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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?....
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.
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