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Hello! I've been using Substance Painter for a while, and have never had this happen to me before. I am using Steam's Substance Painter 2022, and when baking the height map, it seems to have some strange triangle artifacting that make the texture in Blender look very wrong, despite the texture seemingly being fine on Substance Painter. Is this how a baked height map is supposed to look like? What could be the problem?
LiveLink seems to be broken with unreal engine 4.24 on various versions after 6.1.3I see a few posts about this with no resolution. I am in a bit of a situation as now that Adobe owns Substance products.. I cannot gain access to the subscription key file to be able to use 6.1.3 - so after about 24 hours of trying to get something working im really struggling.dcc-live-link] No defined association with the exported '$mesh_$textureSet_BaseColor(.$udim)' mapis the error - Live link was/is fine on 6.1.3 but it wont work on versions after that.It is such a great feature and the idea of manually importing and plugging in hundreds of materials and textures is just not possible in my situation.Does anyone have any suggestions?I have tested with various versions including the latest and I get that same error. I have re-installed the live link plugin in case it had some update.. Obviously being a project full of code - migrating to a newer version of Unreal is off the cards at this crucial moment
What difference exists between the baking options "Bake selected textures" vs "Bake layeredShaderText" Texture set bake commands?
How do I use my Oculus Quest 2 in Painter? thank you for any advice.
Hello everyone, I really need the advice of experts and urgently ask for help. The following problem: I have modeled a mesh object in Blender, which consists of about 50 different individual parts. Since I could no longer bear to create a single UV map for each object and assign a material to it, I started working with UDIMs and created a UDIM.However, after successfully importing it into Substance Painter and texturing it, I realized that when I exported it, I didn't get one big UDIM, but what felt like 200 different texture maps, and I couldn't possibly assign them all to a particular material in Unity. Apparently Unity doesn't support UDIMs at all?!, which I unfortunately wrongly assumed.I wonder what I'm doing wrong? Creating a separate UV map for each individual object can't be the solution, especially if several objects share the same material? The problem is also that if I add the UVs of several objects to one UV map, I get problems with the texel density and the model does
I am extremely new to this process and I'm self taught and have hit a snag that I can't find an answer to through google. I did all my texturing and modeling in blender, and I tested an export of a normal map using blender, but there were artifacts I couldn't overcome around the mouth area of my character's mesh. So, I decided to try Substance painter, with much better results... with the exception of two faces on the filtrum area above the lips, which appear distorted. One of the puzzling parts is that this issue was not present on my Blender bake and the faces are not inverted, nor have I changed anything about the mesh in between the two bakes. I have tried all sorts of different settings in the SP baking to find the issue, checked the UVs and the normals of both my low poly and hi poly models, I'm not sure what I'm missing. Any help would be greatly appreciated! Images:
Hello everyone,I'm trying to create a very simple filter in designer, to have it work in painter. However each time i'm trying to use it as a filter I get the following message:[Effect Procedural View] Effect selected can't be used as an effect because:generic output is defined and input doesn't match I'm trying to achieve this on a black and white mask :What I need as input are:what's already in the mask's layer stack below the filter, so I need to somehow get that information from painterAnd a Noise input texture fore the blended pattern., so it's bascally a slot where I can put a greyscale grunge map my graph is the following:inputs and outputs are set as following: No matter what I set into Usage, it's never EVER working. The documentation is really badly written, it's been the whole afternoon I've been trying to make it work without success.It's really driving me nuts. Can someone help me by any chance ?
I bake the building 1 , a few days ago and the bake was correct. Today I saved a new .obj with Building 1 and more buildings and I got the problem in "Problem_01 and Problem_01_2" pictures. The "building 1" is correct. The rest are shown as if the UVs were overlapping, which is not the case. As it can be seen in the image "UVs_no_result_bake".When I open the .obj of "building 1" separately, ithe bake is fine. I did save any of the other buildings separately in an .obj and open them 1 by 1 for baking. I get the "problem_02" in the image. It doesn't generate the mesh maps. Not even as it was doing on the .obj where is the "building 1" I have checked all the buildings and they have no triangles, no Nside or any layer errors. Which can be the problem then? Thank you
I got a model with 4 UV maps / meshes. I bake the maps and in my Elements window the maps are grouped as f.e. "Curvature Map" with a "4" on it. Ok, 4 maps in one. Now I want to use f.e. map 3 on the approbiate mesh 3, so I add a Filling Layer, try to "expand" the "4 Maps" to pick this map 3 and drag it onto mesh 3 but always only the first map (what I think) in the stack "map 1" is put onto the mesh. Why can't I decide on my own which individual map I use for what mesh?
How to link Mask transform values to layer transform values? It is extremely tedious to manually copy and paste each value every time there is a change.
I have a model with a texture baked in using RealityCapture, and when I load it into SubstancePainter, I have enabled the UV Tile setting, even though I have "Keep UV tile layout per material and enable painting between tiles", Is it possible to have all the materials of the 3D model appear on the UV screen of SubstancePainter for seamless texture editing?I don't see any UV editing screen on SubstancePainter, so I don't know how to deal with this.
Hi everyone, I have unwrapped a model following the automated process.I have checked the normal map in S3DP: it looks good and has black background between the islands.After exporting it, I've got a different map having purple/blue color for background with artefacts. The question is: is there any setting allowing to get black background between islands, like in S3DP, after export?I think it would be better for visualization. Thanks a lot!
Hello everyone, I've recently included Substance Painter in my workflow and I was wondering if there's any export preset for Unity's LWRP Simple Lit Shader or if someone could show me how could I set up my project witha custom export preset.
How could I import my assets into behance from painter? I would like it to be as seamless as from painter to stager or painter to AE.
Привет, у меня возникла вот такая вот проблема, делаю клёпки на маске, но кисть выдаёт порой вот такие "Отличительные от остальных" обгрызки, когда же я заметил на других аналогичных работах идеальную окружность или квадрат без обгрызков по углам, это возмножно пофиксить или это очередные фокусы от Саба?
Thirty days have September, April, June, and November – and that means there’s just enough time left in the month of April to push out this month’s Substance 3D Community Digest. Read on. Substance 3D News We've just published our monthly post over on the Adobe blog; you can head over there right now to learn about Substance 3D Connector, the value of Substance 3D in Motion Design workflows, and much more! This month the Substance 3D team has been racking up the miles. At the start of the month we attended OFFF Barcelona, then NAB Show in Las Vegas. Then, from April 23-26 we attended FMX 2024, the Film and Media Exchange, in Stuttgart where we presented updates on Designer and Painter, as well as reviewing users’ portfolios – a popular feature, and a real pleasure for our team. Independent 3D Artist Ronan Mahon demonstrates the power of the Substance toolset. And on April 25 we hosted Substance Days Frankfurt. To users coming from
I would like to create a separate stone texture like the image. I would like to know what to do in this case.
W've got an artists who saved all his work ( a month's work) in a painter version higher that the one used in our pipeline, so his files cannot be opened by other users. AFAIK there's no way to open a 8.2 file in 7.4.2 so I was thinking of automating the creation of smart materials for all his textures sets, and importing them back in 7.4.2. The problem is that I can't seem to find any option/function in the API to create smart materials from texturesets.has anyone any idea on how to tacke this? Thank you!
Hello can someone give me some advise please some of my textures I have imported into blender from substance appear pixalated in cycles but not in evee while others work fine does anybody have any advise on how to fix this thanks Eddie
Any way to bind ''Context menu'' to keyboard?
Hi Everyone,I'm having an issue with baking my high poly to low poly in substance painter. When I bake my high poly models to my low poly models, I end up with surface cuts (sort of like bouleon operation) where my meshes intersect.Images below. Here is my rough process.1. Made model in zbrush.2. Retopo'd model in zbrush.3. Exported high and low poly models as OBJ files.4. Opened low poly OBJ files in blender and UV unwrapped. Exported as one OBJ file.5. Open low poly OBJ file in substance painter. Everything looks good. No issues when different objects intersect.6. Bake high poly OBJ files (naming conventions correct, _low and _high).7. When I select individual items I can see that the have sort of been bouleaned. Below: Low poly sculpt Below: Low poly sculpt with items hidden. Notice how the object is intact.Below: High poly bake Below: Rough look at bake settings. Below: High poly bake when items are hidden. Notice how they crop into the object when they ar
Hey everyone. I'm in a class where we're 3D scanning sculptures we've made and taking them into Adobe Substance Painter to texture them before bringing them into AR. My problem is when I try to apply textures to my model, they appear as one solid color with no detail, or a bunch of very tiny dots. I've tried baking textures, adjusting tiling size, and other texture settings, but nothing seems to help. Textures seem to apply just fine to demo models in substance, or other files generated from 3D modeling software. I'm not sure if there is an issue with my model from the 3D scanning process, but I just can't seem to figure out how to get textures to render properly on it. Heres a photo of it trying to render a wood bark texture: Thanks for any help,Eric
Hi, I am bringing a simple cube from blender, i have unwrapped it various times and I always get this issue when I export the textures. any help, please? i know my uvs are not stretched, I perfectly subdivided this cube. How do I get rid of that stretched side bit on the texture, I have never seen this before on a texture. Thanks
Hello. I have a problem. I use substance 3D painter 9.0. Every time I rotate the brush or perform other manipulations with the brush using hot keys, my mouse cursor moves a certain distance to the right. I tried using different mice, the result was the same. I reinstalled, the problem was not solved. On the old allegorithmic substance painter everything works correctly. Tell me what could be the problem?
I want to create a Karesansui texture like the image.I would like to know how to create fine sand and stone textures, and how to create ripples.
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