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Ive tried on Substance painter 2020 and 2021, and am trying on the most recent version... all of them have had the same issue, I prefer to have all my projects set to "UV Space Neighbor" in "texture set settings" as I don't like not having control over how textures blend between seams, Problem is... all my maps will export fine as if they are and hw they appear on screen... except for normal maps which seem to export out as if 3D Space neighbor was active instead which is honestly infuriating to me. It should export as it appears on screen like all the other maps do should it not? 3D Space neighbor UV Space Neighbor
Hey. I made a smart material to instantiate across texture set as a base for a character i have multiple variations of. The UV map is identically laid out of the base texture on all of these. When I instantiate across texture sets, I run into two issues. 1. I have some information that is only intended for some of the UV map, present on all of it.2. More importantly, i loose all color information. This is for even subsets of this texture. I can do it with other materials that already exist though, so I'm not sure what I'm doing wrong.Any help is appreciated, thanks !
I don't understand what's happening with the UVs in Substance Painter since the last few updates... I am able to select UVs of other parts from the Texture Set List but unable to make them all appear at once in 2D view, why?This is how the UVs are in Maya.Also, I am getting baking issues with this model how do I fix this?
I am trying to export a 2D view. The top is in substance painter’s viewport but when I export the 2D view, I get the bottom picture. I want the 2d texture exactly like in the substance painter viewport (the top image) I’m a beginner and idk much, please explain, I heard you bake the lighting but I have 8 layers and I don’t know what layer to put the baked lighting environment filter on? I have no idea what to do The hat I'm uploading is going on a platform that only accepts 1 image texture and that is the 2D View, that is why I need help with the 2D view texture because I want it to look exactly like how it looks in the viewport of substance painter.
I tried to export all of the textures I have on substance painter and I get this? I'm so confused please help.
is it possible ? for example to color only cavities of a layer ?
Where can I see how Painter filters are made to make my own ?
When I drop a filter to my layer stack it creates a sort of invisiable fill layer with actual filter modifying evrything what's beneath . When I do it on my own fill layer with same path through blending it still override evrything . I want to create a material that color part modifyes whats " beneath" only while still adds height. is it possible somehow?
Since it's -1 to 1 in Painter should I do 32bit sbs and (X2) -1 in designer to get it work same way in Painter?
I'd like to make my own compare mask filter . How can I do layers bellow input in substance designer? is it possible at all or I just need to put layer wITH anchor? ps All I want is adding some blur slider to "bellow"
Due to always a bit of blurry pixel to pixel textures I have to work in double of my target resolution in Painter and then crop and downscale it with affinity photo thanks to its slice based auto export and Lanczos3 resample. But it gets really tiresom quickly. Is there a way to downscale at export in Painter itself ? I weirdly see only max axis dimention . Can it be specified by an exact size ? I hardly ever work on square shaped textures.
I am accustomed to have height saved to color image alpha of png files. Comes from photogrammetry editing process that way. The height is never lost . Now I want to make sbsar that would feed that image to Painter with a switch that would treat alpha as regular alpha or sending it to height channel while using rgb as alpha. How should I name outputs in designer ? Specifically one being regular alpha . Does Painter have some specific rules for alpha naming?
When I mport a decal and want it to shift say 10 pixels in V or scale to be exactly 128x128 pixels ? Or if I my current texture is 512x4096 and material I use is 2k x 2k and I want it to be tile 2 times in V direction and be exactly a crop of 512 pixel of the left edge ? I did such nodes with pixel processor in Designer but once I export as sbsar they never works properly and my textures always gets extra blurry even if I work in twice of my target resolution. Because in Designer I have to use extra outside node to size calculations . Did anyone ever try to make pixel accurate transform for Painter?
When I create my normal maps I see there are 2. One is just a normal map and the other called a global normal. I can see the detail in the global normal, but the global normal only shows details in the centre and then fades to a blurred look.The Normal map just called 'Normal' is the same colour but with no details. Should this map show details?If so, why is it blank and how do I get the details into this map?
Hey! I recently purchased the substance 3D package.And in substance painter, the pen pressure doesn't work... I have Huion kamvas 24 pro I have the latest Huion drivers (15.5.1.390)I've set Windows ink on in the Huion drivers,changed all the Windows Windows Ink settings according to the documentation page and still it doesn't work. (I restarted the program, tried to disable and enable windows ink in the drivers, but still doesn't work)...I've attached the Log file to this post.Would appreciate some help! Thanks in advance guys!
To practice a bit with Substance Painter I'm redoing an interior of a aircraft from Microsoft Flight Simulator. It's an old aircraft so I use smartmasks a lot which is great fun. The thing is, on for example the panel with all gauges I've added a bit of dirt/scratches/roughness but on the same panel there are a lot of texts so a pilot knows what the buttons are.Those texts are a different texture and have their own UV-map but basically the dirt/scratches/roughness from the panel should continue over the texts to have a realistic feel.I tried to look for solutions if something like this was possible but so far I didn't find a solution. Maybe I'm looking in the wrong direction since I think this is pretty common practice with a lot of textures where texts are their own material/uv.Hope someone can kick this oldie in the right direction!
how can I fix this problem?when tryng to bake a texture the log popUps this message: "can't create a resource from the baker result: Failed to create a temporary file for resourse 'Normal, world space normal, ID, etc.' " then the bake maps are not created and it doesn't allow me to use smart materials properly, here's the log
I have two substance painter files and I want to move the layers (or if needed the whole texture set) from one of the files to another one. Having two instances open and drag&drop does not work for me, neither by normal startup nor with admin rights in both instances. Substance painter version is up to date, 9.1.1. The file where I have the layers I want is an older version of the same item. The file with the new version has a new mesh part (that has a new material/texture set) added. I want to move the layers for the old mesh part, so I can have everything in the new project and see how it looks with the new mesh part and how I have to paint that one to look the way I want. Is there some way to achieve all layers transferred without having to redo everything?If the drag&drop should work please tell me. And add any hints about what you expect could cause issues if you've got the time to tell me.
Hi So here's the problem... I have more or less finished texturing my model in Substance Painter, and am able to to export, everything seems fine, "Export Complete" it says. Little did I know at this point, that half of the texture map would be missing from the export. I have tried using a few different shaders and export templates, but nothing seems to work. Attached is an image of what it should look like and one of how it is exporting, with a circle around the main bit that I need to be visible (I have just used the colour map for this example but is the case across all of the maps). Excuse the shoddy UV map, it was an auto unwrap... Help me Adobe Support Community, you're my only hope
hello every one! is there any way i can create a mask based on view angle inside substance painter? I know about light generator and word space normals and etc. but I need a dynamic mask which blends between 2 materials based on the angle that i am looking at it! Something like fresnel effect for example? is it possible at all inside substance painter? will appreciate your input so much!
I can't see anything resembling subsurface scattering, what do you think?All my settings are belowI'm using Macbook M2 Pro
Greetings.I have some Problems to convert a Height map into a Normal Map.I need some advice for the Setup. How do i have to Set the Height to Normal Filter ?
Having created a script/tool to help export work from Substance Painter, there is still a left over "gotcha" that I am unsure what/where/why the script won't export the opacity out ask expected.Example: Create a Substance Painter project, and you need to paint transparency into a window.Exporting it with the standard Substance -> File -> Export Textures, the resulting textures come out ask expected and desired.However, exporting with Python API, with, as far as I know, is the same, and correct config for exporting. However only the little spot where the opacity painting had happened shows up in the exported textures.Noting: Yes, if you fill that layer, or do additional layers to have your transparency paint from, it will export.The desire is to be able to have it export exactly the same as the created preset.Here is an example config of what is used for the exports.{ 'defaultExportPreset': 'AMGIExport', 'exportList': [ { 'exportPreset': 'preset1',
Something has gone wrong with in the Normals (both Normal and World Space) the ID map also has holes in it, not sure if this is becaus of the normals though (I dont work with ID maps). I'm working from 3Ds Max and Substance Painter Version 2020.2.2 (6.2.2). I have also tried it in Substance 3D Painter, version 7.4.3 (Build 1610 - 7fb11e93372084443976065c4dd47f45a8f0940c) I still get the same issue.I've uploaden the log file and images, both bake exports and viewport screenshots since I can't figure out whats wrong.Ive tried:Rebaking (multiple times in many output sizes),rebaking in a new file,giving it a new material across the whole mesh,Deleting the polys, recaping and unwraping themmade sure the id maps are the same across the whole mesh,made sure the normals are facing the correct way,I've tried moving the 2 islands to a diferent part of the uv layout but its like Substance Painter doesnt recognise them as islands. I can draw on them perfectly with a brush tool and it comes o
Hi, for a long time (since I deleted some intelligent materials from the assets window) every time I open Painter they appear in the log and I don't know why but above all how to remove them...
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