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Why does Substance 3D Painter make such visible UV seams? It's definitely normal map problem, because if I export the texture set and apply it in a 3D modeling program, the seam disappears if I disconnect the normal map. Before you suggest:Hiding UV seams: it's not always possible, depending on the model, and it shouldn't be needed. Texturing and baking textures in Blender, for example, doesn't create these visible seams, so I don't understand why Substance does this.Blurring the seam using Clone tool or some other way: again, it shouldn't be needed, since Blender doesn't have this problem.Using tri-planar projection: doesn't help.Increasing shader quality: doesn't help.
Hello,How can I create opaque glass?I am trying to create a shade for a banker's lamp, but the shade is made opaque, which means that the inside of the lamp cannot be seen through. However, if there is light inside, it will let that light through. (Just like a white, opaque light bulb).If I use Opacity, the inside is completely transparent and I just can't get a good representation of that lamp.If anyone knows of a solution, I would be glad to hear from you.
Hello, I am fairly new to Substance Painter (Substance Painter, version 2019.3.3Build 3714 - 16df6a1111f5c64f54fb9005e3267806ee670439), and have a problem with seams appearing along UV borders when the UV islands are not aligned in a specific way. I have been searching for a while now and cannot seem to find any solutions to this problem. I have attached photos of a simplified recreation of this problem with a flat plane made of two squares, each with their own UV island. In this photo, a seam can be seen in the 3D view when a smooth flat surface is expected: In this photo, I have rotated the two UV islands in Blender so that the edges they share in 3D view are facing each other, and the seam problem is fixed:However, it seems like it should not matter how the UV islands are rotated, and manually rotating UV islands like this for larger models is a lot of work. After more texting I found these seams do not appear when the texture is exported out of substance painter, but
您好,我在使用 Substance Painter 时遇到了一个非常令人沮丧的问题。使用 UDIM 时,除 1001 以外的任何图块中的纹理映射似乎会影响其他 UV。我怎样才能正确设置?
I was wondering if it is possible to get a custom shader that supports 100% rough materials that don't reflect light at all. Currently if the material is 100% rough in painter there is still light that is reflected. At work I use a custom viewer where the darker areas that are fully rough dont reflect light at all. I would love to have a this as a custom shader in substance 3d painter so that I know my model will look the same in both programs. Below I have attached 2 images comparing the shadowed areas inside a shoe. I also noticed that in painter the textures seem to be slightly less saturated? I have attached one more image comparing the base color in blender vs substance 3d painter.
It would be great if Substance Painter had a Batch Layer Renamer for selected layers.Search and ReplaceSelect Layer by nameAdd prefix and suffixRemove prefix and suffix based on an input number Our studio pipeline relies heavily on standardized naming and hierarchy stuctures. Having a layer renamer would really improve efficiency for larger scale projects. This Maya plugin has some of the features I listed above:
it is a very straight line when i bake this normal map in substance painter. after export the maps, the line became distorted when im using it in blender
Hello, I have Substance Painter 2023 Steam Edition and it won't launch. I have no idea why. I tried looking for an answer in the forums but I haven't found a solution yet. OS Name: Microsoft Windows 11 HomeSystem: Model OMEN 25L Desktop GT12-1xxxProcessor: 11th Gen Intel(R) Core(TM) i7-11700F @ 2.50GHz, 2496 Mhz, 8 Core(s), 16 Logical Processor(s) C:\Users\Personal\AppData\Local\Adobe\Adobe Substance 3D PainterHere is my Log file:[INFO] <Qt> "[DBG INFO][RunTimeInfo]" projectName: "Adobe Substance 3D Painter"[INFO] <Qt> "[DBG INFO][RunTimeInfo]" softwareVersion: "9.1.2"[INFO] <Qt> "[DBG INFO][RunTimeInfo]" softwareVersionName: "Steam Edition"[INFO] <Qt> "[DBG INFO][RunTimeInfo]" buildNumber: 3333[INFO] <Qt> "[DBG INFO][RunTimeInfo]" buildArchitecture: "x86_64"[INFO] <Qt> "[DBG INFO][RunTimeInfo]" sourcesVersion: "3dc9c3a1a7902324d43145613f44b539a0d66f51"[INFO] <Qt> "[DBG INFO][RunTimeInfo]" osVersion: "Windows 10.0.2263
I am creating game assets using Blender, Substance Painter and Unreal Engine 5. I watched this post from Wes McDermott - https://www.instagram.com/reel/C9kej89CY90/?igsh=dHFkOGx2d2prNjJu where he uses Substance Sampler to preview materials in Ue5 and is able to make changes on the fly using the plugin. Is there nothing like this for a Substance Painter - Ue5 workflow, like a live link? I want to be able to take materials I've made in Painter and preview in Ue5 and change on the fly.
Hello guys, I have been working on this taxi for the last couple of weeks and ive been trying to fix the exporting issues on my own and with google but have not been able to find an answer to it. Basically what is happening is that my Normal map gives my model this pixelated look with wierd shading when i use it on Unity or Blender but my model looks fine within Substance painter. Ive tried to export with 8 bit, 8 bit + dithering, and 16 bit and its the same problem with them all. Is this substance painter fault or am i missing something? Ive never had this issue with any other model. How it looks in substance Painter:Exported maps to Unity:
Would be nice if you could share a project file without the other person be able to save x thing, per example u disable the person to save the mesh, or disable to save the texture, or both...
Hi everyone,i'm encountering an hateful weird issues with HEIGHT MAP in Substance Painter. As you can see from the image the mesh in some spots it opens and in some other areas it creates cracks. This happen in conjunction with the UV seams:Inspecting the Height map i noticed that this could happen because where the uv islands comes togheter the paint across became unmanageable and is impossible to fade the transition: Someone know why this happen? There are ways to solve it ?Thanks in advance to everyone.
Hello everyone 🙂I’m encountering issues with normals at the seams of my UV maps, including between material IDs. Even though the piece is perfectly modeled and joined, the normal maps extracted in Substance clearly show these seams.Is there any function or setting I can use to avoid this? Sometimes I have to use plugins like Unwrella, especially with complex organic models, and I’m also limited by texture size and number of material IDs.
I'm trying to texture a character model I made in Blender, I have two materials, one for the body (one connected mesh) and one for the accessories. Everything is connected as one object. I have 2 UDIM tiles where I have arranged the UV islands so that the first UDIM tile has the body and the other one has the accessories. I have triple checked that absolutely nothing is overlapping between the two UDIM tiles, and have tried UV unwrapping the meshes twice already, hoping it could have fixed the issue. When importing it to Substance painter while having UV tile workflow checked, I get an error like this: [Scene 3D] Errors have been found while splitting meshes per UV tile:Mesh 'Full_Body_lowres.005' has a face spanning across multiple tiles: UV tile 0, 0 (UDIM 1001) with vertex at U=-0.00128091, V=-0.000508858Mesh 'Full_Body_lowres.005' has a face spanning across multiple tiles: UV tile 0, 0 (UDIM 1001) with vertex at U=0, V=1 Please help me 😞
hello guys.when I import my model in substance, it shows me an error like this;[Scene 3D] Errors have been found while splitting meshes per UV tile:Mesh 'mask pCylinder1' has a face spanning across multiple tiles: UV tile 3, 0 (UDIM 1004) with vertex at U=3, V=0.316657Mesh 'mask polySurface15' has a face spanning across multiple tiles: UV tile 4, 0 (UDIM 1005) with vertex at U=4, V=0.550256 I double-checked everything and I changed every Udim.Please anybody has an idea??
I WANT TO COMPLAIN. I've been waiting for Adobe (like a fool) for years to get into the 3D game. I've been using Adobe Dimensions, yes the original name was plural back in the 1990s, and now you've come up with three new packages which ARE NOT included in my EVERYTHING subscription. Why NOT? You want people to use your product right? There are a ton of better 3D programs out there already and you have the audacity to put this into its own subscription? Wooooooooow, ain't nothing like selling it to a group that's not using that subscription level when it could be getting more use in a lower subscription.
So I have the 'Creative Cloud All Apps' plan, in the Creative Cloud App when you click on the 'All Apps' tab and scroll down you'll notice 'Substance 3D Painter', 'Substance 3D Designer', 'Substance 3D Stager', and 'Substance 3D Sampler' under the "Apps to try". These are all apps in the Creative Cloud App, yet they are not included in a plan that is named 'Creative Cloud All Apps'. I literally use three apps, Photoshop, llustrator and After Effects. Yet a program I use was bought by Adobe and added to the suite yet not to the plan. Adobe I request to please add these 3D applications on the Creative Cloud All Apps plan. The subscription literally says, all apps. not some apps, not most apps, but all apps.
I need help. I've been trying to boot it up for a while, and nothing has worked so far.[INFO] <Qt> "[DBG INFO][RunTimeInfo]" projectName: "Adobe Substance 3D Painter" [INFO] <Qt> "[DBG INFO][RunTimeInfo]" softwareVersion: "10.0.0" [INFO] <Qt> "[DBG INFO][RunTimeInfo]" softwareVersionName: "" [INFO] <Qt> "[DBG INFO][RunTimeInfo]" buildNumber: 3640 [INFO] <Qt> "[DBG INFO][RunTimeInfo]" buildArchitecture: "x86_64" [INFO] <Qt> "[DBG INFO][RunTimeInfo]" sourcesVersion: "800cda81e784a2625aa1db60a3a8d867fc2aacfc" [INFO] <Qt> "[DBG INFO][RunTimeInfo]" osVersion: "Windows 10.0.22631" [INFO] <Qt> "[DBG INFO][RunTimeInfo]" cpuModel: "Intel(R) Core(TM) i7-9700K CPU @ 3.60GHz" [INFO] <Qt> "[DBG INFO][RunTimeInfo]" ram: "32683 MB" [INFO] <Qt> "[DBG INFO][RunTimeInfo]" swap: "Not bounded" [INFO] <Qt> "[DBG INFO][Main]" "Substance 3D Painter launched with the following command line arguments: " [INFO] <Qt> "[DBG INFO][Ma
Hello, I don't have experience in writing Shaders and I'm just looking into it. I have problems properly displaying the height and displacement values in the viewport. Its a lot of times just black and enabling the "Use +/- color for HDR values helps a bit, but not enough. I understand, that I would need to write a custom shader to change that. I'm currently using the pbr-metal-rough-with-alpha-blending shader. Is there any opportunity to edit these values and how would I do this? Would be great, if someone could help.Thanks in advance
After finishing texturing I noticed that 99% of my height and normal modifications were being drawn on this weird combo height + normal + mesh channel and when I exported the textures my normal and height maps are completely flat. Is it possible to transfer this channel to correspondings ones or do I have to do heights and normals from scratch?
HiOur company recently changed the method we subsrbibe to out adobe apps (im very confused over it all) but now i dont seem to have any credits to download anything from substance source 😞 I contacted our IT depertment but they said we dont pay for getting the credits which i was surrisded at as we used to get them. The subscription we used gives us all of the adobe apps so i would have thought we'd get some free credits! is anybody able to help?thanks
Please add an option to move paths together and add scaling to selection/group. I have often found the need to move my paths for various reasons or scale them.. I would love the option to be able to move them as a group, as moving individually is painful and time consuming. I use paths for my daily workflow, because I like the finite control I have over specific strokes and the ability to adjust the pressure manually.
Hi!While working on a project, I imported a bunch of materials. After creating a new project, all the materials are now gone and I have to add them all again, even though I selected "Import your resources to: library 'your_assets'". Why? How can I add materials/resources so that they stay in Substance painter forever, for every project I make?
I recently got a free student trial of all the Adobe products. I thought Substance Painter would be really useful to texture any models made in Blender, that I can then use in Roblox. I've tried everything and I just can't get it to work. Every texture file I export just turns in to plain colours. I've used Roblox Surface Appearance template, and tried creating a custom output template, but neither have worked.It should look like this.
So I'm learning Substance and made a mistake with outputting a texture using the Blender Principled BSDF template. To correct it, I thought I only needed to output the BaseColor, so I deleted the other maps. While that worked, the problem is the other maps didn't come back in the preset. They seem to be gone. I didn't tell it to save settings, but it seems to have anyways. I thought I could just restore them to the default settings or something.How do I either restore the template or rebuild it?
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