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When i'm using smart mask "Dirt ground", brown colour on light materials doesn't appear
Hi,I am a I am professor and I am teaching 3D modeling and 3D Game Environment this semester. I am trying to download Substance Painter and there is no option for download (Same in Creative Cloud). It says Learn More and when I click it goes to a tutorial page. Also, How would my students get access? Thank you for anyone helping me.
I noticed in recent months old API reference page was removed (it had a dark theme). This help page doesn't have python API at all, only JS - https://helpx.adobe.com/substance-3d-painter/home.htmlThis page seems out of date and doesn't include anything from v9.0 AND all links throw a 404 error - https://helpx.adobe.com/substance-3d-painter-python/api/changelog.htmlHow are we supposed to work without a complete API reference?
I have a mesh set up to use UDIMs.I baked the mesh maps (AO, curvature, position, and wsNormals) in Designer.I then imported the model and mesh maps into Painter.The model is correctly set up for UDIM work flow - it has a single Texture Set and all of the UDIMs appear in the 2D view correctly.The imported baked textures also correctly display as UDIM textures in the LibraryHowever, when I try to apply an imported baked texture as a mesh map, it incorrectly copies the 1001 UDIM onto every other UDIM slot.This behavior just appeared recently.-----------Substance 3D Painter, version 7.4.1Build 1418 - 7c8c2fc4fdff1f8e3d4000066a023321898b6277-----------
Hi I`ve noticed a change in the behavior of painter when it comes to 3d stroke reprojection or at least i think i do A few years back i did some reprojection tests with both moving and scaling of the mesh and i remember it being able to reproject the strokes in a consistent manner according to the new bounding box rather than the old one. now when i try to move the mesh it simply won`t allow me to reproject since the mesh moved outside of the previous meshes bounding boxand when i scale it within that bounding box it will reproject the strokes according to the old bounding box rather than make it relative to the new one, so strokes will suddenly be somewhere else on the mesh. so is there an option to still do this reprojection according to the new boundingbox?
Hello. Writing the file and mesh name while exporting gives me a problem. Then I have to delete one of them from the maps one by one. I think it has a setting, but I don't know. I just want a name to be written. How can I do it? Thanks.
Substance Painter 2023 Steam EditionWindows 10 Currently trying to automate part of my Baking, and i've been trying to add a High Defintion mesh within the Mesh map using python BakingParameters.set({common_params['HipolyMesh'] : "C:/Users/User_Name/User_File/cowTest/Cow_HP.fbx"}), however it keeps throwing a "File does not Exist Error". However when I manually select the file it seems to work properly. I was wondering if it was a bug, I was missing a step, or that it should be done another way. Any help would be greatly apperciated Thank you.
Current trying to create a python script that will export a custom Output template in one click. I'm trying to use a custom preset from an external location, example "C:\Users\Name\Documents\Adobe\Adobe Substance 3D Painter\assets\export-presets. The custom preset is called Test_Preset.spexp. export_preset = substance_painter.resource.ResourceID( context="starter_assets", name="PBR Specular Glossiness") The variable above will build the export preset resource URL for output templates that comes with Painter, but I cant seem to locate what the context should be if I use a custom preset. export_preset = substance_painter.resource.ResourceID( context="????????", &
Hi there....I'm a game artist that has been using Substance painter for a 3 years or more.I know there is a bevel filter, but I have no idea what to use it for and I have found no good examples of how to apply it to a workflow.I was thinking it would be a filer that you could apply to a model or parts of a model and it act like a chamfer or fillet, but that seems not to be the case...Can anyone point me in the direction of good examples of how to use this filter please?Many thanks
I can't find detailed instructions on filter effects and all generators in the official documentation. Can someone tell me their location? Thank you very much!
Hello,I'm not sure if this is a bug or something I don't know how to use.I've noticed that overlapping brush strokes carrying normal informations, will build up corrupting the normal texture, and I don't find a way to change this behavior. In the image, you see the effect of multiple strokes in the normal channel, using a texture:Each stroke has 100% opacity, so the effect you see in the first sample, it's only one stroke and looks like it is in the source texture. All the others are stronger, corrupted results that will brake the material.As I'm painting a layer using multiple brush strokes one on top of the other, the normals build up separating from the information in the other channels: at each stroke, every other channel will replace the existing information on the same layer, whereas the normals keep distorting.I've also noticed that the only way I have to flatten the normal with a brush inside a layer, is detaching the normal channel from any material or texture: even if I try t
Hi everyone! How can I create custom fabric material like this?
Hello,I'm dealing with an issue in Substance Painter that I've tried to solve using many well suggested solutions on different forums, but I cannot seem to fix what looks to be something simple, most likely a misunderstanding on my part and not a technical issue within the software as far as I can tell. I modeled a low poly lamp in Blender and applied vertex fills to assist me in Substance. Whenever I bake my textures in Substance Painter, an edge on the lip of the lamp shade does not get textured, instead it remains white like the default mesh. My UVs in Blender do not overlap and they have been straightened with plenty of space between islands. I've tried various methods of smoothing, unsmoothing, marking/unmarking sharp edges, marking/unmarking seems on the edge where the artifact is appearing and nothing is working. I've also messed around with baking at 4k in Substance and upping the supersampling to 16x. The only thing that changes is the position of the artifact when applyi
I want to stop the hieght appearing in the decal. I tried disabling the decal layers height channel but this didnt work. Any ideas?
Every Padding export option available produces this. All textures files exported includes this zebra effect (Base, normal, Smoothness, Roughtmness). Any insights and help appreciated. Cheers! 🙂
Hi there. I am trying to bake AO mesh map using imported nomal map.Like in this video:https://www.youtube.com/watch?v=frNU3yrE0Zoor this video:https://www.youtube.com/watch?v=ZmFY9-pj264 I was using this workflow back in 2017-2018 with no problem. I am wondering if it's still possible to work this way with a new substance painter baker? (version 9.0.0 build 2585, Windows)I succeed in baking Curvature using Generate from Normap Map (Deprecated) method. WSN map also was baked with no problem. The only thing I can't get how to bake is AO. I see no option I can change to tell to the baker not to ignore the normal map info. Looking forward for any help.
Hello, does anyone know how to not make alphas overlap one another in substance ? I tried erasing the parts that are on top of another but it don’t work that well. They’re both in separate layers too.
I'm looking for a way to create Custom Layered UV Maps for 3D Models. I play a lot of video games in the form of FPS Games like Counter-Strike:Global Offensive (CSGO). In the world of CSGO. There's a massive community out there for the In-Game Community Workshop where users including myself have uploaded Custom Weapon Designs to the Community Workshop. This workshop is fantastic and some people have been lucky enough that the Weapon Designs they have created have actually found there way into the Offical Game Content Files and these creators receive a small fraction of the cost for there weapon skin(s) whenever that skin is acquired by a fellow meber of the community. For example. This here is a direct link to my Community Workshop Submission: [Link removed by moderator] Now, my workshop is very minute in comparison to the rest of the amazing Community and their submissions: {Link removed by moderator] The Method I used to use in the past when I 1st s
So, Cities Skylines uses the follwing files: DiffuseNormal [DX]SpecularIllumination The Illumination is just a range of White from 0 to 255. More info here: https://cslmodding.info/asset/vehicle/#illumination I want to make a shader where i can paint/texture all these stuff in Painter and just export these 4 files that i need.Any help? Still a noob at Painter
I was wondering is it because of the UV density on the building not high enough that it cause this when I wanted to paint it in substance painter, Does anybody know how to fix it? Been trying all sorts of ways alr but none of them work. Here's the Maya file if can help me take a look at it.https://drive.google.com/drive/folders/10L3qEaTZjbYbBFZut7f-hGdT1vRrdrAU?usp=sharing
I am wanting to do a lattice pattern on windows. I could add this to the geometry, but I would rather have it be texture. What I need is a diagonal grid repeatable mask, but I am not able to find out how to do this.
I am wondering if it's available to keep layerd imformation of PSD. When I tried to do that, all the layer had been combined.
hi i want to buy substance painter for my personal use. but my country is not in eligible list. if i have to buy it through a reseller , how long will it take? and what is the process?i want a cheap one. is it possible to get one below $20?
Hello all, I have downloaded a font style that I need to add to my Painter Library and my question is How do I install the font into my Library ? I have tried the import resources method but it does not see the font . I did do it successfully once before, but was quite a while ago and seem to have forgotten how I did it !thanksRaymond
I'm trying out the new path tool to create a layer mask, and I'm finding it strange/unexpected/frustrating that paths aren't effectively on the "stop" of the stack when it comes to the various strokes that make up a mask. The following video shows what I mean about this. I create a new path tool in a mask. I then erase a portion of the mask. Later I manually paint a new portion of the mask, and then erase it. The issue is that the Path doesn't take precedence over those strokes. You can see as I drag around the path vertices that whatever has been manually erased/drawn is on "top" of the path's contribution. https://youtu.be/1aMjuOYv2d8 Is there some way to bring a path to the "top", so that manual erasures don't erase the path's contribution? I've found that simply duplicating the path doesn't work (the duplicate seems to be at the same position in the stack). But if I Copy the path, and Paste it, it gets pasted on the top of the stack. So, technically I can get the pat
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