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I use a mask to colorize a mesh with two different colors. However, the exported masks are not like I created them, instead they are reduced to a minimum to fit the polygons. While the mask looks clean that way, it causes visible seams due to color bleeding between the two colors. Is there a way to disallow the padding?
HiI am a RenderMan developer at Pixar and I recently downloaded 7.3.1 to add color-management support to my RfSP plugin but I can't get 7.3.1 to launch.Here is the output from my shell:XXX@XXXXXXX:~ > /Applications/Adobe\ Substance\ 3D\ Painter\ 7.3.1.app/Contents/MacOS/Adobe\ Substance\ 3D\ Painter 2021-11-30 10:10:57.381 Adobe Substance 3D Painter[33241:2915903] NSDocumentController Info.plist warning: The values of CFBundleTypeRole entries must be 'Editor', 'Viewer', 'None', or 'Shell'. 2021-11-30 10:10:57.381 Adobe Substance 3D Painter[33241:2915903] NSDocumentController Info.plist warning: The values of CFBundleTypeRole entries must be 'Editor', 'Viewer', 'None', or 'Shell'. 2021-11-30 10:10:57.381 Adobe Substance 3D Painter[33241:2915903] NSDocumentController Info.plist warning: The values of CFBundleTypeRole entries must be 'Editor', 'Viewer', 'None', or 'Shell'. 2021-11-30 10:10:57.381 Adobe Substance 3D Painter[33241:2915903] NSDocumentController Info.plist warning: The va
Hi, I have trouble exporting a normal map from substance painter to unreal. In substance, the material preview looks normal, but in unreal looks weird like the image. After I investigated, the normal map from substance is error. Anyone can help?
The Photoshop HUD color picker/color wheel is a fantastic tool that tremendously speeds up any painting workflow. It would be great to have a similar panel that pops-up right below your cursor when doing hand-painting for textures. Currently I undock a window with the paint properties, but it's still a hassle to then open the color picker dialog and adjust manually or click yet another button to activate the eyedropper (can't there be a modifier key shortcut for this similar to the Alt-click in Photoshop by the way ?)
'substance painter cannot load this project with this software version data too recent for this software version' issue The current version is as follows.Substance Painter, version 6.2.2Build 661 - 90395d89ce8b089bdb4bffbb6bd272741a80f04f I bought it on Steam and used it, but when I opened someone else's work data, the version was different, so I want to upgrade, where can I download it?
Hi Is there any reason why Im getting these weird black patches after baking? I've imported as an FBX - all clean UV's and each material has a separate colour. Many thanks!
Hey,I tried to dig it up how can I create spec/gloss shader with opacity/alpha channel but all of the old links are broken and I didn't find any useful information beside that create my own shader which is far away from my skills. So I'm looking for help here and hope someone can help me in this problem.Ps.: I found a working non-pbr spec/gloss /w alpha shader but there my diffuse channel doesn't work correctly. ( https://forum.substance3d.com/index.php?topic=23637.0 )
In the 2021 version of Substance Painter the Dynamic Rocks tool has been removed, where can I find it, or download it?
Is it possible to roll the camera in painter yet? This is super useful for drawing lines or making selections in various circumstances. I'm wondering if I just don't know how to do it... thanks!
Hi everyone I'm facing a challenge to create the texture of models with metallic map for a game that somebody asked me.I know that Substance Painter is designed for PBR materials, but I use it to create assets for video-game engines like Source and with using it since years, I never really had any issue or trouble to get what I want with correct and faithful looking into game's engines. I only think about this question today because I work on a model that highly, well mostly only use metallic map (HVAC pipe) and I have difficulties to achieve realistic visual. Basically, I try to achieve something like this: I know that something similar is possible on this engine, because I already saw it in the game, so now the question for me is 'how', by 'cheating' without the metallic map. Otherwise, maybe merging basics reflexions to the diffuse map. Any help or advices are welcomed! Thanks
Hi I work at a company where my Substance license used to be controlled by our IT departmenet and so i was unable to download substance source files myself as this involve login in as the account holder.. Now that things have changed and this is now rolled into our Adobe account (which i have full access to download and update apps myself), i wonder if/how things will change with regards to me downloading substance source files? It seems that currently im unable to, and we'll need to somehow link accounts. but i was wondering how all the 'points' system will work now? Will we each get individual allocations of points to download things ourselves or will it be per organisation and we'll have to share them amoungst ourselves and ask the account administrator to download them for us? thanks for your help
Possibly less complicated than I'm making it however, I painted in some height details in a group and anchored them to get the metal edge ware, dirt etc from the above layers. If I had a pure metal layer beneath the paint layer, how would I mask out the height details I painted to show the bare metal?
On my new system, Mac Pro 2019, Intel XeonW 16-core, 2xRadeon W6800X Duo's, 1xWX9100 GPUs Substance starts with a transparent window. I can see only the frame around the transparent window. On MacOS 11.6.1. Any ideas what might be wrong? Thanks,Greg
I am having an issues with a normal map I'm trying to import into substance painter and apply to the model. This first image is when I apply it as a normal map. But if I add it as a base color on a material it looks fine and as it should.
Hey all, Somewhat new to Substance painter. I UV unwrapped in blender and exported FBX. but evertime i open the file in substance painter, then bake all the maps before i start to texture i get these weird boxes on my mesh. Anyone know what would be causing this??
Hello,I downloaded the student version of Substance Painter from its own website, not from Adobe Cloud.https://www.substance3d.com/ Since I got the student licence, I downloaded it directly from it website, but I cannot open.When I open it, it crushes. I already used the tiral version of Substance Painter before(At that time, I downloaded it with Adobe Cloud).When I tried to reinstall it with Adobe Cloud, I get the same error. When it started to open, it just crashed. How can I do for this ?
The newest version keeps crashing, but I can't find where to get an older version of the app. Any help is appreciated.
Hi! I've got a problem with how things look in the 3D view compaired to how it looks in 2D and also when I export my textures and use them in my 3D applications, the textures look like in the 2D UV window. In the picure above I've switched to "roughtness view" only to make the mesh more vissible. The red and blue area is a fill layer with a simple mask that I painted by hand and it looks like the mask isn't projected properly. This also happens in other places on the model.
I know that compute tangent space per fragment is an option in mikktspace. I know that compute tangent space per fragment is an option in mikktspace, and I understand that they need to be used differently for different engines like unity and unreal.What I'm wondering is why I need the option if I'm bringing my own tangents calculated in maya into Substance. If I use custom tangents in the game engine, should this option be checked? Or will this option, which is mikkt-specific, be ignored for custom tangents?Thank you.
I wanted to bake trim sheet in Substance Painter, but i am struggling with this weird problems. Most of trim sheet just baked well, but in some places some problems appear. Usually baking two normal maps: with average normals on and off and mixing it later helps, but right now i dont know what i am doing wrong. Or Substance Painter is just unsuitable for baking trim sheets like this?
Hi, out of the blue Substance Painter has just started giving me the attached error. I have tried rolling it back to previous version and the results are the same. I have deleted prefs and logs with no change in results.Got a a client deadline tomorrow, really stuck as clicking either option crashes out.Any ideas?
How to flip the Normal Maps, so you can see the "flip" in teh active viewport?https://youtu.be/Qntsg0ejRZY
Hi ,We are company.We use 3xSubstance painter.Before we have one account with 3 license.I download file the 3 licenses and sent to emplyer who use it.Is there any licence file when i bought from Adobe page?Can I bought 3 x substance painter from one account?or I just need to bought 3 licensec from 3 account?Do you use license files too or i need only to log in to adobe account?I don't want to log for 3 account and download 3 license file.
Why do UNC paths not work in painter? They work in literally every single other piece of software that I know of.I have written applications and didn't have to do anything to handle UNC paths. The explaination on the Adobe website smells very very strongly like a latrine on a hot day. Is there a plan to solve this as it is extremely inconvenient.
Worked on this file just last night. Opened just fine, worked just fine.Today, when trying to open it, I get this error:And then the program crashes.Didn't save a backup or autosave like usual.I'm at my wit's end. Is my file recoverable?
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