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Hi All I tried importing an obj and for some reason the object will not appear in 3D Substance Painter. I exported the obj from CLO3D. I have tried importing the obj into Substance Painter by dragging the file into the 3d window and also by using the File import method. Neither method works and I've tried several times. I have gotten several error messages in the logs: What does "[Scene 3D] OBJ: No object detected to attach a new mesh instance." mean?And what does "[Resources List Model: Icons memory budget set to 100MB" mean? When I look into my settings it says +500MB. I appreciate any help anyone can provide.
(This is for substance painter) I don't know what to do 😞 Any ideas?
The title might not make a lot of sense as I don't really know how else to explain itMy question would basically be:Is it possible to export all of those mesh maps as a single texture? As opposed to getting a different .png for every single mesh map? I like working in PBR, as the mesh maps really help with some things, but don't need it for what I'm using the models/textures for which is why I want single-image exports.I've been using the output template "2D View" which almost achieves what I want as it creates a single image, but it also takes the HDR lighting into the image. This causes the texture to have lighting 'baked' onto one side of the model, but not the other.
Can I use the 2D/3D screen separately when using the dual monitor as in the screen?
I know we can import .abr Photoshop brushes into Painter, but can the default brush alphas and the shapes in the Alphas category be exported from Painter in a file type that Photoshop can use (like .png, .psd, etc)? I assume not, as using Export Resource only copies the native Substance files to another folder, and dragging them into Photoshop directly doesn't work either. Thanks in advance for any information.
I'm a university student trying to get the Education license for the Substance 3D Collection. I'm not renewing a license. I've tried using three different emails on here. The first email I tried was my university email. Trying the emails the first time would give me a "Successful Request" message, but I would never get the email with the code. Trying the email for a second time results in a "UniqueID Already Exists" message. I've double-checked the emails, I'm typing them correctly and there's nothing in the junk/spam folder.I'm really not sure what I'm doing wrong.
This piece of code doesnt point to any starter assets but it is supposed to point to an export preset. Please help me how to get url of a export preset
I have no idea what's going on here. I'm trying to bake my high poly asset to my low poly asset, but I can't even get that far in the process. When I try to import my low poly, which comes from Maya with nice, clean, blank UV's, it just throws all this random crap on top of the UV, completely destroying it. I need to get this baked over ASAP for my assignment, which is due this weekend.
Hi.When trying to color an FBX model exported with Blender,there are some parts that cannot be colored.All materials are combined into one,and the surface orientation of the model itself is correct.Please let me know the possible causes and solutions.
I've seen questions for this go back to 2016, but I still can't find a way to move a paint layer (with a line drawing on it) to another place on my model. Any tips? Is a move feature still not implemented?
I've searched all over for any answers to the issue I'm having with no luck. I created a low-poly mesh in Maya, UV mapped the mesh over 3 separate tiles, then sculpted it in Mudbox to extract the normal maps. I want to work on it in Substance Painter, but the normal maps only show up on UV tile 1001. Each part of the model has a different material, so thats not the issue. I don't think the exporting from Mudbox is the issue either, since they show up fine on the 1001 tile. This is the normal map placed on the correct UVs in 1002. It is not visible in the viewport.This is the normal map placed on the incorrect 1001 tile. It is visible in the viewport no matter what map I plug in.I'm posting here because I'm lead to believe that it is an issue within Substance Painter. If it isn't, at least I could narrow it down and keep researching. Any help?
I'm using SP 9.0 and trying to generate the height map from the diffuse map. I created the anchor point for the diffuse layer but cant link to the fill layer for height map. All the layers are setting up correctly but cant open the anchor point tab for selection.
Hi, I'm working on a school project for which we've been provided a high and low poly mesh (maya file) and are supposed to bake the high onto the low poly using substance painter. I applied hard and soft edges and while some bake just fine, a bunch of cylindrical shapes completely ignore the soft edges and bake hard edges instead. Below the mesh with only a baked normal map in substance painter and the same mesh in maya. I have tried several things, but to no avail. Baking this mesh without projecting the high poly onto it doesn't cause any issues, only when baking the high poly does this arrise. I have tried baking with both the regular mesh and a triangulated version, both with the same result. I have also tried using .Obj instead of .FBX but once again with no results.
Does this link still work? (https://substance3d.adobe.com/education/) It says there is a service outage and I dont know if that means the website is not running anymore or not. If it is just an outage, how long will it be for me to be able to use that webpage again?
Hi so exporting more with baking and I trying to use the match by mesh name but I get this error that get me confuse. Now it says ot have the mesh name be _low and high and I did that but I get this error message that says the 2 meshes have not match so I'm a bit confuse. Here this is what I'm getting. What is causing that even though I gave them the sufice that match.
Hi! Since I couldn't find an answer anywhere, I thought I would ask it here. I've seen it on multiple 3D models but can't make it work in Substance Painter. Is there a way to bake a clipping edge like this? :In Maya: In Substance Painter: As you can see, the normal is not correct. It should look like this:
Hi. I have the Steam version of Substance painter 2021 and the curvature map is baking incorrectly. It was also doing this with the standalone version.
there a dark line that apears when i paint on this stop any fixes
Do .sbsar and .spsm files ever reference external files like texture images and what not or is all the data embedded and self contained within the .sbsar and .spsm files that they need to function correctly? Thanks!
I’ve opened an old painter project (I have a slightly optimized model I want to substitute but keep all materials from the original project). I’m am trying to locate the materials I used. One is not currently in my local assets library in Painter but does exist as licensed from my online Adobe library. The other material used was a mixture of what my layer calls “Concrete Simple” and “Plastic Glossy Pure” – neither of which I can find from the assets database. There is also an alpha maske named “fabric_circle_half_overlap” that I can not find either. When I check Resources Updater it shows me those materials live in the “Shelf”. But when I open the Assets window I don’t see Shelf as an option. It only shows me “all Libraries,” “Project,” “Starter assets,” and “Your assets.” How can I carry these assets over to my new model – which has two previously separate meshes combined and all new UV’s?
How To Copy & Paste specific Parameters from procedural nodes?For example, if I use a specific type of Voroni, and I am going to change the parameters to my needs.Then, I would like to copy and paste the exact same procedural nodes, with the exact same parameter settings for example into the Base Color Information, or the Metallic, or the Height node.How can you copy & paste the procedural node?Thx a bunch for any ideas,appreciate it!
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Hi quite often I'll end up wanting to move a mesh around in a substance scene or combine multiple props together in one file AFTER ive textured them, and invariably ill find that some of the layers get messed up because their masks have been painted by hand rather than using 'mask by colour' or other generative meens. Is there a way i can stop this from happening somehow? Im not quite sure why it happens as the UVs dont change, im mearly moving a mesh somewhere else in the world. thank for any help you can giveNick
Is there access to the list of preset output templates available to the Export textures window via python API?I have tried substance_painter.resource.search('u:export')and substance_painter.resource.search('u:EXPORT')to no avail. Further, this snippet: resources=substance_painter.resource.search('') for resource in resources: substance_painter.logging.log( substance_painter.logging.INFO, 'testing', 'resource is %s' % resource.identifier().name ) never prints any of the export presets to the log. Should I expect to see i.e. 'CryEngine' in the log with the above code? Ultimately, our goal is to hide from the user any export defaults we don't think are necessary for studio work. We would like to do that without removing the painter installation path from the list of available resources if at all possible. Thanks,Chris
Hey! I often have this issue when baking normal maps in Substance Painter. I'm not sure how to describe it, but it's the green stuff seen here: It makes the model look "shiny" when coloured: I thought that splitting the object into more meshes would help, ...but unfortunately, the problem persists. Here's what my baking settings look like: What can I do to fix this? I've attached both the high and low poly models to this post!
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