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안녕하세요, 출력 템플릿을 2D 뷰로 설정하고 텍스처를 내보내면 불투명도 소재가 표현되지 않습니다. 알파 블렌딩 쉐이더를 적용했는데 3D 뷰포트에서는 투명하게 보였지만 텍스처를 내보낼 때 투명해야 하는 영역이 불투명합니다. 답을 아시는 분들은 제발 도와주세요.
Hi everyone, this is the first time it happens to me after nearly 550 hours using Substance Painter. I think the images attached can explain better than i could. Is this some sort of bug or might this happen due to my bad topology on that floor?Can you help me fix it? Cause i fear it's gonna appear on the textures as well after exporting them.
Hi tried to export x-plane 12 own A330 paintkit wing.spp file to photoshop. File, Send to, export to photoshop option. All what i get is ''[Plugin - photoshop-export] The map export is not available when using the UV Tile workflow'' Fuselage is working but wings and engines not.I need a layered paintkit to photoshop.
Hi community, I need to be able to rename a texture set through the API in python.I can't for the life of me understand why this isn't available. The $mesh variable under the output template maps uses this name when outputting textures. Another alternative is to create a custom variable within the painter session, and use that for the export. Something like $myCustom = 'MyNewName' A Third option is to actually write the output templates in python, but when I open one up, they are encoded so there is no way to read in the file and change some text, then save it. So all my options are exhausted. Does anyone know of a solution to this?
It's unfortunate that Allegorithmic sold-out to Adobe because apparently Adobe sees no value in offering older versions of the software. Well I'm not going to buy a new computer just so I can run the latest version when the version I was using was fine; and especially considering the newest versions of any programs are usually the buggiest.
Hi,I will use weld brush as an example Brush show Alpha weld in the alpha channel. 1)Why does it show alpha like material sphere in the alpha channel. If I put any image as an alpha it show an image and not sphere.2)Secondly where is this alpha I cannot find in substance painter
Hello,I’m working on a remote control model which I would like to texture in Substance Painter. I have unwrapped the model and packed the UVs but when I bake the mesh in Substance Painter I get weird artefacts on some of the objects. I tried multiple ways to troubleshoot this but I didn’t find a solution. Here’s what it looks like after baking the mesh: Here are some details:The model is exported without applying the modifiers, I’ve used this approach in previous projects and it worked fine. I tried applying the modifiers but didn’t solve the issue;- The model was unwrapped in Blender and used UV Packmaster to pack the islands. There’s no overlapping geometry; I double-checked for flipped normals, and I played around with bake settings in Substance Painter but none of this solved the issue.I’m running out of ideas on how to troubleshoot this, so any help would be appreciated. I can provide further details if needed.
Im new to Substance Painter and I am sure I am doing something wrong. I am trying to export from Cinema 4D to Substance Painter as .fbx paint and reimport the textures into Cinema 4D after working on them in Painter. I have attached a video of basic workflow. The maps are not correctly projecting when brought back into Cinema 4D and Redshift. I am sure I am doing something wrong but can not figure it out. Please see the attached video of what I am doing, thanks.
When I imported the model, which is a basic cubesphere from Maya as an OBJ, I got the error " [Scene 3D] OBJ: unexpected illumination model (0-2 recognized) ". In addition, when I try to bake my texture maps, this happens: Can anyone help me with whats going on here?
Hello, I'm quite new to Substance Painter, so please let me know if there are different settings I should use. I have modelled a pair of roller skates in 3Ds Max, and have used the modifier 'Unwrap UVW'. Each tile corresponds to a different material. When starting a new file in Substance Painter I get the same messages and it won't open my model. [Scene 3D] Failed to triangulate polygon (no ear found). Probably not a simple polygon?[Scene 3D] Loading failed[Scene 3D] Failed to load 3D scene.Loading failed I realised the first error refers to the mesh itself however I have tried using the Auto unwrap feature and it does open the model so I assume it is an issue with the UV unwrapping which is preventing proceeding. Is there a way to work out what is causing the issue? Any help would be appreciated, Thanks!
Hi, I would post this to a unity forum but I can't for some reason. Anyway, I have this 70's model with a glass material. I'm totally new to this and have never used Unity before. I'm using the Unity HD render pipeline metallic standard output template. what export settings do I use and howwwww the hell do you input those texture files into the material in Unity. I've bummed around for a whole day trying to do it and I just can't do it. these images are substance and unity. I've watched several tutorials but they're just not quite what I'm looking for. please help 😂 thank you guys
texture not linin up with the model
Hi, I can no longer add the opacity channel, as I always did in previous versions, that is, by clicking on the "+" sign above the other available channels (as I also used to add the emissive channel... what should I do to reassign it ?
Could anyone shed some light on why on a certain part I get 2 sets of textures exported ? see attached screenshot for info. It is only on that part not on any others. I think I need tex set 1003 and have deleted set 1001.Why is this ?
Hello, I have a problem with "Bake mesh". I'm trying to apply a High Poly version to my Low Poly object. However, when I do everything step by step according to the guides, I have something like a double mesh. I don't know what the problem is and I'm having a really hard time finding anyone else who has had this problem. The model is from blender UV map is made and packed.
Hi there,I understand the whole idea of baking the details of a high poly mesh and projecting it on a low poly model. I think it is very logical and a genious method to keep things fast.What I don't understand is the use of baking a low poly mesh and thus the function "Use Low Poly mesh as High Poly mesh". It seems to me that Painter is not gonna get any extra details when you bake the exact same mesh as the one you are working with so how does this benefit anything?Is AI filling in some gaps? Am I missing something here?Who can explain the use of baking a low poly mesh on the same low poly mesh?Thank you!
PLEASE HELP - I HAVE AN ORRIBLE PROBLEM WITH SUBSTANCE PAINTER For a few weeks now, Substance has been exporting completely broken maps to me, as if it couldn't recognize UVs. I don't understand if it's a substance problem or derived from maya. On maya, everything looks perfect.On substance it recognizes me the uv and I can texturize, BUT NOT EXPORT ALL OF THEM I will insert the images below for you to understand better uv 1 - uv2 - export settings - final result
Hi everyone! How can I create this fabric material? I tried some V-ray tools like Dirt, Curvature, composite map,.... but it didn't work out. Is there anyway to create it in substance painter? I can't scan the texture it's not availabe.
Just installed Substance Painter, open it and most of the materials and the model I brought in are pinkFixed the issue with the material but the model is still pink even after placing a material on it(I also brough in a cube with zero materials on it and it also shows up pink). Is there a way to fix this?
Usually there should be a camera dropdown menu next to the material menu, where I can access my imported cameras and the standard top/side/… views. But it is gone! Also under display settings I only have a greyed out default camera. Anybody knows what the problem is?
I was working in the Render view in Substance Painter. Ran into a grayed out option of "Post Effects". Is there a way I can get this to work by getting plugins or changing something on my Mac Pro M1? Or is this something Adobe is going to work on in the future updates.
I have 15 diferent team graphics created in photoshop that I want to apply to a 3D model of a Tshirt. Then, I would like to create 15 renderings of the Tshirt each with its own unique team graphic on it. Is there a way to do this using Substance Painter? Any ideas?
HiIve been tring to solve this for ages and havent figured out how. Often i paint directly onto a quad, and ultimately would like to be able to export an AO map using the painted height/normal data that ive painted. Ive seen the AO generator and filters but have never figured out how to use them 😞 If i baked down layer info from a high poly mesh to a low poly them exportiing an AO map is never a problem, but in this case where i dont have any high poly mesh to bake from ive never worked it out. Any help would be very much appreicated .thanks a lotN
Hi, im pretty proficient in maya and alright at substance painter. But unity is completely new to me. I’ve built a 70’s computer with a glass screen and a blank tile behind the glass (for my monitor information - imagine the matrix screen just running green numbers across the screen) now I want the computer to be imported into unreal Unity and the monitor to emit light and this animation to run on the screen with a transparent glass over the top. I’ve used maya to build my low poly pc then my high poly pc and baked that into substance painter. I haven’t made any form of animation yet for the screen as I have no idea where to start. you see this kind of thing in games all the time and I’m totally lost. Is it straight forward or super complicated with many steps!? and is there any kind of tutorial out there than someone knows of that can help. im after high quality but still able to function properly in a game engine. thank you everyone for y
White screen and unresponsive substance painter when loading substance painter latest version 9 , what do I do? I've removed the main window modern state fix in the registry, which gets it to load. But it then repeats the same thing every time I load it up.... ?
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