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1. Cusotm linear to sRGB conversionIn the documentation it states that: You can override the automatic linear -> sRGB conversion in the viewport by putting this line in your custom shader:#define DISABLE_FRAMEBUFFER_SRGB_CONVERSION But using this flag inside my shader doesn't seem to work. Is this flag still supposed to work? 2. How is the Normal+Height+Mesh computed?I know that I need to use the normalBlendOriented function to blend 2 normal maps and also normalFromHeight to get the height normal map. I managed to get to a pretty close implementation but there is a problem if the normal channel is just partially defined (so checking is_set is not enough). I kind of solved this issue using mix and the length of the channel_normal to lerp between (texture_normal+height_normal) and channel_normal. If there is the exact implementation somewhere it would be very helpful.
At the moment my Substance 3d Painter is version 7.3.0. (In creative cloud)A few months back update 7.4.0 got released but I have not recieved the update yet.Was wondering how to get the newst version on creative cloud. Thanks.
I need to instal version 7.1.1 of Substance painter. Is this possible if I haven't installed it previously?
I am exporting UDIMS from Substance to Mari. I am using the Spec Gloss work flow, wondering why can't you add an opacity channel and if there's a way around this? When there is dilation or padding around the UV islands the textures won't show up right in Mari. I have tried selecting No Padding (passthrough) but this doesn't work without an opacity channel
Hello everyone, I've been wrestling with a problem for hours, trawling through youtube etc and can't find what's causing my problem here. I have a model(s) I've built and UVd in Maya as low poly with the idea I subdivide it later for rendering. The issues being when I subdivide the mesh and take it into Substance. Following Substance training videos I use "convert smooth preview to polygons", load into Substance and all appears good.It's when I bake my mesh maps (4096) that I get the first indication that all's not well. If I view the mesh maps I'm getting horrible stretching and seams at the edges of my UV shells. I don't see anyone else having this problem? My UVs in Maya are not overlapping. I'm pretty green to Substance so if someone could point out what's going on that would be fantastic.
Hi o/ I try to bake a .OBJ sculpt on a .FBX low poly before start the textures and i tried all i know but impossible to succes the bake. My sculpt is rlly high poly so i separate it in several parts, and do exactly the same on my low poly.Each time i try to bake a part, substance take its time, it's ok but it give me empty map or map with nothing on it.Here : thickness, diffuse (it's ok here i didnt put color for now), curvature and normal maps I checked all files, and all high poly and in correct position on the low poly.I tried to import again both high and low poly files, to reduce resulution, to reduce weight of file by separate again some parts.I had some error some time like "mesh normals are invalid", "unexpected illumination model" or the last one this morning : "no object detected to attach a new mesh instance". Some time Substance tell me that the bake failed but even when it didnt failed, i'd the same problem of empty maps.I tried to bake a differents ol
Hello all.I'm somewhat new to SP. I'm having issues with something and thought I'd asked here. I don't know if this is a limitation with SP or with PBR in general. So I have my roughness tuned down all the way so my reflection are sharp. What I'm trying to do is turn down my reflection a bit, or have the diffuse come through a bit more. I've played with the layer opacity with the roughness selected and it just turns the roughness up. I'v tryed playing with the reflection, spec level layer option and nothing seems to be working. Any help whit this? Thanks.
Hi all, beginner question. Like it says in the title I don't want my base geometry to show but I still want to paint on it. Creating an effect like the brush marks are floating. Haven't been able to figure this out yet.
Hi and thank you in advance! I've been having such a difficult time finding a solution to this online, so hopefully someone here can help. I'm trying to import ORM textures I made for an UE4 project back into substance painter for editing but I'm not sure how to extract the roughness and metallic values correctly. What I'm doing currently sort of works but I'm unsure whether it's actually correct. The current workflow: The workflow is almost identical for metallic values so I'm only writing on how I do the roughness. I add a fill with a roughness of 0.5. I'm going with 0.5 for roughness because that's what UE4 defaults to. I now add another fill above it with only roughness, and on the roughness slot I put the ORM texture. I add a black mask and a "grayscale conversion" generator on the mask. I change the grayscale type to green channel, which is the color of roughness in the ORM map. I then put the ORM texture in the grayscale generator's image input. I leave everything else
I'm working on the outside of a custom top and bottom box(es) for a product and trying to learn!(packaging). (attached example)The "real thing" has printer embellishments - embossing, gold and silver foil effects.I am attempting to re-create and learn how to create the same effects.In Illustrator, I exported all the text, pieces and part of the logo as separate PNG assets.I have the 3d box objects set to go! (top and bottom).I imported and placed the PNGs (text, pieces (graphics) and logo) in the right places.Part of the logo is gold foil, raised (embossed). It's a unique shape, thus PNG imported.Alot of the text is matte white - flat or raised and some of the text is silver foil and gold foil embossed.How can I apply gold foil/silver, foil (metal, shiny) materials to the assets?Can that even be done? Not PNGs? A different file format? Wrong approach?Desperately trying to improve and learn...Emma B! :-)-------
how to fix it?
HiI try to use Live Link in UE4.27.2But It's not work. Some object can send to Substance Painter, other is not. I try basic cube which is unwraped. But in Substance Painter they show there'no UV.They also did not live link.Please check this plugin soon. ThankTravis
Hi, I have a question...I added a smart material to a model I have...which should show as solar panels.But as you see in the image, from one angle I cannot see that added material...and if I rotate the model I can see it.What is the problem? (I prepared the model in Cinema 4D)I am new to Substance Painter.
Hello Painter Devs, Is there a way to have Python be able to specify color mangement settings when creating a new project or respect new project settings that are already set in ui? I'm writing code to create a new project using Python, our pipeline needs to have Artists enable OpenColorIO with an Aces sRGB viewport (so that color match between Painter and Unreal). I was able to set the default new project settings by modifying the registry, however when I create a new project using python it doesn't respect those settings.
Does anyone know how to recreate the reflective striping / tape like in the picture I added?
How would i recreate this snippet of code using the python api? This is something I asked about almost 3 years ago,i would hope there has been improvements to the API to do such a pivotal process to Painter. 🙂 alg.mapexport.exportDocumentMaps( "D:/projects/tools/substance/substance_painter/export-presets/Basic.spexp", "c:/tmp/export/pbr", "tiff" ) alg.mapexport.exportDocumentMaps("D:/.../studio/tools/export-presets/SK_Basic.spexp", "D:/.../props/test", "png", {padding:"Transparent", dilation: 8, resolution:[256, 256], bitDepth:8}, ['Layer01'])
Hi, I created a generator in Substance Designer for Substance Pinter. In order to display the content of the groups, I considered conditions that should not be seen if they are not necessary. All of these conditions work correctly, leading to groups whose content is inactive.
Hi! I'm new to Substance, can someone explain to me why my stitch brush looks like this? The stamp is not aligning with the brush stroke. I tried to tweak all possible settings and it's driving me crazy...
Hi, I found that my work shows some weird results, like some kind of grid like pattern appear on several smart materials. I baked maps from the Marmoset and the map looks OK. I tried to bake in Substance and had some tests then I found the position map might causes this problem, if the position map bake in Substance, at the beginning it looks like the issue was solved, the result look without that weird pattern. But the most weird thing is once I export the position map baked inside Substance and then re-import it into Substance, that grid like pattern shows again. As a beginner it might be some setting I missed, can you give some help? I post the work files below. Thanks. Work files:https://drive.google.com/file/d/11k1K1liRNU3qvkTBR4Lqk_i8ySaXZ-qY/view?usp=sharing
i download try version, designer and sampler working goodbut the painter do the problem''somthing went wrong''what can i do?i plan to buy them soon
Hi everyone, I am trying to download the blender add-on for SP but I get this everytime I click on the download link. Is there a way to download it from another source or link? Thanks in advance!
When I save searches in the Assets panel, they appear to be locked into the order in which they were created. How can I alphabetize, or otherwise reorder this list of saved searches? There doesn't seem to be an option to drag them to a new location in relation to each other, nor any other option in the right click context menu.It looks like I could manually edit my shelf.ini file according to the documentation athttps://substance3d.adobe.com/documentation/spdoc/adding-saved-searches-manually-149028876.html But is there no easier way to do this directly in the UI? If not, where can I submit a request for this feature?
Hello,I ve got an issue about Viewport Scaling. When I navigate around a model to look at it by diffrent angles, my viewport resolution changes dynamically. I've changed Viewport Sclaing from ''Auto'' to ''None'' but didn't work at all. Do I miss something? Or is it lack of hardware or driver?PC:CPU: AMD R9 5900xGPU: AMD 6700XT Sapphire Nitro+ RAM: 64 GB 3000 Mhz CL16 Crucial BallistixMB: Asus Rog Strix B550-F Gaming WifiOS: Windows 10 Pro (Retail Key)
Hi! I have the next problem. White lines appear on my 3d model, especially when I twist it.Forecasting future questions:- No, I did not reinstall the drivers- I didn't change anything in the program, this problem just suddenly appearedMaybe someone also had such a problem and knows how to solve it 😕😕
I created this map of normals but for some reason there are some uvs that come out inverted, they are not flipped. I already reset the geometry. and nothing.Any idea what the problem is, thanks.
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