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Hello, I wonder if anyone knows how to do this.I am working with the UV tiles I have two udims setup on my single mesh.All the maps that were baked from the high poly have the number 2 on them, 2 AO maps 2 Curvature and 2 Normals maps and so on...... I had some custom height data that was created in painter and exported with my maps...From the exported normal maps I made new curvature maps for the mesh in designer. How do i bring those 2 maps back in and use those ones instead of the baked ones? Like I said they have a 2 on them but i cant combine them into one map.... whats the work flow for that? I can only drop 1 curvature map into a layer and it doesnt seem like you can drop a seperate one into each Udim.. im sure its simple, just enver needed to do that before. ThanksThanks
Greetings,I'm looking for a little help here, I have a mesh with quite a lot of brush strokes on it and I'm wanting to remove or reposition a couple of small pieces, however doing so ends up breaking a huge amount of my brush stokes.Here you can see that either deleting or moving this one small object on the left, breaks the brush strokes on most of the whole surface below it.Nothing is changing on the mesh aside from deleting or moving that small boxt and reexporting.The UV is the same minus the island for the removed box, in the case of moving the box unaltered, and the mesh as a whole has not moved.Note, preserve brush stokes is emabled.I'd love to know what the cause is and how to correct or prevent it from happening, I have several of these small boxes across the mesh I wish to remove or relocate, and would rather not have to redraw hundreds of lines.Cheers!
Hi,How can I move Presets up and down the list? Also, is there a way to make a particular presest the default one? So I don't have to go through the ist everytime I export?Same for Output Directory. I want to choose a specific folder and have Painter save only in that particular folder (everytime I open a new file). Thanks.
I'm utilising POM for the first time in Painter and it does not seem to render correctly in iRay?Upper is opengl and lower iray. The whole POM setting also disappears from the shader settings when in iray. In Designer this does not happen to me. What's up?!
I'm texturing a mushroom and I'd like it to be kind of transparent and it to absorb light. Yet I can only activate SSS or Opacity, not both at the same time on one same part.Here's my ref and what it looks like so far.Is there any way to make it look more like the ref, so like more translucent?
Without any visual step on mask edges? If I want to put a material on the top that would use only its own normal map and override/replace any height produced normals of layers beneath? Is there a blending trick for that? I try to use flat height and replace blending for heigth of this new layer but it creates a visiable step around mask edges.
How can i change the output of the displacement maps from -1 to 1 to 0 to 1 ?
Hello everyone... I'm currently using a Huion Kamvas 24 tablet, although I've had the same issues with a Kamvas Pro 22. I don't know why I'm having these problems in Substance Painter with the pen pressure... and also, when I use the tablet, it lags. I've tried installing an older version of Substance, installing older drivers for the graphics tablet, I've also tried enabling and disabling Windows Ink, setting the application to high performance in the graphics settings of Windows, check for windows updates... and nothing seems to work.I don't know what else to do, I need help. Thank you. Substance: 9.1.2Huion: 15.7.6.756Windows 11
When starting Substance Painter (2020.2.2), I'm now getting the following error/warning in the log: [Shortcut settings] Conflicts have been detected in your shortcut settings.Please consult your settings to solve the issue. I've gone into settings, and no conflicts are shown in the Shortcuts. Still, I clicked on "Reset all to Default". I've reopened Substance Painter, but this error keeps appearing on startup. Any ideas what would be causing this? Worth mentioning that this didn't start happening until a few days ago, per my other post, where SP started warning about outdated GPU driver (https://community.adobe.com/t5/substance-3d-painter-discussions/warning-about-outdated-gpu-driver-after-updating-to-latest-gpu-driver/td-p/12355563) Hopefully the bug that's incorrectly detecting GPU drivers isn't having downstream effects on other parts of SP..?
I've encountered an issue with a smart material I created for a character I'm currently texturing. When I apply the material to the model (see first image), the texture placement becomes distorted, particularly noticeable in areas like the makeup on the face. I've ensured that the UVs, pivot points, scale, and topology are consistent between the models. The only difference is the character's pose, but this hasn't caused issues for me in the past. Can anyone advise on how to resolve this?
It would be great if Painter would let me disable autosave, or at least allow me to adjust the frequency and location of saves. When working with large files I'm left unable to work sometimes for 5-10 minutes. Luckily painter crashes so infrequently, I almost never need the autosave.
Don't know if this is a bug or an oversight. I currently have X symmetry active. When I paint onto the UVS directly via the UV viewport, symmetry seems to work. However, if I attempt to paint with a stencil, the result is not mirrored.
I hava a two questions When I press the Shift key to draw a straight line, the dotted line does not appear. When I hold down the A key while painting, the "Resume Previous Stroke" function does not work while painting.please help me Substance 3D Painter 8.3.0Windows10 64bitNvidia GeForce GTX1070Nvidia Driver 516.94
Before the end of the month, we just have time to squeeze in the March edition of the Substance 3D Community Digest! Substance 3D News The big news this month: GDC 2024 happened! And so we presented one of our world-renowned Substance Days! The big news: Our Blender plugin 2.0 update which was released recently, bringing in refactored plugin architecture, improved stability and overall performance improvement, new image formats to export textures, bit depth selection for each map type, Substance Engine selection support (defaulting to GPU), and much more. In Substance 3D Painter, some news for our spring release: Access Substance 3D Assets directly within Painter. Also, a preview of our new Text Resource, to add lettering to your surfaces. In Substance 3D Sampler: Text to texture powered by Adobe Firefly – provide a text prompt, and receive a selection of modifiable textures. This is available today in the Beta panel of CC Desktop! &nbs
when I want rename the textureset used python.I find an API substance_painter.textureset.all_texture_sets() to get all textureset,but I didn't find any renaming API.if Iwant rename the textureset,What should I do
Hey, Why isn't it possible to autosave files to an smaller interval than 10?Painter crashed on me several times today and lost my work. I want to set it to something like 2 minutes.
Why can't I use the op channel in the gloss process?
Hi, I am working with the material on an FBX model from Blender that I've imported into Substance Painter and added a material to. When I then export it back into Blender, it becomes distorted, like it's a material for a ball. How do I fix this? I´ve tried many things so desperateto know what I do wrong..
Hey everyone, I'm having a strange issue. My basecolor map is exporting with this strange checkered pattern, although it doesn't look like that in Painter at all.Here is the effect after exporting: What it looks like in Painter (simple Walnut wood texture): This happened after I exported in 8K textures. What could be the problem? I've tried different things, such as rebaking, re-exporting multiple times, and changing the quality setting in Shader Settings. Any help is greatly appreciated.
I keep getting these errors when trying to upload my .dae files into substance painter. I have tried unchecking "Use UV tile workflow" and that did not help either.
Hi Everyone, 1) Once I have completed the texturing process then I export the textures with glTF PBR Metal Roughness (output template). Thereafter I import the exported glb file in to blender, the mesh size is too big. Why it's happening? I need to export the same size as it is imported mesh size.2) Can I select or hide in mesh wise instead of material wise for texturing?Regards,Vasanth
I couldn't find how to convert the ORM map to ORD map, so RGB (R_AO G=Rougness B=Displacement) how can i merge displacement and Blue channel in the ORM map in Unreal engine package 4
I would like to export a mesh with displacement but when I go to export mesh the option to export with displacement/tesselation is unavailable. I have included displacement in my channels and have enabled it in shader settings. Fwiw I'm on a mac
I was applying for the code for the student plan and I recieved a notification on my phone, but when I opened it, the email wasn't there. I searched up other potential places it could've moved to in the app but they weren't there either. I even logged onto desktop and there was still nothing. is there any way I can be resent the same code to my email?
Hi, Is there a way to get the brush object to receive the cursor coordinates and manipulate the scene with the custom plugin API (e.g. using the Python API)? Best,Dryn
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