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Hi,I textured the model, which I created with 3 different material IDs and a single UV map, in the substance painter program. When exporting, I want to combine these texture sets into a single UV map. Substance painter creates 3 separate texture files even though 3 different texture sets are included in the same uv map. Isn't it possible to create the texture of this object in a single texture set? Having 3 different textures causes the file size of the project to increase, I want to avoid this.thank you!
This is the First time I am exporting textures but after i export it ive been having this right here For some reason i cant find the problem i added opacity channel on the the texture set settings and nothing is working is i check to see if there is something wrong with the input but i dont know what im looking for here is the configuration i tried to use the opacity one but it still doesnt work Tf2 paint i use
Hello, I’m new to Substance Painter and I wanna use this color texture for the base of this mesh. Is there a way to randomize it and make it seem organic?
i want to learn adobe but none of get in free, most are paid and if free, there quality of video or teaching is not good, basically for beginners, so i want to find best course that i learn advance adobe uses.
When attempting to use Dropper Color Picker to select a color on my screen or on my scene on Ubuntu26.04 LTS with Wayland Compositor and KDE Plasma 6 Desktop color dropper tool bugs out creating a black layer on the entire screen breaking functionality of the tool. I do not have X11 support outside of XWayland and am unable to utilize an X11 session to work in substance due to both my Distro Version and Desktop Enviornment.
Right now a common workflow of mine is to create a masked fill layer to display a certain visual like let’s say green slime across the entire suit of a ghostbuster.Once I set up the layer properties I define my mask by using generators, paint, and most importantly fills, because I can reposition or scale them later.In order to add a fill effect to my mask I drag it from the shelf onto the model, so I get a good starting point for the position. At the moment the only way I understand how to do this is to drag an alpha to the model, choose “Mask” from the pop up menu. This creates a new layer with the mask I actually want to be a part of the mask I was currently working on. So I need to scroll to the top of the layer stack, select the new mask, copy the effect, delete the new layer, scroll back down, select the mask I was working on and paste the effect.This procedure is most painful the first time around after which I will usually duplicate existing mask effects as a starting point.Bu
I'm wondering if there's a way to automatically reload textures?Our pipeline uses Marmoset Toolbag for baking and Substance Painter for painting.While Toolbag automatically updates and reloads everything you overwrite externally (which is really more helpful than you can give it credit for) unfortunately Painter does not.So after rebaking the textures I'll have to manually find all of them in the textures shelf and select "reload texture". Then, after repeating this for all 5 or so textures I'll still have to re assign them to their dedicated slots (as in: the AO map goes to the AO slot, the curvature map goes to the curvature slot... etc)Or I can open the ressource updater, hit "update all" and close it again.This workflow feels very cumbersome, not what I expected from a modern software like this. Am I missing something?
I am trying to log into Adobe Substance Painter with my google account, but it keeps telling me that the browser is not secure. I don’t know what to do.
Unable to compute normals because some triangles were to small on high poly part I'm trying to bake my high poly from zbrush on to my low poly but these errors keep showing up and I'm not really sure why, some advice would be great. Never encountered them and my mesh from maya has no errors or ngons it seems.
When I set the Balance and Contrast value to 1 for any grayscale mask, a slight gradient forms at the edges of the mask, creating gray pixels on the metallic map. How can I avoid this?For example, for optimization purposes in some projects, the Metallic map should be made two-toned—either pure white (RGB 255,255,255) or pure black (RGB 0,0,0)—and no gray shades are allowed on the metallic texture.Regarding the example in the screenshot ^These are 9 rectangular polygons. in the UV map, they all overlap into a single one. I couldn't find anything in the Substance Painter settings, and various Google searches didn't turn up any answers.Are there any scripts or plugins that can remove this gradient?
Hello,I own a Steam perpetual license for Substance 3D Painter.I am employed by a company and I would be the only user of the software.I would like to use Substance 3D Painter on a company PC to create commercial assets for my employer.The license would not be shared with any other employee or user.Would this be permitted under the current Steam perpetual license terms?Thank you.
I’ve never used it before so perhaps I’m using it wrong, but when I put the Dripping Rust Generator ( not filter ) on a mask, changing the Drips intensity just gives these thin horizontal lines. Not drips. Can anyone confirm this?I’ve updated drivers, updated Painter, updated all outdated resources in the file.. Thanks.
And before you say it, I have checked my Spam multiple times. I've checked the forums to see that this is an ongoing issue, where once you enter your email for the Student License it just never actually is sent. I'm sending this out in the hopes someone from support can look into this issue for me. I've tried with another email and I get the exact same issue.
Should i mark Sharp edges on my low poly(Shade auto-smooth) or shade smooth for high poly to low poly baking?I did an experiment of baking into the low poly once with sharp edges and another without.1st image is with sharp edges marked.2nd image is without any sharp edges marked and shaded smooth.*No custom normals.**High poly(subd) ofc is fully shaded smooth.***Working in Blender.
When I open substance painter, it doesn’t matter what I do, after around 3 minutes, it will just close. It does not crash, as if I’m in a project, it will ask to save before closing. It was working perfectly fine a couple of hours ago. Please help me with this! I really doubt its GPU related as the program is not crashing, it literally just closes. I can just be on the home screen and it will still close.
Can’t change light source direction (shift+right click) or slide any of the control sliders. Makes the painter process extremely painful.
Hi, I cannot really know why I do not have materials showed in the right side of the bar, I have tried multiple times for finding solutions but no much usable information found.
Sub Surface Scattering isn’t rendering properly for me. I have tried almost everything from changing the shader to remaking the entire model Weirdly brightens up the model when I turn on SSSRenders fine without SSS. As you can see, it weirdly brightens up the model. It’s renders fine without SSS. I just can’t figure out how to render out the SSS. I have baked a thickness map and inverted that map for the SSS and it should render out without any problems. Any Help will Really be appreciated.
Hi, Substance Painter crashed and now I cannot open my project file. It gives me the "Failed to open projectsettings.ini" error and exits. I spent too many hours on this mapping work and I cannot redo this from scratch. Could you please check and fix my corrupted .spp file? Thank you.*This post has been moved by a moderator.
I read all threads and I’ve seen this an ongoing issue. Baking and artifacts on edges, where the Normals are bending over 90 degrees.Regardless, even when not using sharp edges, and having a clean seam underneath, the unwanted ‘warping’ effect around the edges is clearly visible, especially when using a pure high glossy metallic reflection material like pure chrome. I think I pulled very trick from the register, to avoid these lousy looking artifacts, but no success.I wonder, perhaps there is anything substantial I’ve been totally missing here?Thanks for any little help,appreciate it!
I have a substance 2025 perpetual license but I can't find a download link to be able to install the software on a new PC? Is it possible to download previous version of the substance suite for older perpetual licences?
With fit projection option like in 3dmax? Is there any sbsar filter way? The only idea I have is using position image as UV but Painter bakes only low res position. Is there any Painter native way? Also can I make a simple filter that works on both grey and basecolor . Should I just put one more filter on basecolor that do power2.2 ? Can generic filter have grey input for everything and specific input output only for basecolor? or should I just do another planar projected UVs on a mesh ?
Can anyone tell me how to compile a .pyd file for SP?I need to encrypt the source code of the large-scale tool I developed.I can't find any relevant documentation.After I used MSVC 14.44.35207 to compile the .pyd file for SP 10.1.0, it caused SP to fail to start.
I want to programmatically set the Output Template before export. So that when someone goes to export it is already prefilled. I am making a tool that opens Painter and does project set up and initial baking. It shouldn’t export anything, however I want to set which export preset should be used. Is there a way to set Output Template from Python (or JavaScript)?
Hi,I've got a folder with layers inside and i want to copy/instance it across a model consisting of multiple uv tiles. The main problem is when i attempt to do that using transform filter it gets cropped and i cant get to see it outside of the bounds of the first uv tile. with painting thou, i can do that across tiles no problem.The second issue is that i dont understand how to instance layers. Instance option is always greyed out.What is a general workflow of efficienty duplicating and moving multiple layers together aross uv tiles?thanks for any advice.
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