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Hi there. I have for my PBR Textureset for each channel as Fill Layer and applied my textures to it.But alway when i export my maps after adjusting it in painter, my height map data ist added to my normal map.i dont want that. I want to keep all texture channels seperated.i changed the normal mixing mode to replace that it s still baked into my normal map:Where can i disable this? thxs for helpingguido
In Substance Painter, you can change the intensity of the normal maps of some basic materials. (first picture) How can I do the same with a custom normal map in my personal material?In my case I need to reduce the intensity of the normal map.
i got substance painter a while ago and i go to texture my model and i see visible seams.i have tried tri planar, clone stamp tool, increasing shader quality and nothing works. and coming here is my only hope, to give some context i use blender 3.4 and substance painter 9.1, my model does have weird topology with some areas being more dense and some just have n gons while the rest are quads. and i used zbrush for retopology because i couldn't find any other software to do it just as well, feel free to reach out and ask for more details.
Hi Everyone,For texturing purpose, should I need to apply the modifiers before exporting FBX from blender to SB Painter. And what other setting should I keep while exporting FBX? Thanks,Vasanth
Idk why it's so dark
Hi, as it says. saw this post[https://forum.substance3d.com/index.php?topic=26421.0]on the old forums and the poster self diagnosed it was a space issue on his hard drive. Well I have 18GB free on my C drive at present. surely this is enough for a save? please advisethanksD
Hello everyoneI have an Msi brand laptop. When I enter Substance Painter, the screen occasionally flickers. I do not experience this problem in normal use or games on the computer, I only experience it with this program. I tried all kinds of ways but I couldn't solve it. Reset, Driver uninstall etc. What is the solution to this? I've included a video below.
I need to obtain the color data of the user0 channel created by the artist in the shader file. If I can obtain this color data, I can perform some calculations on it and finally add it to the rendering result. Project situation: The artist wants to draw special strokes on the world space normal, that can produce special lighting effects. I can achieve the above effect by baking the texture and then reimporting it, but the efficiency is relatively low. The artist hopes to see the real-time lighting effect when drawing.
I created a model in MAYA(2024) using several objects. I then "grouped" the objects together and "combined" only certain parts like the wings of the model. The first time I finished UV mapping the model I managed to get the model to load into the scene but there were issues with mesh and bi-tangent normals. I knew it was an issue with the mesh so I thought I fixed it. Second time I UV map the model I then tried combining everything into one mesh and UV mapped it anyway, still got an error. Now I've UV mapped every individual object and then grouped all objects together, but now I have an error saying "[Scene 3D] Errors have been found while splitting meshes per UV tile:Mesh 'Entrance' has faces in out of bounds UDIM indices: [0,-1].Mesh 'Entrance' has face(s) spanning across multiple UDIMs: [0,-1](up) 1001(down)." I also got another error code saying, "[Scene 3D] [FBX] : Mesh normals are invalid (some values are null) and will be recomputed". I went and took a look at the mesh name ind
Hi I am getting pixelated images on my 3D models when trying to place decals on my work. It's for a product packaging, so it should be a simple fix.I have adjusted the texture set settings, which have helped to some degree, however, the image quality is still to good. I have tried a variety of images, placing them as fill base colors, but I'm still getting the same outcome. I will attach a couple of photos to show the difference in quality between the PNG and the painter preview.If I increase the size of the photo, the pixelation goes and the image is perfect, however when trying to reduce the size of it in the UV section, this resolution degreases significantly.I've spent a few days trying to solve this, but still no closer, so any help will be great.Thanks
Buongiorno. Scusate, Como posso fare L account di Substance per il studente, se già ho account Adobe? Grazie
Im haveing this issue where parts of my baked maps have missing parts. (see screen shots bellow)
Further to my previous query here are some screenshots that may better explain where I am not understanding.Everything is done using PBR metallic roughness . Pic 1 is the baked maps in Substance, Pic 2 is the Metallic roughness material node in Arnold. and Pic 3 is the maps that get exported from Painter [ using Metallic roughness ] Notice there is no AO map exported. also if you look at the Arnold material node there is a slot for AO but NOT for the height map. ! Hopefully someone will clear this up.Cheers.
Hi, I've imported a simple extruded shape from Blender into Painter and I can't get any of the preset materials or textures to appear correctly (see attached). I am new at this, tried changing the projection settings but nothing is fixing the issue. What am I missing? Seems like it should be a simple setting somewhere in the workflow. thanks!
What settings are recommended from exporting a textured model to Substance 3D Painter? For 3D formats, there is a choice of:For texture formats, here by example of PLY, there is a choice of:
The Substance 3D team will be at GDC on March 18-22, at the Moscone Center in San Francisco. Our keynote presentation will take place on March 18; so will sessions including: The Art and Technology Behind Creating Characters for Baldur’s Gate 3, by Alena Dubrovina, Art Director at Larian Studios; The Environment Art Technology and Workflows of Alan Wake 2, by Miro Vesterinen and Benjamin Lindquist of Remedy Entertainment; and Tips & Tricks in Adobe Substance 3D Painter to Make Semi-realistic Textures, by 3D Character Artist Anna Beganskaya. March 18 is also the date of the famous Substance 3D afterparty: meet the teams who create the tools, and generally have an awesome time in a relaxed setting. You can register to attend the afterparty >>right here<<.
Does anyone know if this export plugin no longer works?In this version. the plugin is still in SP/plugins folder, just greyed out.Thank BradSubstance 3D Painter, version 8.3.1Build 2451
Hello. IM using substance painter 9.1 and im running into a weird issue with my bakeing. Im doing a somewhat complex model, and for some reason, on one particular part, the baker is treating it as if there's a massive square in the middle of a flat face. Ive looked over the UV's, normals, face orientation, made sure to mark sharps and everything, and the bug is still there.Any ideas on what could be the cause would be appreciated. Its not a critical bug, but more of an annoyance than anything. Thank you for your time.
Does anyone know how to fix this? Upon opening Substance painter I get this error at the bottom of the screen, it stays there during my duration of usage and doesn't go away. Processor AMD Ryzen 9 3900X 12-Core Processor 3.79 GHzInstalled RAM 32.0 GBWindows 11 ProNvidia RTX 3070Adobe Substance painter Version 9.1.2
I have a model, along with UV's, created in Blender. When I apply textures to the materials, in Blender, everything is perfect, but when import it in Substance Painter, I just get a jumble of artefacts and weirdness.
Is it possible to make edits to a mesh and re-import geometry changes in substance painter 8.3.0, at all?This was possible in earlier versionsBasically, I want to take an existing model, an do a damadged destroyed version.Thanks
I have this only if I drop a filter as a layer . It makes unnesassary complication . Otherwize I could access only to content of current layer the anchor is on . Am I missing something?
Hi all, as seen in the picture below, I'm looking to bake the textures of the object on the right to the object on the middle to fill in the dark spots, but I can't quite figure out the method yet. Does anyone have any pointers or a methodology to follow if they've done this before? Thanks!
Hello all, I'm a newbie here i've tried lots of things but don't know where else to turn. The problemClear seam running down the barrel where the material meets iteself, See first image, Seems to be related to the world space normals attached to the grunge map as turning off the normal channel on the grunge map makes the issue go away. However, the seam is not visible on the world space normal map(or any map for that matter)What I've already tried. Changing projection settings to TriplanarChanging the grunge map to use Triplanar mappingChanging the grunge map to just use the normal map, rather than the world space normalsUsing the updated version of the "Finish Rough" FilterRebakingAdjusted the UV map so there is space between the UV islandsusing a pass through layer, then clone brush then painting over the seam. (This worked but imo looked messy and there feels like a better way of fixing this)
Or only square ones are possible? I mean something like in corel painter , 3d coat , zbrush and lots of other soft where you can take a photo of long more or less straight seam or crack, make a brush from it and then you can paint it having each stroke starts from random V value ? Having extra start /end dabs if necessary , alternate to another long dab ID at certain V point etc. Never looking repeating or artificial . I hate square shaped brushes , either in Photoshop or elsewhere , they always look fake whatever random things you put over .My guess it should be possible now with pen curve based strokes at least , right ? like in almost evry vector soft . Have anyone managed to do one?
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