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Welcome to the February edition of the Substance 3D Community Digest. Here we’ll be presenting some of the latest Substance news, highlighting some of the Substance-themed content being created just now, talking about real-world events, giving out some brief technical tips, and more. Let’s do this thing. Substance 3D News The big news in the Substance ecosystem just now is the release of Substance 3D Sampler 4.3, which brings to the table new parametric texture generators, updated material content, and new and improved filter tools. For more information, hop on over to our post on the Adobe blog about just this subject. Substance 3D Events Notable events coming up for the Substance ecosystem include: IAMAG Master Classes, March 15-18, Forum des Images, Paris: stop by our booth to chat with the team and share your experiences. On March 16, at 15:00, our own Technical Artist Louise Melin will be presenting a session on sculpting a s
I just got Substance Painter and I am new to it. And I open Substance And I See This. I have done research and tried everything but nothing worked. this is my only hope.
Hi, All I want is to paint my metahuman(UE5) across head and body. Im setting up everything, Udims are enabled and working. However, I cant draw a line between the head and the body. Is this just not technical possible ? I thought thats was the point of udims? Kind regards, Björn
The shadow of the object to which the alpha map is applied is the output as modelled. For example, if you apply a circular alpha texture to a square plane, the shadow comes out as a square rather than a circle.As I inquired through chat with Adobe, he offered me a solution to get rid of modelling that square.All my characters would lose their hair if I followed this advice.If it was an attempt to be funny, it was a success though, Adobe needs to train his staff so they can at least understand what the problem is.
Hi, I have a question. Maybe someone could help. In older version of Substance Painter you could rebake smart materials with replaced normal map forcing said materials to adapt.How it worked before:1. Paint your model2. Export normal textures3. Import them back4. Replace normal mesh maps with imported ones.5. Bake everything except normals.6. Enjoy nice detailed textures.But now it doesn't work anymore. So is there any way to force smart materials to also work for normals (heights) and not just for actual geometry? Oh, and I work mostly with "medium poly" models, so these is no need for high to low shenanigans. Any advice would be appreciated.
On my 4k monitor, the UI looks too small. Is this issue still unresolved?
Hi everyone, i'm trying to figure out how to have that new Translucency channel recently released withing the latest update of SP but i just can't seem to be able to understand how to make it work.The only scenario in which it is actually working is the sample file of the french restaurant, were i can see how the opacity of the glasses, for example, changes as i move the translucency slider from left to right.Other than that, i can't make it work in no other file or whatsoever, allthough i think i am replicating the same conditions of the sample scene, so: ASM shader, and activating the translucency channel.There doesn't seem to be any tutorial, not even from Adobe, about how to use this properly. Any help would be muchly appreciated.
This may be due to the older version of Substance Im using. 2018.1.2 After baking maps and getting these errors in baking options window, I have no display of Normal and AO maps in the viewport. Do I have a display setting wrong? My Normal and AO maps seems to export correctly. Nowhere have I found an explanation of what these symbols mean in the bakign options window.
Hi Everyone,Please look at the red marked area in attached image. I have modeled this insect with smoother mesh surface. I need to add details in height/normal maps, how can I acheive this type of embossed dot details in SB Painter. Thanks,Vasanth
Hi, I've been trying to figure this out but failed. I'm making a simple non-pbr, only diffuse-powered machine model. (needs to be extremely light) Problem is, the anisotropy would show on the viewport but it wouldn't export it on 2d view. I've selected pbr-metal-rough-anisotropy-angle as shader, and added anisotropy angle and level channels. Also added Baked Lighting Stylized on top of it so it would turn out exactly as it's seen on the viewport. This had worked for me previously and I didn't have any issues back then. Maybe it has something to do with the shader? Perhaps I might have missed some steps that I don't recall. Everything looks fine on the viewport, I don't get why it wouldn't export as it's supposed to. A helping hand would be much appreciated. Thank you.
I see I can have baseColor_alpha output for a base material . Can I separate Normal_alpha one that would differ from color alpha ?
Hi Community, this is my first entry since using Substance for 2 months now. I encounter following issue: I created a 2D Texture and applied it to the model.The texture is fittet to the model precicely with Controls of positon and Rotation as well as Scale. Now i want to adjust the color of the model, and i want to have the texture the same color as other parts.I was thinking of using the texture as a mask and create just a fill layer to fill it with the specific color. I am not able to do that - i tried with black mask - but then the texture is off the place. here is the base color of the model. I want the texture of the band (which has a brighter Yellor then the others) to change. I know i could play around with the 2D Texture by itself and adjust it in the ImageEditor - but i want to learn how to do adjust color it in substance. This is the texture - i made a black mask - the idea is to invert and to unrveal the underlay
Adding really small stiches in substance painter makes it really blur even in texture quality 2k and 4k can anyone suggest if I am doing anything wrong or this is the problem with uv
Is it possible somehow ? Or it's only possible from a layer below?
Greetings- I'm trying to export a pretty simple texture set from my work in SP. When I try to do so (using the Unreal 4 (SSS) packed preset - the Base Color textures are always black. I've attached images of the export settings for [Global] and one of the texture sets (both texture sets have the same settings), and of the texture files themselves. SP has been working fine; I've only recently changed video cards - would this cause the issue??
I’m a newcomer to 3D scanning and printing, currently using the MIRACO as my first scanner. My goal is to accurately capture details such as skin folds, wrinkles, and clay textures when scanning sculptures, body casts, and people. Despite having the settings on “advanced,” I’m experiencing notable detail loss, with the Miraco seemingly smoothing over these intricate features.I’m seeking advice on optimizing settings or learning any tricks to enhance detail capture with the Miraco, especially considering that my sculptures range from life-size figures/busts to 50% life size. Can I use Substance 3D Painter?Your guidance is highly appreciated!
Project file: https://drive.google.com/file/d/1rTUNSnVF9PQBWY5hM-CtUE2BVfCy1WXp/view?usp=sharingTextures: https://drive.google.com/drive/folders/12TesRIClLJIZXKfPR-qHR_8AdhQNv5SI?usp=drive_linkP.S I tried to upscale the decal but it didnt help
The link on YouTube to download those files is broken.https://youtu.be/-ZbmRsOnApk?feature=shared Can anyone tell mw where I can find those files? A lot of old links to tutorials are broken. Any suggestions for tracking them down? How about the model for the Texturing Characters in Substance Painter tutorial?https://youtu.be/57ybKwtYoV4?feature=shared
Hi everyone,How can I create using pen tool stroke path to make thick and thin line in sb painter like photoshop. Which means the stroke's one point is thicker and another point is thinner.Regards,Vasanth
I have a simple test mesh created with Blender. UVWs are unwrapped, with only one seam. After importing it into Substance Painter, I can see in the Baking Preview the UV Seams. Especially, the Missing Seams on Hard Edges. Please see the screenshot below.After baking the low poly mesh, I have no issues, and everything seems to be fine.Now, I am adding a sculpted high-res mesh done with Zbrush, to smooth normals and perhaps add additional details. However, just by adding the new high-res mesh for baking, I am running the issue, to see edges on seams.The interesting part is the fact, that there are no seams. The UVW Map has only two islands, with one continuous seam.There are no matching errors, and adjusting the Max Frontal Distance or Rear Frontal Distance doesn't seem to be necessary at all. However, when the bake is done I am getting nasty bakes, especially on the areas, in which Substance Painter indicates Missing Seams on Hard Edges. Not sure how to resolve this and w
Hi there! I'm running the most recent version of Substance Painter on an iMac (OS - Monterey). I'm encountering an issue where I go to texture bake and everything operates as usual until about 1/3rd of the way through the bake when Substance Painter simply stops baking my materials and starts skipping them. The baking process is then fast-tracked and I'm left with my file incompletely baked. I used Activity Monitor to verify my Mac wasn't over-allocating RAM to SP, and it wasn't. I tested the baking process on my far-less powerful laptop which is running Windows 10 and it baked no problem. The error messages I keep receiving from the bake are:[ResourceImage] Failed to load image content from file 'file:///private/var/folders/_j/yjgr27w52sgf_d8k6p2rjvrr0000gn/T/SubstancePainter-Tmp-SgvlCA/image.BxpnYZ.image' and... (as an example, this next one is one of many, much like the error message before) [EngineBitmapLoad] Failed to decode bitmap.resource://project0/World Spa
This might be a silly noob question... but please help 🙏 I can't find anything on this. So typically, I sculpt details on the high poly mesh in zbrush, which I then use to bake to the low poly mesh in substance painter. But what if I didn't have a high poly mesh with details. And let's say within substance painter, I decided to paint or just add a height map image layered on the low poly mesh. How do I bake that height information onto the low poly mesh so that I can export AO? Is it that once I paint anything on the mesh that has height information, the program will already process the ambient occlusion based of it?
Hello.I have this layer stack in Painter: I have the Base Metal that looks like this:And above this I have a Layer called Peeling Paint with a filter.When both layers are showing, the Metal Base becomes transparent.Can anyone help me out?
And keep height invisiable and working only to produce masks. In a word same as in Designer?Is there a shader for this? My materrials gets super messed when both height and normal on. When I try to add user0 and use it as height it's in 0-1 range while I alredy did lots of sbsars and pixel processors working in -1 to 1 . Can I make custom channel (user0) be that way?
I have an problem to save the file in the painter 9.1.There was no any problems until 2 days ago. From yesterday, suddenly when I try to save the file in the painter, It's never finished. I didn't import any map or something in my library, the condition is all same as 2 days ago. I've tried to installed the painter again after removing, but it's still same. Could you guys help me to fix this problem?....
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