tiles via the API, even though the export_config specifies the range as 'uvTitles': [[2, 1]], unnecessary textures within the range 'uvTitles': [[1, 1]] are also being exported. Is this a bug? Below, I have attached the complete JSON configuration used for the export. Substance 3D Painter Version : 11.0.1 build4315Platform : WindowsOS version : Windows 11 Pro 23H2{ 'exportPath': 'testPath', 'defaultExportPreset': 'test.spexp', 'exportPresets': [ { 'name': 'FaceEyeR', 'maps': [ { 'channels': [ {'destChannel': 'R', 'srcChannel': 'R', 'srcMapName': 'user5', 'srcMapType': 'documentMap', 'srcPath': ''}, {'destChannel': 'G', 'srcChannel': 'G', 'srcMapName': 'user6', 'srcMapType': 'documentMap', 'srcPath': ''}, {'destChannel': 'B', 'srcChannel': 'B', 'srcMapName': 'user7', 'srcMapType'
I have a feeling this is caused by UVs, but as of currently am not 100% certain on how to fix it. I have some pixelated lines around the edges where I have not yet painted. Does anyone know how to possibly fix this?
In the new substance painter update, all my layers are showing the icon instead of whatever is on that layer. I checked the settings, and the option of showing layer stack icons instead of thumbnails is not checked. Is there another setting I'm missing?
Hello everyone, please can you help me?, i'm still new in Substance. when i reimport the mesh (edit/ project configuration), there is a message like this: [Scene 3D] Failed to load 3D scene.Cannot replace mesh with strokes preservation. The meshes units and/or scales do not match. Retry without strokes preservation or fix your mesh transformation.i already do delete history, freeze trasnformation, my scale is fine! i cannot understand this. Basically, i tried to replace separated mesh for combined mesh (Technique avoid artifascts)i used this method always but in this time, i dont understand. Thanks for your help and greetings from Machu Picchu - Peru
Adobe Substance 3D Painter may experience artifacts when painting strokes on certain MacOS versions. These issues have been tested and reproduced on MacOS 14.4 and 14.5. However, when using MacOS 14.1, 14.2, 14.3 or 15.1, these problems are resolved.
I've been working on painting textures for my model in Substance Painter smoothly, but I encountered an issue with my latest project. After importing the FBX file and baking the texture maps, all my Ambient Occlusion maps have strange patterns, like the ones below. I must have accidentally toggled something, but I can't pinpoint what it is. Any suggestions?
Why UV seams are visible? Some advice? What am I doing wrong?
Initial technical state:Version: 11.0.0;OS: Windows 11, version 24H2;My steps of creation USD format in ZBrush for Adobe Substance 3D Painter:1. Opening the object without vertex altering and with initially set UV ( image: First step);2. Subdividing the mesh using Divide and Smt buttons to generate regular subdivisions (images: Second step, Result of the second step);3. In the ''USD Format'' subpalette, which is in ''ZPlugin'' palette, set the "Selected" button for saving only one subtool and hit "Save"(image: Third step);4. In the file explorer window set the following name and format to export (image: Fourth step);5. I open Adobe Substance 3D Painter and hit "New Project", then load the USD file, after that the section: "Subdivision levels" is greyed out (image: Main issue).Remark: even though I subdivide the mesh without using Smt button, trying to purely subdivide mesh without any smoothing effect on the borders of the mesh, the same issue is being remained.Question: what did I for
I've been following through on the Substance Painter 2021 Getting Started Tutorial - Part 03. The problem occurs when he introduces the viewer to radial symmetry. Whenever I try to hover or click on the symmetry settings, it briefly pops up then disappears. What is happening? How do I fix this?
When I toggle the visibility of layers in Substance 3D Painter, it takes about 2–3 minutes to load.I’ve tried deleting unused resources, updating my graphics drivers, and increasing the local cache size to 1500MB, but none of these have resolved the issue so far.After toggling the visibility a few times, the loading time seems to improve, but the problem occurs again every time I reopen the project.I’d appreciate it if you could suggest a solution. My computer specifications:Substance 3D Painter version: 11.0.0CPU: Intel Core i7-12700FGPU: RTX 3070
Hi i have a problem on my MacBookPro, when i open my mesh in substance it's all pink and i have the shader error. [Shader Helpers] ERROR: Implementation limit of 16 active fragment shader samplers (e.g., maximum number of supported image units) exceeded, fragment shader uses 19 samplersI really need to fix that.Thank you!
Hi, I'm looking for a simple guide on how to make and apply a normal map to my simple model. I've watched a bunch of videos and read docs but it's not the same process for me. 1. I have a wooden crate from blender that isnt textured but I exported the uv map/material.2. In SP I filled the crate with a wood texture.3. At this point, how do I generate a normal map from the colour texture to bring out the grains of wood? I added the same texture to the normal map fill channel but it looks odd. Do I need to bake the colour map first? If so, how do I then apply the normal map that gets baked?Thank you!
As the title said, i have a normal effect like this:And it is provide by a paint layer in the main materialAnd you may see that there is some scratch effect overlap this bevel lines.Even change the blende mode of this layer's height, the overlap problem is still not sloved.And the scratch effect is provide by a mask like this:So i want to ask is it possible to change this paint into a mask paint so i can erase the overtlap part?
I was wondering if there is a way to pull focus using python on a layer that is selected .i figured out how to set the node selection in the layerstack but i want the UI to then also show it instead of having to scroll through my layerstack to find it manually theres a showinui function for resources but i dont see any for layers
i am a newbie of substance painter and i've trying to use the path tool but i found that this tool is extreme hard to use because it will always snap to the surface but i just want to edit its plane coordinates not snap it to the front.this is what happened after moving it a bit, as the photo see, the point moves to the other mesh which make the whole path become a mess. I want to know is there a way to disable this feature cause it is annoying all the time.
So I've decided to try out 3D Linear Gradient on a piece I'm working on. I watched tutorials and it looks very straight forward: Add fill layer, add black mask to fill layer, add generator and choose 3D Linear Gradient. Except when I do that, nothing happens. Let me explain:Basically, when I add a black mask to my fill layer, in the videos I would see a black square show up right next to the fill layer thumbnail. and when the 3D Linear Gradient is added onto the generator, you would visibly see the a gradient on the black mask thumbail. That's not happening with me. Here is a screenshot of what my layers look like:I see a square with a black circle instead. I'm fairly new to masking and have only been using Substance Painter for a few months now. I haven't had to use masking for my projects until now, so I'm not sure what's going on here. Also this is what I've been seeing in tutorial videos:As you can see, it does not look the same. Am I missing something here? Thanks
Hey Substance Painter team, I've been loving the new Stylization filter with the release of version 11! Thanks for putting this together! That being said, I'd love to have a way to export the Brush Strokes Map that can be viewed in the Helpers -> Display Helpers section of the filter parameters. Is there any way to export this?
Still very new to SP.I am trying to wrap my head around exporting my finished product's maps.Not sure what settings I should be using.How do you export the roughness, metalness, AO, etc maps in RGB color formats?I have tried changing the color management, base color settings of them under the texture sets, rebaking, tried different export options, and no matter what I'm trying to do, it keeps exporting the AO, Roughness and Metalness (metallic) maps as grayscale.I need the exported maps to be RBG not Grayscale.So here are the questions I don't know what if at all needs to be changed to make the above problem work correctly.What initial project settings?Which color space?which texture settings?Export setup settings?and any other settings that I have not asked about? The game I am recoloring my project use the following._am.PNG.. Diffuse (just the colors of the project) no changes needed _gmm.PNGRed channel contains roughness mapGreen Channel contains metallic / metallness mapb
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