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I'm trying to fix a model with a mediocre bake (lowpoly from Maya, highpoly from ZBrush) by painting on the ambient occlusion, but I'm unable to do so. I tried following the instructions on this tutorial, but the message "mesh maps are not paintable" keeps appearing. This is the model's AO as is right now
In Maya I have a mesh where I mirrored the top half of the geo, which also mirrored and stacked the uvs. I did this to increase texel density. I then exported as a .fbx file and made sure to export smoothing groups but not tangents and binormals. Next I imported the mesh into Substance Painter and checked the box to "compute tangent space per fragment"I didn't bake, but just applied a brushed metal material (not even a smart material). I see very visible seams where the geo was mirrored, please see the screenshot below:Here is the uv layout in Maya. The checkerboard pattern is aligned so I would think the pattern should be contiguous:Could it be related to the filter?
How can I change the color of a 3D material to look like the image?
I'm hesitating between the RTX 5070 (12gbs vram) and RX 9070xt (16gbs vram), They are similarly priced, but the RX 9070 offers better performance and larger VRAM capacity. I personally prefer Nvidia GPU but my main concern is that I'm not sure if 12g of vram would be enough for 4k texturing, and I havn't used any AMD GPU before so I'm not sure if its going to be any impact on my workflow.
Ive tried re-installing, Ive updated my drivers and added as much cache as I could. It happens no matter how large or small the object file is, and it doesnt matter how many layers I have.Specs:Ryzen 7800x3dNvidia Rtx 407032gb of Vengeance 6000mhz ram
Im not sure if its been a change in placement or organisation within the new version of substance painter but i cant seem to find the blue bake button within the baking section of substance painter, here is a screenshot of the issue
2025 Substance painter steam verison white screen on launch and crashes. The program just stalls out on the white screen. I have reinstalled the program on steam and tried to re-verify intergrity of software files with no luck. I attached the log file thats found in Appdata.
I cant make out if this is a bug or simply an application limitation. When I export out a targa or Tiff file, Painter will export out the alpha in the RGB-A alpha channel as expected, but never for a PSD export. Why is that?
How does one solve this error message? And what is a "null surface"?
Hi, I'm working on a Radial Sliders for Painter that give the artist the freedom to change the parameters for the Alpha of your brush just by pressing a shortcut and moving the mouse. The tool currently allows for changing the colors as well and the opacity and spacing. I think this will give a bit of a freedom to the artists. As I see it for me it was really annoying to go and change the parameters by dragging sliders without actually seeing what you get. Let me know what you think about it. Here is a video of what the tool is doing now.
I'd like to request that the Khronos PBR Neutral Tone Mapper is added to the Substance Painter and Sampler programs. Maybe also Designer? I don't really have much experience of that program. Alternatively, I request that you publish a guide for letting the user add it themselves if applicable. I've tried with the OCIO file they've published ( https://modelviewer.dev/examples/config.ocio ), but as-is it crashes Painter (bug reports sent at least twice from the program on restart, running the latest version of Painter on Windows 11). Thank you very much! 😃 Some reference reading available at: https://www.khronos.org/news/press/khronos-pbr-neutral-tone-mapper-released-for-true-to-life-color-rendering-of-3d-products https://modelviewer.dev/examples/tone-mapping
Please notify me if this post is against the rules, because my last post got deleted without anyone telling me why and it's pretty frustrating...My tablet pen pressure doesn't work and there's a lag whenever I try to paint with the pen...I turned windows ink on, changed the settings according to: https://substance3d.adobe.com/documentation/spdoc/configuring-pens-and-tablets-188974256.html#section1Made sure to restart substance painter.But still it doesn't work.Also tried to run substance painter and the huion drivers as administrator... Some info:Huion device: KAMVAS Pro 24 GT-240 (Kamvas pro 24)Huion drivers: 15.5.1.390Substance painter version: 7.4.0I've attached a log file to this post...
Hey there! I'm looking for some guidance on how to reset Substance Painter to its default settings.. Any tips or steps you could share would be greatly appreciated! Thank you!
Hey I accidentally deleted "Common Parameters" of the baking , anyone know how to restore it? Thanks
Hi the Community ! I work on Aircrafts ( lot of panel lines, rivets, labels, markings etc ... And background image as reference feature is more than required. This basic feature present in Blender and everywhere else seems to lack in Substance, am I right ?Similar subject which has never been replied : https://forum.substance3d.com/index.php?topic=21853.0 I understand Substancer Painter works differently than a casual 3D modeling software, still I need this feature, like in any CAD, to add a " transparent " plane, with an image texture glued to it, with opacity settings to then paint on the mesh folowing it as a template. Looking forward to your feedback. Thanks Hueyman
After baking the AO map for my container model, I noticed unnatural dark shadows—please check the top-left corner of the screenshot. This area corresponds to the sides of the container, which shouldn’t have dark edges after baking. I tried increasing the 'Secondary Rays' value to the maximum (256) in the baking settings, but it didn’t help. How can I fix this? Thinks!! 😄
After baking the AO map for my container model, I noticed unnatural dark shadows—please check the top-left corner of the screenshot. This area corresponds to the sides of the container, which shouldn’t have dark edges after baking. I tried increasing the 'Secondary Rays' value to the maximum (256) in the baking settings, but it didn’t help. How can I fix this? Thinks!! :)
When attempting to export a single texset with two UV tiles via the API, even though the export_config specifies the range as 'uvTitles': [[2, 1]], unnecessary textures within the range 'uvTitles': [[1, 1]] are also being exported. Is this a bug? Below, I have attached the complete JSON configuration used for the export. Substance 3D Painter Version : 11.0.1 build4315Platform : WindowsOS version : Windows 11 Pro 23H2{ 'exportPath': 'testPath', 'defaultExportPreset': 'test.spexp', 'exportPresets': [ { 'name': 'FaceEyeR', 'maps': [ { 'channels': [ {'destChannel': 'R', 'srcChannel': 'R', 'srcMapName': 'user5', 'srcMapType': 'documentMap', 'srcPath': ''}, {'destChannel': 'G', 'srcChannel': 'G', 'srcMapName': 'user6', 'srcMapType': 'documentMap', 'srcPath': ''}, {'destChannel': 'B', 'srcChannel': 'B', 'srcMapName': 'user7', 'srcMapType'
I have a feeling this is caused by UVs, but as of currently am not 100% certain on how to fix it. I have some pixelated lines around the edges where I have not yet painted. Does anyone know how to possibly fix this?
In the new substance painter update, all my layers are showing the icon instead of whatever is on that layer. I checked the settings, and the option of showing layer stack icons instead of thumbnails is not checked. Is there another setting I'm missing?
Hello.I have modelled a 19th century coach in blender. I wanted to leave out most faces that are occlued (just because i think that is good practice and right, not because the rendering time of this model is critical - this is just for fun/hobby).When importing it into substance painter (11.0.1) as obj (or fbx), and rendering the mesh maps, ambient occlusion and curvature fail.The same thing happens, even when adding the faces (with same uv coordinates for the other faces).I first suspect it might be because of the non-manifold meshes, but the log doesnt give me really any detail.And after making trying a manifold version as well, that cant be the reason - I guess.[Resources List Model] Symbol memory budget set to 100MB.[Plugin – resources-updater] No project opened, resource updater discarded[Baking] Baking failed (ambient occlusion map from mesh)Internal error. Please send a bug report to bugs@substance3d.com[Baking] Baking failed (curvature map from mesh)Internal error. Please send
Hello everyone, please can you help me?, i'm still new in Substance. when i reimport the mesh (edit/ project configuration), there is a message like this: [Scene 3D] Failed to load 3D scene.Cannot replace mesh with strokes preservation. The meshes units and/or scales do not match. Retry without strokes preservation or fix your mesh transformation.i already do delete history, freeze trasnformation, my scale is fine! i cannot understand this. Basically, i tried to replace separated mesh for combined mesh (Technique avoid artifascts)i used this method always but in this time, i dont understand. Thanks for your help and greetings from Machu Picchu - Peru
Adobe Substance 3D Painter may experience artifacts when painting strokes on certain MacOS versions. These issues have been tested and reproduced on MacOS 14.4 and 14.5. However, when using MacOS 14.1, 14.2, 14.3 or 15.1, these problems are resolved.
Hello, - In the imageA, we're selecting a geometry to create a mask.- We then are then combining this mask with a texture in a black mask.- In the imageB, When creating an anchor point on top of this mask and trying to reuse it later in our stack, the mesh name mask isn't being sent with the anchor point and end up with our texture mask assigned to the entire asset. This process works correctly when using UV tiles selections, but doesn't work with mesh name selections. Would be nice to have it working with Mesh names as well : )
Hello, In order to build stronger tool for studio pipeline, having access to the list of geometries that are enable / disabled per folder would be very valuable. This would permit to create sets in Maya or any other software based on these lists.
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