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Hi,Wondering how to combine UV tiles into one texture? Currently there's 4 UV tiles or 4 texture sets, so when the textures export there's like 16 textures. So in Unity I can't add that many textures to the 1 material on a mesh. I'm just trying to figure out how to export 1 albedo, 1 normal, 1 roughness etc. I tried the baking button but when I tried exporting again there's still 16 textures. Cheers!
Normally don't have any issues with saving, but i'm working with a scene with a higher number of materials 50+ and every time auto-save fires or i manually save, my app will hang for ~20mins - have very fast SDD and no other programs open. Opening a smaller scene and is fine, file size is around 4Gb which isn't horrendously big...
Hey! So, I created a smart material for a project i'm working on to use as a base for all of my objects, and when testing it earlier, i noticed that whenever i import it, even if it's on the same object i made the smart material on, things like my generators and filters revert to saying mg_ambient_occlusion (Outdated) instead of Ambient_Occlusion. When i go to change it back to ambient occlusion in the generator settings, it resets every change i did back to default. Is there a way to fix this so i wont have to redo all of my sliders everytime? In the attached images below are the outdated version before i re-change it back to AO and after.
Hello,I have a perpetual license for Substance Painter / Substance designer 2019 indie. It has been upgraded from prior versions which go all the way back to 2016.I have the install file and the license key file I backed up from the webiste ages ago. The last time I installed the software was in 2020 for a new computer. I have since upgraded the harddrive and proceeded to install my software as usual only to find that my backed up Key which use to work is no longer reconized by the althentication software. What can I do to fix this?I have my recite emails if needed for proof.
我想使用交叉 UV 绘制将贴图添加到我的模型,但每当我创建新模型并选择它时,它都无法正确加载。我对这种软件还是新手,不知道怎么回事,但是没有cross-uv图对我的使用影响很大,错误码和模型文件如下,希望有人能帮我解决。
Problem: I'm iterating on a custom material in designer and frequently reloading it into substance painter. It's setup on multiple layers with each layer using unique parameters. It's frustrating to keep re-entering all my old parameters per layer as I reload and apply the changes from designer. I can only preserve one set of parameters by setting defaults in designer. Idea: It would be nice to have the option in some form to preserve parameter values inside painter if their name & type have not changed when assigning the reloaded material to a layer that has the same material. Either a pop up question "yes/no" I can enable in preferences or check box etc. Unless there is already a way to smooth out my work flow?
As someone who uses Painter a lot recently after getting introduced to it, I think it is only right if there was a tool to magnify or pinch/shrink textures, this can have tons of uses in my opinion. When I personally realized this was when I wanted to make a procedural and customizable dinosaur smart material and thought that the transform effect with a mask does not help me when wanting to make certain scales on the dinosaur bigger than others, because it has no smooth transition, a magnifying tool would not need cleanup because it just inflates the area painted so that anything around that area too gradually deforms so it all fits. I think this could be insanely useful for character creation.
Hello, Long story short; I spent 4 hours trying to use in zbrush, edited in painter 32bit .exr displacement map. By default zbrush can't load such maps!!! To make it work, I had to open it in photoshop, flatten the file and save it. Before that, there was only some weird, single layer.Please fix it, sims to be super easy.Thanks!
I would like to customize Light Generator by inheriting from the official Light Generator.I would like to create my own Light Generator.What is the best way to do this?
HelloAs per title we are looking for information on the technical details on what happens if we create the textures at for example 4k and then export to 8k. Like what happens to imported textures, manually painted masks, brush strokes, baked textures, noises and so on when exporting at a higher resolution than what was used in SP, how does the upscaling, if this is even the correct term, work?Thanks in advance for any inputs.
Hello everyone, I have been a member of the Substance 3D community for a long time and share my 3D work like everyone else. I would like to know what happened and why I was banned. I use the Steam version of Substance and don't understand the reason for the ban. It happened after I posted a link to my article about a 3D asset made with Substance Painter that I sold on my sketchfab store and was used by a modder from Nexus Mods in the cyberpnk mod. It's more of a success story than something spammy. This ban led to the assumption that modders on Substance don't care and don't like to read. Here is the link to the LinkedIn article: The Growing Importance of Modding in the Gaming Industry and Digital Fashion My Discord handle is Bartholomewkoziel#3609.Substance Server ID is 179919948569640960 This is my second attempt to resolve this situation, please don't ignore my message!Thanks for your helpBart
For a "painterly" style project I am currently working on, I am manually painting the normal map in order to give a sort of Brushstrokes effect. A major difficulty with this strategy, however, is that it requires there to be only one base color with the material. This is due to the fact that if the base color and the normal map patterns do not match up, the painterly effect will no longer work properly. Is there any way I can hand paint the normal map and base color simultaneously so that these two textures might match up?Thank you!
used Substance painter for some time and it worked perfectly on my rig and now Substance painter crashes and throws Bug report, tried clean install of Substance painter and clean install of Adobe and its softwares, installed different versions of Substance and soo far only 8.1.2 and below doesn't crashes how ever 8.1.3 to 10.0.1 crashes and Substance painter can't open my old projects giving out an Error "data is too recent for this version" so this is useless, tried clean install of my graphics driver, tried upgrading my graphics driver to the newest driver.any fixes?heres the log
Hi, its crazy that this program does not have a scenegraph or outliner. Lets say you have a car and you want to paint the inside of the wheel well. I want to be able to hide the wheel and tie geo when I do that so I can see what im doing. Why on earth cant you toggle the geo off in an outliner ?
I recently reviewed the release notes for Substance Painter version 10.1.0 and noticed the following statement:“Note: This version of Painter now uses Qt version 6 which affects the support of Python and JavaScript plugins. See below for more details.” This update introduces changes that affect plugin support, potentially causing compatibility issues with existing Python and JavaScript plugins. According to the principles of semantic versioning, such breaking changes should be indicated by incrementing the MAJOR version number. In semantic versioning, the format is: MAJOR.MINOR.PATCHMAJOR version changes introduce incompatible API changes.MINOR version changes add functionality in a backward-compatible manner.PATCH version changes are for backward-compatible bug fixes. Given that the shift to Qt version 6 affects plugin compatibility—a significant change that can impact users' workflows—it might have been more appropriate to label this release as 11.0.0 instead of
I have attached a test cube with 2 meshes, one Cube_low the other Cube_high, when using Match by Mesh Name, nothing shows up in the log and i would like to know if its just me or a blender export being weirdThanks
There’s just enough time before the end of the month to get into the Substance 3D Community Digest for September 2024. Let’s dive in. Substance News Meet MAT 4 has begun! The outstanding art toy texturing contest Meet MAT is back! The goal: use Substance 3D Painter to texture MAT, our adorable little shader-ball-headed mascot, in any way you like. Submissions have just opened, and entries are accepted until October 28 – which means that you could use the 30-day free trial period for the Substance apps to create your artwork for this content, if you were so inclined. Importantly, this time around the contest is being run by our friends over at The Rookies, and so this is a contest for 3D rookies only – entrants must have no more than one year of professional industry experience. So if you’re a 3D beginner, or perhaps a student just learning the ropes, this is an excellent chance to showcase your work. Carpe diem, as they say (or car
Hello Community,I'm interested in buying Substance Painter 3d from the platform Steam, but I have a few questions about the licensing, maybe someone of you can help me. 1. Does the current license for Substance Painter 3d permit unrestricted use for commercial projects?2. Are there any specific restrictions or conditions for using the software for commercial context compared to private use?3. Do I need to acquire a special license to use Substance Painter 3d in a commercial environment? Thank you in advance.
First: All pervious installations worked fine on all systems up to versions: Designer 14.0.0, Painter 10.0.1 and Sampler 4.5.1. Now I created a new package with the updated Designer 14.0.1 and Painter 10.1.0. and the installation failed with a hint to have a look at PDApp.log. In this file I can see the line:[FATAL] | | ASU | DeploymentManager | IPCInterface | | | 30848 | Operation failed 8 and errorCode 190And if I search for the error code 190 I found a hint that my system requirements are not sufficient any more.Since our systems did not change, I suppose there was a chang in requirements but I have no idea which one does not work.The only thing wich could be the reason is the windows version. We use Windows 21H2 whereas in the requirements I can readthat 22H2. Could this be the reason? As already mentioned, all previous versions worked fine.Log files are attached.
Hello,I was removed from the Substance Painter Discord community for posting my LinkedIn article about an asset I sold on Sketchfab. The asset was made with Substance Painter and used by a modder from Nexus Mods. Link to the LinkedIn aericle https://www.linkedin.com/pulse/growing-importance-modding-gaming-industry-digital-fashion-koziel-7q0je/?trackingId=xjh00j3RnsnMALq4wv87nQ%3D%3DCan anyone explain why? My Discord handle is Bartholomewkoziel#3609.This is very frustrating for me, and it feels quite unfair.Thank You for your Support.
Add burn & dodge brush to Substance Painter
I am not able to drag and drop Smart Masks on my masked layers in Substance Painter,
Hello,I often use paint masks on black masks to designate areas where I want to assign my materials.Yesterday, I worked on a file with a lot of materials, using black masks and paint masks to assign them.This morning, when I reopened my file, some paint masks had visually disappeared from the black masks, yet the areas in question were still correctly painted.The black masks appear visually empty, so they shouldn’t be painting any areas.When I delete the black masks, the material is applied normally to the entire object, which shows that something specific was being applied.Have you encountered this bug?Thank you in advance,Best regards.
In Substance Desginer is it possible to add multiple bake maps with different settings (e.g. Color Map with Random Color, Color Map with Vertex Color...).Is it plan to add this feature to future substance painter versions?
So- I am trying to transfer a texture to another version of the same mesh. The UV map is EXACTLY the same, no edits or anything, it is only the mesh's shape that has been changed... yet, no matter what I do- whether it's importing the other mesh version into the same Substance file, or trying to use a smartmaterial in a new file, the texture ends up completely warped and incorrect.I need a way to get the textures to match up TO THE UV, not the mesh, because the brush strokes no longer match the same way on the mesh because it has been edited... but since the UV is the same, the textures SHOULD be able to apply to the mesh just fine. Yet for some reason, it always seems to go off of the 3D object instead of the UV when applying the textures. How do I fix this??
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