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Adobe Substance Painter crashes when I open a new scene and begin to rotate my model. First It crashed when I just tried to open it, I update drivers and windows updates, uninstalled, reinstalled, restarted my computer then it would atleast open. Now I open a new scene with my model, once I try to rotate it, it freezes and a blank panel shows up and I have to force close it. tried this multiple times, same result.
Hi! Is Adobe planning to support 3dconnexion products?
Hey guys, I'm using Substance 3D Painter proffessionally, but a big hurdle for us the that our shading model utilizes a specular colour/roughness workflow. Ideally I would like to take the specular/gloss shader and simply replace the glossiness parameter with a roughness one. Is this difficult/possible to do? What would be my best course of action seeing as I do not have any glsl experience?
I'm unable to find an answer to this anywhere.I find myself facing issues with the last version of Substance Painter my perpetual license allows me to access. It's looking like my only option is to update Substance Painter.My question is this: if I pay for a one-year subscription, what happens to my software when that subscription expires? Is it unusable without a subscription, or can I continue using the last version I had access to from the subscription?E.g. if the subscription expires and I was using the latest version when it expired, can I continue using that version of the software? Or is it only functional with an active subscription?
Long story short, I'm just getting into the Maya Substance plugin. I'm using the .sbsar to generate a texture that corresponds to the model's blendshape state. What I'd like to do is export the substance output from Maya directly to save time, or I guess as an alternative, send the mesh and sbsar parameter states back into Painter where I could export both. It would make the work much easier to automate, but I'm not familiar enough yet as to know whether this is possible or not. Has anyone tried something like this, or is it feasible?
If I paint on 3D models with a brush, there must be a way to rotate / pan the model while painting without having to remove the brush.SP is relatively new to me and I haven't found anything on the subject.On the other hand, I cannot believe that the basic function does not exist.Is it possible that a graphics tablet is required for this?Please also have a look at the attached image if it is unclear what I mean.Thanks,Maya
I import two different meshes.When baking, the overlap causes issues. Can I somehow bake both meshes separated from each other?
Is there a way to alter the height to normal intensity in Painter in a similar manner to the Height to Normal World Units node in Designer? I want to rely on the height vs the normal from my .sbsar files and achieve visual consistency across the applications when supplied with the same height information. Say, my material has a surface size 400cm and a height depth of 10cm... ideally, I'd like to use that same info to drive the normal generation in my Painter project as I do in Designer.If not, is the general approach to use the normal coming from my .sbsar for surface detail and reserve height for offsetting the surface as a whole, like for example, using a value to raise a layer of paint, creating a lip wherever there are chips? I've seen many threads discuss avoiding doubling up on height *and* normal, so that seems like a reasonable alternative... I've been exclusively on the Designer side for some time, so this is new territory. Any advice / thoughts would be greatly appreciated!
And I'm really starting to doubt Adobe will handle them anytime soon if at all.Why is it that we've gone so long with the issues when selecting project configuration and updating our model. Like fixing an ngon or adding some better cuts make every mask just blow up or in some cases randomly revert and ruin the entire project. UV islands didn't move, mesh size didn't grow. Mindblowing this has never been addressed.When painting on UVs, the brush size will blow up and affect other islands because you went to the edge of and island. Why can't there be an option to keep your brush on one island until you finish your click/stroke?Why does symmetry not follow Brush Allignment rules like UV?Am I safe to assume that this requires an overhaul on how the algorythm works in computing these paint strokes and that it's too expensive a task for the giant Adobe to ever fix? Makes me glad that Pixologic has remained it's own entity and is constantly innovating and changing their program adding real im
Hey!This is my first ever bake and my result isn't the same as in the tutorials I find :(.I am trying to bake this rather simple geometry for every maps except ID and normal. However it does this weird artifact no matter what I do.I've tried :Disablomg every map on by one. same result, no one map is responsible for this.Upping the antialiasing. no changes.Upping the output size. no changes.Selecting : use lowpoly as highpoly mesh and then selecting again the same mesh in the source. I don't see any problems with my UVs so I am at a loss. Any help is appreciated!
Is this doable? I'm taking a straight-up texture fill that is aligned to the original UV map, and I want to project it to the new UV map. I had opened changing the file to one with the desired UVs in project settings would reproject it, but it did not. Any ideas on how I can do this please?
Can I convert sbsar or substance 3d asset files to zfab files to use in marvelous designer?
Hello everybody, Sorry for my english, i am just french and not graphist. I try to export textures to Unity. When i import the previous exported texture from painter, it don't be aligned on the geometry like on Painter. I see an big offset. When i export the mesh from painter and use it with Unity, all is good, the texture is in the good place.I wouldn't like to export mesh objet from painter. I just wan to export texture from Painter. How can i do this ? Where i am wrong ? It is possible ? Thx
I'm having a strange issue in this latest version of Painter. I have a workflow for foliage where I flood leaves etc., things I want to be fully opaque with white vertex color in 3dsMax and bake them over a black plane using the Color ID texture bake. For some reason on this version 7.3, the Color ID map does not work to show opacity. I can put other textures from the shelf and get an expected result but not the baked Color ID map. If I export the color ID out and bring it back in as a resource, it works but not the bakedColor ID map itself. I use this workflow so that any changes with the high rez meshes are reflected in the opacity and it's been working for years. Anyone have any ideas what might be causing this?(Using alpha test material, also tried alpha blend same result. Old files that worked in the past also do not display opacity even though you can see the correct opacity in the buffer view)
Hi,I have been encountering issues when trying to bake my high-res mesh in substance painter. As it can be seen in the attached image, one area of the mesh (which is a seperate piece) is not coming out properly - it is black in the AO map, and did not bake in any of the passes. It is named appropriately (_low and _high) and does not have any UV issues, it is also matched up with the low-res properly so I'm not sure why this is happening. When using "always" instead of "match by name" it works okay, but I wanted to try and understand why this issue is occuring. Attached are also the settings I used for the bake.
Hello, iam sure this is a common issue by now but yeah. I am getting normal map artifacts, my main issue are the self shading artifact of the normal an A0, is there any value or anything i can change to reduce or remove those artifact?Thanks for any help
Hello, I'm creating a game in Unity where players build tanks by putting together blocks. I am creating the blocks in Blender, and texturing them in Substance Painter. I would like to add some variation to the blocks, and I am adding details using the normal and height maps for the material. However, this gives a tiling effect when the same block types are put next to each other.Would someone be able to give me some ideas about how to achieve variation on the model without the tiling effect? The only idea I've had is to make 4 or 5 different versions of each block, and randomly instantiate one of them when the player selects a block, so that there would at least be a bit of variation. However, this would take a while, and may not avoid the tiling effect, so if anybody has a better solution please let me know. Thank you for the help!
Hi, My name is Kris, and I have a question. Is there a gradient like brush or tool to paint in Painter 3D? I mean like the one in Photoshop? Thanks.
I have created a custom MDL shader in Substance Designer, which does work (mostly) in Substance Painter. However, several features that are only availble in MDL 1.6 are used, and those effects do not appear to be working correctly. Likewise, none of my shader parameters show up in Substance Painter -- I can use user# channels to drive most effects, but settings I might want to change via slider are not available. Is this a known issue (meaning Substance Painter does not support MDL 1.6 or newer)?
Hey guys,about 2 year ago I used Substance Painter as my main Texturing Tool. But when I started to do very big assets with lots of UDIMs, I switched to Mari, since it was much easier to work in such Projects there. In the last 2 years though, SP added lots of new stuff (especially better UDIM support), so I’m thinking of using it a more again.1. In Mari, I often paint stuff like rust leaks by hand, since I need them in very specific areas (like on vents etc.) After I have painted them, I then can just use an HSV and Levels node, to get and adjust my Roughness and Height map from it. The problem is, I have not yet found out how to go about that in SP. I watched some tutorials on the image project tools, but they only show how to paint on the color channel. What is the Workflow on creating bumb and roughness maps from that? I cant really create them before hand in Photoshop, since I often use many different images for that, and that would take forever to do that.2. I’ve seen some Videos
Hi, all!I have a question about how to fill paint.As a beginner user, I want to get an advice from all substance 3d user. I am under a problem which my model is not able to read paint area.Do I have to set something before importing 3d data?or....what is the reason.....T.T??Please,,, help my problem..
I'm new to substance painter. I don't know what I did but after messing with some brush properties this brush preview kind of overlayed on the screen. Its on all paint layers, not any fill. I can only paint along the line. I need it to go away. Thanks!
Hi,I'm hoping someone can help me find an answer to my query! I've photographed and edited a texture in Photoshop and saved out to Jpeg. I have then dragged this to the shelf and the thumbnail comes up, which is great so far )or at least normal!)...then I add the texture to the base color of a fill layer and it's just showing as blank white!Then I copied all of the layers from the original document to a new file of the same size, in RGB etc, then exported to Jpeg and it imports perfectly...which is strange...but it works so far.Then I made a change to some of the layers in the new document and again, I get a white blank import! Has this happened to anyone else, and can anyone help at all please? Thanks
I have been following some tutorials to try out the new Substance 3D Painter warp projection feature. I can sometimes get the lower right quadrant of the image to show up, but most of the time, the image is not visible in Warp Projection. I am running Substance 3D Painter on an M1 Mac. When I switch out of Warp Projection, things seem to work, but I lose all the warp capabilities. Any ideas on how to get this feature to work for me?
Hi. Im trying to launch my SP on a new laptop and every time i double tap the icon, program just crashes after loading screen.
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