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I want to edit the name of the Texture set list. I have created a UI for Search and Replace already, but I don't know the function for replacing. Please help me. Thank you.
As the title says, i'm trying to make a use of the latest cool feature of translucency channel to recreate glassy materials and whatsoever. After managing to make the channel work properly in substance painter, i couldn't figure out a way to have the translucency map appearing once exported into other softwares like Blender or Unreal Engine 5. I couldn't find any tutorial at all about this. Any good soul within the community found a way and could give me a help? It would be greatly appreaciated.
Hey there, I was wondering if it's possible to have multiple texture sets and hide/show them within iray the same way you're able to do it in the painting viewer. For props that share similar material setups I like to keep everything in one file as it saves me time. (For example; a set of crates that have similar/identical smart material setups.) However, I cannot seem to be able to figure out how to hide texture sets within iray the same way you're able to do it in the painter viewport/renderer. Is there a way to do this that I'm missing? (A mediocre workaround is to add opacity temporarily to all-but-one textureset you want to make an iray render of.. but as you can imagine that's not too nice and efficient to do.) If this isn't possible would it be possible as a feature request for future releases? Thanks in advance.
Hello.What is the actual state of support of Substance Painter for the apple m1 chips, and did you get to make it compatible with the comming M1 ultra / macstudio? Or are we still on Rosetta conversion ? I've been surfing a bit the web to try to understand, but still a bit confusing.I'm currently working with a MacPro 5.1 with a GTX1080 on OSX10.13.6, stuck with SP 6.2.2 ; everything works fine except it's pretty buggy on very heavy files, and support feedback answers are that you don't support "non-official" mac hardware. I'm planning to upgrade my 10 years old system to this Mac Studio with 128 ram to unsure more stable workflow, will it be compatible with Substace Painter?Thanks for feedback
日本語ユーザーのみなさんへイベント開催のご案内です。 来週品川で開催されるSubstance 3D尽くしのイベントのご案内です。ご都合合う方はぜひご参加ください!!! 2024 Adobe Substance Day TOKYO開催 - 2/21 (Wed) 品川
Hi, I'm looking for information about a feature listed in the release notes for Painter 8.2. https://helpx.adobe.com/substance-3d-painter/release-notes/version-8-2.html [Shader] Allow to set User channels as RGBA in Material Layering shadersWhen settings the Texture Set channels configuration inside a shader for material layering, it is now possible to specify the format of the channel to deviate from the default value. This allow notably to request color user channels instead of grayscale only. Is there documentation on how to specify this? I've searched around in the Shader API docs but so far haven't spotted anything related to it. Is the format specified soley in the shader code (if so, how?) or do I need to do anything else when creating my layering materials in Designer (such as specifying a Format other than Default in the Integration Attributes of the output node)? Any help is greatly appreciated.
When using projection maping, the image projected has smooth curved lines, but when I project it to the surface of my model, it is very jagged (this is in 4096p). How to I fix this jaggedness and make the lines smooth? Thank you.
Is it possible to Instance a path?simmilar how the anchors work but just with 2 path tools that use the same path with the anchor im able to adjust the color, height etc. on my Fill layer 1 but is it also possible make this layer use a different tool? like for example the "puckering" tool?
HiI'm trying to find the old height adjustment option with numbers that used to allow setting negative values.
Hello,I need a few of Kyle's brushes for a project I'm working on, but they are nowhere to be found in my Substance Painter. The Starter Assets in my Assets panel is completely empty (yes, even after clicking on Clear Search)and navigating to the brushes folder under documents shows that it is empty too.No search either in Painter (kyle) or Windows (*kyle*) propts any results. I just installed the 2024 Steam version and thought the Starter Assets would come back, but nope! Is there any way to make them appear? Or a place to download them from?Or am I not looking in the right place? Mostly I'm interested in Kyle's Brushes, if there's any place I can download them from, I'd love to know as I've been googling for an hour with no results.ThanksAS
When I was purchasing my licenses recently, it was kind of unclear what you got for all the packages (maybe I'm just stupid), but I wanted to make sure anyone else thinking about purchasing any substance software knew all the differences between the offered packages. This will be referring to prices for the Indie licenses, but it looks like a similar pattern was used for all offering levels.I'm not sure why perpetual licenses are offered, unless they are just a trap to overcharge customers for less software? Or, perhaps, it's just for them to be able to say they sell perpetual licenses in an era when many large software companies are moving to the less popular subscription method only when they clearly don't want you to buy them? The bottom line is, if you buy perpetual licenses you will get access to less software and it will cost you more money. There is literally no reason to buy perpetual licenses because you can convert the annual subscription package (which includes more software
Hello,I was trying to figure out where to access the "description" field for a UDIM tile's texture set settings with python. I wasn't able to find it in the docs. If anyone knows where to grab the description string, that would be really helpful.Thanks
Having an issue where the 2D View is exporting with a black fill in the TGA texture alpha area, instead of taking color from the visiblle image and filling/padding with that. Is is possible to get 2D view export with filled color instead of black?I've tried changing the background color in the settings but it didn't help. Nor did making the Environment Opacity solid have an effect. Would like to avoid having the black fill so there's not a black halo around the edge of the visible image in the texture.
Hi so I have it where I'm baking in this weapon i'm working on. Now first I'm using marmoset to help me just do the baking part and I have it where in this one we can see how the low poly look for it.and then when i bake with it high and all it has it where it fix and looks better as shown here.Now here comes my question. I have it where i bake the textures and then I put them all in substance painter but when I do, i get the same issue i got from my low poly before as shown here.So what am i doing wrong. I'm including the texture maps I put in. am i missing something or have something disorganize.
Hello everyone, I have created a wood trimsheet to texture most of my wooden elements in this scene. I created a high poly sculpt in Zbrush and then baked it onto a flat 2k plane in SP. The idea is that the light should be reflected by the sculpted edges, and in turn they should be lighter. However, the result I'm getting is that they are darker and don't reflect any light. I guess this is logical considering that high poly wood beams are aligned on top of one another, and the sculpted edges fall into the dark area. But this is not what I am looking for. If you have an idea, could you provide me with a solution to get my edges ligther instead of darker? Thanks in advance!
I am an "engineering dog", usually using inventor, solidworks and other software to design parts. Recently, I suddenly wanted to use 3D software to create action figures and then 3D print them. I would like to ask which software is more suitable for modeling, and what are some methods for modeling. As a beginner, I usually use 3D scanners for modeling, which is very user-friendly for me. Currently, I am using Miraco 3D scanner , which can basically meet my daily needs. I also want to use it with post-processing software. I would like to ask if Adobe Substance 3D Painter is good to use and if there are any tips for using it.
Should I rebake evrything at certain level of layer stack ? Is there a trick to do it procedurally like in Designer where I can use any node at any part of node flow , not initially baked from mesh only.
Has any had there account switched to Read Only recently. I Just started a new project this morning, when I run Substance 3D Painter in the upper bar it says (Read Only). I am not able to use all the tools and function of the software.
Hellow,I wanted to download a material in order to use it in Substance Painter for one of my project. I have an education student/teacher license thanks to my school, but the library always send this message when I try to download a ressource, and says I need to purchase an abonnement. However, when I accept to get one, it only tall me I already have one, which is the case. I don't really know what's wrong, if someone already had this problem and can help me it would be cool.Cheers
Hello, basically im new to substance painter and i made my first texture ever today but when i export it to roblox it doesnt work (basic gray color)...The problem is, I think "User "MapExporter" The "Opacity" input map used by the "DefaultMaterial_ColorMap" map in the "DefaultMaterial" texture set is not available, because : The "Opacity" channel is missing from your texture set." But where do I find this opacity thing ? Can u guys help me pls ??
Hello.I am currently learning how to use Substance Painter.I have a mesh in Cinema 4D that is subdivided. I took off the subdivision surface in order to bring the base mesh into Substance Painter thinking I would be able to subdivide it there because I would like to paint on it in its final state.The model is appearing it its low res form in SP. How can I see it subdivided?Thank you for your help.Joe.
Hi, I have an issue with the painting on my 3D model. When I paint on the model the stroke is very pixelated no matter how big the UVs are or how high the resolution is. I tried to re cut the UVs with a lot more UDIMS and it kind of worked but it'll make my model way heavier, so i want to know if there's a better way to make the brush look less pixelated without having that much UDIMS. Thanks,
Hi,I am very very new to Substance Painter, so I am probably missing something obvious but I'm totally stuck. After exporting my FBX from Blender, I followed this tutorial to bake all the maps I needed. When I finish baking, I have no controls for HSV, tiling, scale, height, etc. Usually there are some things I can tweak, but now it just shows all these maps and those weird L8 and L16F things . How can I get controls back? I want to add materials and change their scale & hue, and am hoping there's a simple way I can do this. Thanks so much.
it seems that when painting near the edge of a UV island in the 2D UV editor, it's affecting the adjacent area in the 3D space, even though they are not connected in the 2D UV space. Have you come across this before, and if so, do you have any suggestions or solutions to address this issue in Substance Painter?
I have a amd 7900 XT card and I realized in Substance Painter settings I can enable GPU Raytracing and Hardware support acceleration for sparse virtual texture. So I wonder what enable gpu raytracing is doing or is it working in amd gpus? Also when I bake my mesh maps does it use gpu or cpu ? Thanks.
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