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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.
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.
I am currently making a large hospital campus which will be a scenery for msfs2020/-2024. I have made the building complex in Sketchup while doing the UV-layout in Blender before texturing in Substance painter.I am recieving feedback that my projects are large in size, mainly due to the texture files. I have in the previous project set up the building with many different sized textures sets, but they have been too many resulting in a large sized project. With the current project I am keeping the number of texture sets lower to reduce size, but that results in larger UV’s and blurry textures.My question is: Creating a large building complex, how would you go about solving any resolution issue while also considering file size and draw calls? Sketchup model with predefined materials as texture sets. The assigned materials and it’s UV layout 2k brick textures assigned to the texture set in substance painter.
Hello!I bought the Steam version of substance painter and wanted to ask if there is any possibility to revert to the OpenGL version?My RTX 5070 ti has noticable performance issues with the Vulkan version but runs well with the older OpenGL viewport.I know that because I previously worked with the regular subscription version, where reverting was possible and it fixed the issues.Best regards,Philipp
It it possible to export textures with a transparent background instead of the default grey/white that’s always underneath? I feel like it should be. I want to use what I’ve painted as a decal of sorts to be overlayed atop pre-existing materials.
高さマップを含めたレイヤーにマスクを追加し、そのマスクに対しブラシやパスで描画するとブラシのぼかしの部分にポリゴンの境目が目立って見えてしまいます。バグでしょうか?バグではないとしたら、対処法がありますでしょうか。
I have a project in Substance 3D painter and i would like to export it for 3D print on a Mimaki 3DUK-553. I know it will have to be run through a slicer before printing on the printer. My question is, what is the best way to export the textures and mesh or is there a template that is the best to use? Thanks for you help
ive got this square around my alpha ive imported that is very easy to see when looking at the model does someone know how to remove this.
What does this setting actually change?I changed this setting to OpenGL as a test; imported an OpenGL normal map - and it looks wrong.the OpenGL normal map in question So if this setting doesn’t change how normal maps are displayed in the viewport, what does it do? 🤔 (Edit: I imported the DirectX version of the same normal map and voilà ; it looks correct - even though the project setting is set to OpenGL...mysterious)
Like you can see here, I did paint only once on one UV-shell, and it painted another as well. Their UVs not touching each other. I can assume it happens becaurce they're one model. But I thought that's why we use UVs, to make one tecture file with different materials inside
I'm getting bad bakes for the lock, latches, and side handles. (Wood pieces too, but I'm not super really concerned about it since they don't seem to show any visual artifacts) My UVs probably aren't the best, but as far as I can tell, nothing is overlapping or sitting out of place. I tried repositioning the lock physically and on the UV map, making sure nothing was intersecting with it, and still it came out the same way. I can't seem to find why my UVs are turning out like this. Maybe there's some general things I want to avoid when organizing things that I don't know of. Not super experienced in the field.Also, the mesh bakes the same way if the pieces are joined or separated.
I can see there's options for HDR color spaces at verious display capabilities but substance itself doesn't seem to display in HDR? Am i doing something wrong? This is on Windows 11
Currently am trying to download the Substance 3D painter but upon installing I noticed the waiting time is taking too long to do. I did try to install and wait around 2 days now with the screen still loading. Is there any way I can fix this? I dont think it’s due to wifi connection since installing other Adobe programs seems to work fine.
I made a sbsar from smooth curvature node in Designer + a few extra stuff . It needs combined normal map . So far the only way is to bake an export and reuse it. The same old way I used long ago. Is there a trick to do it in the stack with anchors?
I just cant bake my geonodes I want to use this vortex for my game but I cant export it with textures.
I am baking my curvature map on 8k resalution yet my edges still look really bad
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