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Hi,I'd like to ask couple of things regarding colormanagement that I'm finding a little bit confusion. I've got two monitors, one LG monitor and a Huion Kamvas tablet which I calibrated via Hardware obtaining great color response but more important, almost identical colors while switching between screens. Now, for how windows works the real match happens when the app you work in takes into account colormanagement which very few dedicated apps do by default. Example: Photoshop does everything fine so I've got matching images on both screes when working in photoshop. The problem: I took for granted that Substance painter would have worked the same way (out of the box) but seems to not be the case at all. Working on one screen gives me some colors, switching to the other screen gives me a different result, which are both wrong if I check the texture directly into photoshop. So I must conclude that Painter does not color manage the viewport as I have expected. The question:
Hi everyone,I'm working with the Substance Painter API, and I'm trying to add both a project preset and output templates during startup of the application. While I've successfully added the output templates using the API, I haven't been able to find a way to add the project preset template. Ideally, the project preset would appear in the dropdown list as per the image below.We are aware of other methods that can add preset while creating a project with mesh & adding to user's preset's folder but we are looking for a way to have this setup centrally so that all users on our network can pick it up from the same location rather than having to set it up for each user. Is there any specific API method I might be missing, or is this functionality currently unsupported? I'd appreciate any guidance or suggestions. Thanks in advance!
Hello Can I use assets from https://substance3d.adobe.com/community-assets for my commercial projects, and under what license is that assets is?
Okay, yes, I am reposting but my last post nearly 20 hours ago has only gotten 12 views and zero replies. The issue is that when I export from substance 3d paitner the bullet holes are all outlined with black markings, like the inside was put on the outside.
As the title suggests, Substance painter has been lagging and awful lot lately. Especially when trying to move the camera in the 3D viewport. I go from 80+ FPS idle, to barely pulling 3 FPS when trying to simply rotate my camera. This is not a problem I've ever had prior. I'm up to date on driver updates and windows updates. I'm running a Windows 11 Operating System and I've had the program since around August of last year. Since then, I have had no errors with Substance painter besides just not knowing how to use it well which I have learned overtime, and then this problem presents itself out of the blue. I'm thinking it has to do with the app itself since it's gotten a few updates recently, but that still wouldn't explain it. The last time I really used Substance was March 22nd of this year. I tried booting up Substance yesterday and found this problem. I asked a friend of mine who also owns the product if he was having the same problem and weirdly enough he wasn't, but that still do
Hi there, I am making a skin for Counter Strike 2. The game shader supports the use of the alpha channel on the base color texture to dictate wear. Usually I use Photoshop to Add a Alpha channel but was wondering whether I can just export the Opacity Input Mesh into the Alpha Channel of my Base Color in TGA format. I tried to do that but I dont think its working as when I open up the exported TGA in Photshop the Alpha Channel isnt already added. Sorry im still new to this so any help would be appreciated.
I just bought Substance Painter 2022 on Steam. I have a dual monitor setup, one 4k 60hz monitor and one 2k 165hz monitor (Main Monitor), both connected to my GPU by Display port. Substance launches okay on both monitors however on the 2k monitor it has a flickery and slow interface and once a window is opened and closed substance painter crashes. It works fine on my 4k monitor no issues no crashes, however when I drag the window to my 2k it immediately crashes. By crash I mean both monitors go black for a second and then susbtance painter crashes completely. Thanks in advance for any help I'd really like to use Substance on my main monitor.
Hiwhat is the soultion for seams in the normal maps which are extracted from the zbrush to the substance painter.
I have a human model that UV unwrapped and uses a UDIM system. Nomal painting works absolutely fine. The issue arises when I tried (perhaps in a less than ideal workflow) to add skin details like pores usng perlin noise. The steps I took:1. Created a fill layer with only the normal channel activated.2. Added a white mask and added a 3D perlin noise fractal to the normal slot.3. Model now suddenly has weird coloration and lighting that is different between UV islands.I baked mesh maps within substance before starting the paint process, and I'm working in DirectX for Unreal engine support. I've attached a short clip that shows everything. (If embed isn't showing, here's the link -https://youtu.be/QlelVoUfdxY)Maybe I'm doing something wrong. All I really want to do is add skin details. I'd appreaciate any feedback on this matter. Thanks!
I have been using the substance painter 3D application for years. I just bought a new PC and upgraded my teacher's license. I downloaded version 8.3, worked for a couple of hours and then couldn't open it again.I get stuck in the startup splahs with a blank screen.I have tried previous versions and the same thing happens to me.
After finishing texturing I noticed that 99% of my height and normal modifications were being drawn on this weird combo height + normal + mesh channel and when I exported the textures my normal and height maps are completely flat. Is it possible to transfer this channel to correspondings ones or do I have to do heights and normals from scratch
Hi!im a little freaked out right now, I'm working on my Thesis Film and have a majority of my Substance Painter files on a drive but left 2 files on my computers downloads( careless I know). I hadn't touched either of them in a few days since my semester just started and when I check one of them (a texture of a knight) last night it was no where to be found. It wasn't in any of my files or from what I know it wasn't renamed or moved( and no one has access to my computer except me ). I checked Substances autosaves in its files and I have one save from that project but it was before a bunch of hand done embossing. The other file is completely fine but I don't know what to do. Yes I can spend some time redoing it but I'm just wondering where it could've possibly gone???Thanks.
When painting in photoshop, I always create a new temporary layer to paint on so that my base layer won't get messed up as I work on a new part of the picture. Once that part looks good, I merge it down with my base layer. (I do this hundreds of times, so I have to merge them, otherwise I'd be left with hundreds of layers) How do I merge layers this way in substance painter? Or, if merging layers is not possible, is there a way to use this workflow in substance painter in any other way?
Hey guys! I bakes my body mesh and for some reason when i try using generators its causing uv lines/ my mesh mesh to show up. i baked it as a i normally do any ideas?
Something that would be super awesome is a tool where you can click a location on the 3D Mesh and have it highlight the location on the UV Map. Sort of like the find cursor function on Windows, but to find a location on the UV Map. It could even work in reverse, clicking on the UV map would ping the location on the model. I spend way too much time finding where something is on my UV maps, currently I make a pink paint stroke or fill layer with mask to find where it is, but even then sometimes I have to look a while to find it. This would be especially helpful on models with UDIMs.
I UV unwrapped a model in Blender. It's meant to be a tiled wall so I scaled the texture to reflect the real-world size. When I do this, the size of the UV islands increases so it extends outside of the UV Grid. It looks fine in Blender but when I import it into Substance Painter, I get texture distortion. Does anyone know how to fix this without compromising the texture scale?
Hi everyone, I'm not used to bake from high poly to low poly, so i don't know if i'm doing something wrong. When i try to bake in substance i meet this problem with the cage:Basically one point doens't move like it's supposed to so it end up creating an artifact during the bake.It shoud stay straight when i increase the cage's size The result: The mesh
Hi everyone,I'm facing an issue where the textures look normal in Substance Painter, but after importing them into Blender, there's a lot of abnormal thickness appearing on the model. It might be due to an issue with the settings during the export process in Substance Painter, but I'm not sure what exactly went wrong.If anyone has encountered this problem or has any suggestions on how to fix it, I would really appreciate your help!Thanks in advance!
How toCreate Fill layers for all texture set in there layerstack with python.Should be a simple command?trying to do a simple but usefull autoBaking system. for streamlining some of our pipeline.
See attached video for example. I'm trying to use the 3d paths tool because it's a better workflow, but it's now working for me. My maps are baked at 4096 x 4096. I created a paint layer then clicked on the stitches complex since I'm trying to create an overlock stitch.When I click the pin tool the stitch disappears from the properties panel. I created the path but there is no path just a white blured line. I tried this many times but it didn't work right.I used the adobe official videos titled: Creating 3D Paths in Substance 3D Painter andIntroducing the 3D Path Tool Presets what am I missing. I tried to upload a video but it kept saying it was private when it isn't private.
Hi,If I have a material in a layer, and when I am browsing materials in assets browser and when I click a material instead of drag&drop on the layers then Substance overwrite materal on the selected layer but keeping the name of the layer. Substance is very slow (I have top end PC) so many times Substance accidentaly replace my existing materials when I browsing materials. This is very frustrating, how can I turn off this function?
hello. This is a character modeler using substance painter 9.1.2.There is modeling that synthesizes a normal map from multiple resources using render to texture.I want to bake a curvature map from a normal map synthesized using the Generate from Normal Map function,but it appears as if the normal map is not recognized.I would like to know the reason and solution.
I'm having an issue when exporting out of substance painter to Unreal Engine. Within Substance Painter, all of my textures and UVs look fine. However, everything is bugging out when I try to import them into Unreal Engine. My mesh maps are baked and I made sure my model matches in Maya as well. Is anyone able to tell me why this is happening? Here are the images down below!
The days of the calendar keep on ticking by, and we’re already into the later days of August. What’s going on in the world of Substance 3D? Let’s find out. Substance News Big events over the last month, and fun things coming up: Coming up: Substance 3D at Promised Land Art Festival, Lodz, September 8-10 From September 8 to 10, the Substance 3D team will be at Promised Land Art Festival, organized by CD PROJEKT RED, in Lodz, Poland. The event will be full of lectures, discussion panels, and sessions and workshops in drawing, digital art and sculpting, and miniature painting. Notably, Technical Artist Louise Melin will be presenting a demo session: Making a Creature of Myth: A Showcase of VR Sculpting and Stylized Texturing. She’ll show how she creates a mythological creature, starting by sculpting in VR in Substance 3D Modeler, and then taking an in-depth look at stylized texuring in Substance 3D Painter. I won’t say which mytholo
Hi, I want to able to drive the size of the procedural cell pattern with the use of a map or meshmap or even an anchor point from a previous layer.
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