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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?
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
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