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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
I just got myself this adobe account set up with the intent to verify myself as a student and use Substance painter, but the page to send the verification email simply isn't working. I tapped in the email for this account, and while it said that an email has been sent, I have recieved nothing, not even in any of the other folders of my inbox. I reloaded the page and tried again but it just told me that 'UniqueID already exist' below the input box. I've since tried to give it another email and it's been loading for 20 minutes now with no progress. And i fear if I reload again, that email will somehow become unusable too. Is there something I can do here? Are the servers just particularly busy or something?
March 2024 has brought another edition of the Game Developers Conference, the premier event of the gaming industry. The Adobe Substance 3D team presented Substance Days at GDC, and we were once again delighted to be able to meet so many of our 3D community in person, in San Francisco. Big announcements during our keynote presentation this year included: Substance Connector debuted at GDC this year. Take a photo of any surface; convert this photo to a modifiable 3D material in Substance 3D Sampler – and now, thanks to Substance Connector, send this material directly to Unreal Engine 5. Materials appear in UE5 in real time; they’ll load in your UE5 project, and can be modified there, right away. Available for UE5 right now, it will also boost artist workflows incorporating Blender, Maya, 3ds Max, and Unity in the near future. Wes McDermott discusses Substance 3D developments in our keynote presentation. On this theme of connectivity, we also a
I recently created a mesh in Blender of a cuff bracelet and imported it into Substance Painter. The mesh looks fine and smooth in Blender, but inside Substance Painter, the mesh is broken up by a series of fine lines across its surface (please see screen shot.) These lines do not correspond to the edges of the geometry. Does anyone have any idea what might cause this, and how to make the lines go away? My only guess is that it might have something to do with the subdivision settings in Blender, but I’m very new to the program so I don’t exactly know where to begin troubleshooting. Any help solving this mystery would be greatly appreciated.
When I drop a texture to Painter its ok . But when I drop sbsar having color image input or just color input it's always milky colors. Like if Painter does extra gamma correction ignoring the input is sRGB . I recall there were small button before next to each input where you could set if it's srgb or non-color or something like that. It was simple and easy like in Blender. Now I couldn't understand a thing. Could somebody explain it please . What current rules are ? I use default legacy color managment since I work for games.
Does anyone know a trick how to have projections in Painter more pixel to pixel accurate? I recreated the planar projection in Designer using planar projected UVs and rebaked them as xy gradients to target uv set as 32bit floatin exr image . Then ussed it instead of'get position" in pixel processor.Turned out to be pretty ok and visibly less blurry than projections in Painter where the extra blur my guess comes from positioning the projected plane itself . But when I bring it back to painter as sbsar it's no advantages at all. Now I am lost.
Hi,how do I uv this wheel so that the texture in painter follows the curve of the wheel instead of going across?
I am having a problem with creating masks from an alpha. I used to simply drag the apha onto the mesh and set it to 'mask' and it would work fine but now(possibly since an update) when i set it to mask, the cropping and size is really bad and unusable whereas when i set it to base color its fine. any help would be much appreaciated, thanks.
Hey Substance Team, I'm looking for a way to create an export preset that utilizes the custom user channel naming upon export. I looked and saw that the "document channels" export preset has this functionality but I am unsure how to harness this in my own custom export presets. Currently I have to either create a new export preset every time I change the user channels name or deal with generic naming like RGBMask1 or BWMask2 etc. It would be great if the channel rename functionality was usable upon export.
desde que instale substance painter todos mis modelos salen con textura rosa, esto me impre pintar y hacer modificaciones, alguna solucion?
I've created a bunch of custom user channels and renamed them for ease of assigning them to their proper masks. When I go to export the textures and create a new output template, my user channels don't show up as the new names that I gave them. They only show up as User0, User1, User2, etc. How do I fix this?
Hello, I'm a job seeker studying game graphics using Substance Painter.I find it very inconvenient that there is no shortcut key for the "add black mask" feature in Substance Painter, so I wanted to add a custom shortcut key, but I don't know what the problem is because I have never learned coding.I received help from ChatGPT to write the code and put the script in the Plugin folder under the Python menu at the top of the program, but the shortcut key compatibility still doesn't work in Adobe 3D Substance Painter.I urgently need your help to solve this. Thank you in advance for your assistance. Here is the content of the code that I have inserted(The language used in the comments of the code is my native language.)>> import osimport sysfrom PySide2.QtWidgets import *from PySide2.QtGui import *from PySide2.QtCore import *from sd.api.sdapplication import SDApplicationfrom sd.api.sdshortcutregistry import SDShortcutRegistrydef register_shortcut():# 플러그인에서 사용할 단축키shortcut =
I mean plain or warp projection. To gett less bluririer details . Or maybe by using other UV set ?I also wonder is the something similr to sending a screen to photoshop . Place someething precisely and bring back as saved projection . A feature I used in Mari all the time when I worked with it.
Hello! Does anybody know a strategy/ workflow on how to import packaging design done in AI and fold in Fantastic Fold and imported into Substance 3D Painter? so it can be animated in AE... (I've seen workflow from AI to FF to DN and then to AE but using Videocopilot which I do own but I want to try Painter workflow to add more details). I also tried FF to Blender using UDIM uvpackmaster3 and then to Painter but the artwork doesn't align properly with the model. If anyone knows, I would appreciate it. Thank you.
Hi hello What's the workflow for exporting ACES from painter to marmoset? The top picture is marmoset; looks orange and..wrong. I did try adding colourspace to my export settings, and nothing. The diffuse exports the same no matter what
Hello artists! If you require high quality Substance 3D icons when publishing your artwork, you can find them in this page: Application icons for artists Icons are SVG files, which means they can be used at any scale. We are proud to empower you with exciting tools and are happy to help you show others that Substance 3D is part of your workflow. Have fun and go make things!
Hi Everyone,I have a single UV of multiple meshes, while exporting the textures from substance painter, how to combine the maps of multiple materials into one map per map type (e.g., combining diffuse maps, normal maps, etc.)Regards,Vasanth
How can I fix this? Essentially, my model has a low polygon count and I'm unsure about what needs to be done to improve it.
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