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Hi Guys!I have to export USDZ and GLB files. Unfortunately, there is a difference in size. In need GLBs in meter to get them displayed properly in AR on Android. So, I use an FBX in meters.The USDZ file from that FBX is too small in the standard AR viewer on the iPhone. If I generate it in other software from the GLB everything is fine.Is that a known issue, or are the FBX files somehow a problem?
Hello, It seems like my Daz UVs are upside down in Substance Painter so when I export them for use in Daz they are flipped. Can anyone help me with this? I have attached a screenshot. I'm new to Substance so please be gentle:) You need to ask program questions in the forum for the program you are usingTo ask in the forum for your program please start at https://community.adobe.com/Moving from Using the Community (which is about the forums) to the correct forum... Mod
I installed the trial software and it does not let me open
Hey folks, I'm trying to load an old (perhaps the operative word here?) Photoshop brush into painter and getting the following message: [Resource Import] "......brush.abr" cannot be imported as 'brush'. I have successfully imported other brushes using the same method.I tried clicking the "import resources" button (+) as well as drag-dropping the .abr file, as suggested in the user docs. I've attached the log file and the brush I'm trying to load, as well as a screenshot of the settings which are active on the PS brush - are there certain things that prevent PS brushes from being transferable? Any help would be much appreciated!
I can not find parameters in the text alpha brush properties. I am trying to use the text tool as a brush tip, I need to change the text. Please help. I am using the latest substance painter release.
Hello!I would like to know why the thumbnail of my layers are displayed as spheres ? Instead of flat maps like usual. Thank you! Have a nice day
every time I try to drag some slider the program stops to work! just to leave registered my computer works well with substance 2020!
Hi Well done on the 7.3 release, nice to see the Warp tool. As a sugestion I would like to soo a project through painting working with the Warp tool, this would be more intuitive that having to paint on mask layers. The more closer it gets to Mari the better but a nice step in the right direction. Laying down patches of skin is still easier in Photoshop at the moment as to Painter. Dan
Hi,I'm trying to assign a ressource map as a material ID map on a textureSet.AFAIK, we can read this info via "structure" call and it return something like this:"additionalMaps": [ { "urlToBitmapRes": "resource://project1/matID1001?version=69243b1c31ded77dfd7e7181c89428a9083a188f.image", "usage": "DataAdditionalMapUsage_ID" } ],I would like to do the opposite.Thanks!
I have noted in the Adobe version I am seeing a lot of issues in relation to:Thumbnail generation (despite puting in a 2K plus cache) from a SSD.Something simple can trigger an issue too like copying a smart material from one mesh to another.Then when you save and nothing happens and try again you get two saves - examplehttps://gyazo.com/e52d5fd04300e7db4b7d4f1f00725f7aAt this stage it's a full freeze and the only way out is a force quit.Any ideas on what is causing the poor performance on a Mac?Finally it won't even generate a log so I can put in a bug report. But something is really off with this version.
Hi all, I have swapped Macs and in my current version of Substance Painter (as installed) it's not exporting the 2D "texture" using Texture Export correctly.It is something to do with the installation/set up perhaps on my 2d export - as I have validated the issue exists with historical projects I re-opened to check as well as the current (new) project I am working on.Any tips/hints as to what is up - what I may have missed? I have been exporting 2D images for a long time and this is the first time I have seen this particular issue. It's like it's ignoring the maps except for the color etc when 2d export occurs.1. Version: Substance Painter, version 7.1.0Build 804 - 82d8bfde9befcba05ae351f1a6172ded1eb9d2e62. Example screen shots1. the SP 2D image which I am "expecting" to export.2. The actual export it's generating.3. Things I have checked/rule out1. Materials (checked an old project created on the prior version of Substance with same material used - an
HiI want to know why the default blending mode of the Height channel of a new layer is Lighten(Max) or for the normal map is NMdt(Normal map detail) and is there any way to change these defaults to normal blending mode?
Could someone tell me why Substance instantly crashes when I try to load this model? I use both uvmap automated and not ... https://ufile.io/0lkdq0o4 same result always crashes.
Im a beginner and have followed the Substance 'Getting Started' tutorial (Spiderbot) and decided to apply what i learned to a simple model i made in Blender. I'm getting grey artefacts when u try to apply a fill layer to my model. (see image). I did a Smart UV Unwrap in Blender, set vertex colours and checked for overlaps before exporting to Substance. I have no idea why i am getting these grey artefacts, can someone offer some advice as to why this is happening and where am i going wrong?
Hiis there any way to do somthing that mask output in Substance Designer only masks the base color channel and does not apply to other channelsI want to use this technique to expose a parameter for sbsar material that removes parts of the material colorThank you
The Substance Painter docs state thatSubstance 3D Painter will automatically create a new Texture Set each time it finds a material ID on an imported meshbut it does not find any materials when imporing Alembic caches. Right now, I'll only get a single "DefaultMaterial" texture set.How should I prepare Alembic geometry when exporting from Houdini, Maya, Blender, ... to make it work?Thanks! Michael
hello everyone,I am using Substance for a while now and never have encountered this issue until now, maybe you can help me to understand what am I doing wrong.The issue is after importing the model from Blender and baking the meshmaps, the UV seamline will be visible on the 3D model, when adding some bump effect, the line is even more visibile (obviously). I made sure there is no UV overlapping, the normals in blender look outside and the UV map has some spacing between elements: I find also strange that hese two components don't share the same issue even being the same geometry and close on the UV map (above pic):here on the rocket launcherAny suggestion?Thank you
I made a mesh using Blender, exported to substance painter, baked and try to make the texture, the problem is that no matter what i do, i can't make a texture for the inside area.
I am coming to the end of my annual Substance Painter license in November, and before I renew, I need to understand whether I can continue to use the version I have currently installed (2021.1.1 (7.1.1.) build 954) which runs fine on my Windows 7.1 OS. I am aware of the fact that all of the new Substance 3D applications list Windows 10 as the minimum requiremnts, so I haven't been able to download any of these newer versions; however I can get my work done just fine with the version I am using. I note that the license page says that activation of the new Substance 3D software can be done by placing a new license key in the appropriate directory. So I am hopeful that I can renew my subscription in November and simply place the new license key in the appropriate directory and continue to work with my old version of Substance Painter and Designer that work on Windows 7.1. Can someone from Adobe please clarify whether this will work?&nbs
Substance 3D Painter was working fine for me, then it just started crashing when I opened random projects most of the time. I did a full uninstall reinstall, PC restart afterwards and now whenever I move my mouse around the entire application just flickers black, I havent seen anything about the black flickering online. Hoping someone here has experienced it or fixed it so I can get to the root of this problem.
Hello All, I am having treouble incorporating my Painter files with Blender to create the same glass Shader.I have tried to apply the textures in Blender to this Lamp I am making, but I am getting a dark tint to my textures when I enter Viewport Shading. Could anyone help shed some light on this, please? https://drive.google.com/file/d/1xikDYngq6akmI5C79XYuEi0ZlVvxAdC_/view?usp=sharing
Hello all. I have a problem with my Substance Painter. I'll put the images below but my preview render looks awful even though I did it exactly the same. I opened a high resolution project by choosing PBR - Specular Glossiness. I can't paint my model, whose UV is fine, in Substance Painter. I increased the Shader Quality (Ultra 256 spp) and changed the Environment Map, but I did not get the same result with the Tutorial. What is the problem?
have a problem, im windows user and have substance material 7.2 .3 trial versioni cant find metallic roughness algorithms templates, can you help??
I subscribe individual substances in the adobe.com. I make a model in a blender and then import material from the substance source into the substance painter and edit material, then I sell the model with texture in cgtrader or others.Is it allowed?
Hello,I have some models which have corners where 1 side should be Material A and the other side should be Material B (think of a shoe, bottom is sole/rubber, sides are leather). If I use vertex painting and color them, then those vertices are shared, and they can't be both colors, so that doesn't seem like a good approach. The model comes with a texture which looks like it's a color-map (from Unreal):This is basically the outcome of baking a (pixel-perfect) IDmap, I guess... So my thought was to import that one as texture into substance painter, and select it for a "Mask with Color Selection" and pick a color, but it doesn't behave like expected :Splitting the channels in in substance designer to take a look at what they contain, my guess is the alpha-channel is making it misbehave? Any way to make it work (preferably without changing the texture)?
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