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Hi, I'm looking for a simple guide on how to make and apply a normal map to my simple model. I've watched a bunch of videos and read docs but it's not the same process for me. 1. I have a wooden crate from blender that isnt textured but I exported the uv map/material.2. In SP I filled the crate with a wood texture.3. At this point, how do I generate a normal map from the colour texture to bring out the grains of wood? I added the same texture to the normal map fill channel but it looks odd. Do I need to bake the colour map first? If so, how do I then apply the normal map that gets baked?Thank you!
As the title said, i have a normal effect like this:And it is provide by a paint layer in the main materialAnd you may see that there is some scratch effect overlap this bevel lines.Even change the blende mode of this layer's height, the overlap problem is still not sloved.And the scratch effect is provide by a mask like this:So i want to ask is it possible to change this paint into a mask paint so i can erase the overtlap part?
I was wondering if there is a way to pull focus using python on a layer that is selected .i figured out how to set the node selection in the layerstack but i want the UI to then also show it instead of having to scroll through my layerstack to find it manually theres a showinui function for resources but i dont see any for layers
i am a newbie of substance painter and i've trying to use the path tool but i found that this tool is extreme hard to use because it will always snap to the surface but i just want to edit its plane coordinates not snap it to the front.this is what happened after moving it a bit, as the photo see, the point moves to the other mesh which make the whole path become a mess. I want to know is there a way to disable this feature cause it is annoying all the time.
When painting stylize texture, you sometimes want to see the wireframe to paint following the flow of the topology, and sometimes you just want to see the texture without anything wireframe on top, it will be great if this toggle can have a shortcut.
When I try to blur with the Smudge tool, the colors are blurred in a dragging manner, which is a bit inconvenient when texturing cellular 3D models.So I use the blur “filter” to blur, but it sometimes blurs areas that I don't want blurred.I also use masks to prevent this, but I find this process a bit time-consuming.I think it would be very convenient if there was a blur brush that gradually fades the color, like CLIP STUDIO.It would allow me to adjust colors seamlessly without changing layers,So, if you could add a blur brush, I would be very happy. Sorry if you already have that feature.
Pen tilt and rotation with a tablet like wacom intuos pro is really essential for a more controlled and alive painting experiecnce. Sometimes you need to rotate alpha of a triangle or calligraphy pen and using shortcut is less convinient Especially after you got used to just rotate a brush in PS or other painting software
So I've decided to try out 3D Linear Gradient on a piece I'm working on. I watched tutorials and it looks very straight forward: Add fill layer, add black mask to fill layer, add generator and choose 3D Linear Gradient. Except when I do that, nothing happens. Let me explain:Basically, when I add a black mask to my fill layer, in the videos I would see a black square show up right next to the fill layer thumbnail. and when the 3D Linear Gradient is added onto the generator, you would visibly see the a gradient on the black mask thumbail. That's not happening with me. Here is a screenshot of what my layers look like:I see a square with a black circle instead. I'm fairly new to masking and have only been using Substance Painter for a few months now. I haven't had to use masking for my projects until now, so I'm not sure what's going on here. Also this is what I've been seeing in tutorial videos:As you can see, it does not look the same. Am I missing something here? Thanks
Hey Substance Painter team, I've been loving the new Stylization filter with the release of version 11! Thanks for putting this together! That being said, I'd love to have a way to export the Brush Strokes Map that can be viewed in the Helpers -> Display Helpers section of the filter parameters. Is there any way to export this?
Still very new to SP.I am trying to wrap my head around exporting my finished product's maps.Not sure what settings I should be using.How do you export the roughness, metalness, AO, etc maps in RGB color formats?I have tried changing the color management, base color settings of them under the texture sets, rebaking, tried different export options, and no matter what I'm trying to do, it keeps exporting the AO, Roughness and Metalness (metallic) maps as grayscale.I need the exported maps to be RBG not Grayscale.So here are the questions I don't know what if at all needs to be changed to make the above problem work correctly.What initial project settings?Which color space?which texture settings?Export setup settings?and any other settings that I have not asked about? The game I am recoloring my project use the following._am.PNG.. Diffuse (just the colors of the project) no changes needed _gmm.PNGRed channel contains roughness mapGreen Channel contains metallic / metallness mapb
I would like to be able to hide parts of a mesh by clicking on a face to hide and fully disable it, double-click it to hide its mesh island (cumulative), exactly like the feature in 3DCoat (and unhide all with CTRL+X). The hidden parts are not just invisible, they are unclickable, so we can paint on faces that were behind these islands.Also, if this can be also done by UV island this would be fantastic.The 3DCoat feature is more convenient because I don't need to plan it in advance by manually separate parts by materials, selections or masking, I just click on any mesh island on the fly (that is part of an unique and same mesh with an unique material and UV) and this is done in less than one second.In Painter, I can't do that at all if the material is the same on these islands.For example, on a stylized tree fir with multiple layers of leaves, I don't want to assign a different material for each layer just to have the ability to isolate them for painting (this would be a kind of hack,
The materials I downloaded from the 3D asset library are now all placed together in a single folder called "Materials" without any categorization.I would like to return to the previous display where the materials were categorized, such as Wood, Metal, etc.Do you know how I can do that?
Hey, I'm fairly new to substance painter and am struggling to figure out how to use generators. We went over them a while ago in lesson, and I need to create a textured model by thursday, I've roughly unwrapped my sawblade and am struggling to add and use generators as everytime I do, it says under the mask Generator (empty) I don't understand what I have done or why it is saying this. Everytime I click the generator it won't do anything at all.
I have a student account that is provided by my school that includes the substance software and should also include the assets library when I checked the apps in my plan. However, when I go to the assets library it only shows a button "subscribe" and it doesn't allow me to download.
HI, I have a teacher license for about a month and this error just poped up today, closing substance.You don't have permission to access "http://commerce-stg.adobe.com/store/segmentation?" on this server.Reference #18.8794d817.1721440148.730b98cbhttps://errors.edgesuite.net/18.8794d817.1721440148.730b98cb THanks
Macbook air m3 16-512Adobe Substance 3DPainter(Steam Version) opens the start icon and closes at startup. Where can I send the error log?PS. Previous versions worked, there were errors too, but they were running and it was possible to work on them.*Translated from another language.
UV islands that should not be there, but are seen after baking.Hello. While the uv map is flawless, when I bake it in substance painter, the shapes appear. This is a new problem that I could not solve before. What is the solution? Where do these uv islands come from?I use version 8.3.1
Hi, I seem to have a corrupt file, I didn't get any errors while saving last night, this morning when trying to open the file I get the error message.After searching the forums it seems that usually you guys asked for the project file and log file.I wanted to see if you'd be able to recover any of the work.log file and screenshot of the error are attached. I can also privately send the project file. Thank you
Hello, I am trying to locate the ResourceID for Output template for glTF PBR Metal Rougness. My goal is to create a button that will export a .glb file. For example, I am able to export Arnold textures withexport_preset = substance_painter.resource.ResourceID(context="starter_assets", name="Arnold (AiStandard)") I am currently trying out thisexport_preset = substance_painter.resource.ResourceID(context="starter_assets", name="glTF PBR MetalRoughness"). I'm looking for what i need to replace "start_assets" with. I was also able to successfully export .gltf mesh using substance_painter.export.export_mesh(file_path: str, option: MeshExportOption ) but there doesn't seem to be supported extension for .glb I was wondering if this is possible. Thank you!
For my project we use a custom shader with custom shader parameters. When not hidden I can modify these parameters via the Shader Settings > Shader Parameters window. Is it possible to read/write these custom shader parameters from the Python or Javascript scripting APIs? Looking through the Substance 3D Painter API Documentation I've not been able to find any example of this. However I've noticed that the API is very much out of date and incomplete, so I could be missing something.
I'm experiencing jagged or pixelated seams between polygons when painting in Substance Painter — especially when different UV shells are filled with different colors. It looks like there’s bleeding or overlapping of pixels between neighboring polygons.I've already tried the following to fix it:Increased the texture resolution to 2048 and even higher.Switched from regular painting to UV Chunk Fill for more precision.Raised the subsampling (antialiasing) level to 8x8 during baking.Increased the texel density of my UVs in Maya (was around 67px/unit).Despite all this, the issue still persists, especially around UV seams.
Like something I want to create matcap by my own so it is stylized and applied it to some part of a mesh, is there a way for a feature for me to:1. Paint inside a folder that can be consider as matcap material2. Then assign this folder to the part of the mesh I want it to apply3. Finally in the viewport to have another view call matcap view so I can paint the matcap in a circle shaped thing?This way I can paint matcap and see it applied to a mesh in real time, I don't think there is any software that does this
I have tested multiply and differences blend modes but other blend modes does the same, the base colors are the same but with blend modes they appear different with photoshop photoshop, even if I have the same base color and percentange, filled the color layers manually or exported the layers from plugins. Is this intentional and is there any way to solve it?Or can we have the specific mathematical algorithm that Painter and Photoshop uses so I can have like a conversion formula?
Extremely glad to share that Substance 3D Painter 11.0.0 is now available. It is a major release. We worked hard on this update with features that should help daily life of 3D texturing artists. For this one, we did a collaboration with Damien GUIMONEAU for a great hero asset for the splash screen: a dragon. We already collaborated with Damien in 2020 when releasing Painter with the support of UDIMs, with a baby dragon. Today Painter and the dragon have both grown up. Here the list of features:- Auto update your resources in the Assets panel and used in your project:With the new Auto updates from Assets panel imported via Adobe Illustrator, Substance 3D Designer, or Substance 3D Sampler or any other compatible format from other applications, you can edit in context your resource in the original app and see immediately the result in Painter.- New Filled path tool:The new Filled Path type allows you to 'fill in' shapes and then create easily masks with uniform colors. - 3D Path tool impr
Hi!So as stated above I've got a promotional code for SP from FAB, redeem it, and everything works smooth until today.When I tried to launch SP a window pops up saying it is not part of my plan (I have yearly subscription for All CC Apps).What is going on?
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