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Hello,I am brand new to substance painter so I may be missing something obvious here. Is it possible to add a bottom layer material with Height info (like fabric). Then paint over that height info on a second layer with new height info (like a seam brush) that will replace the height info of the first layer rather than mixing with it? I want the second layers seam brush to mask out the Height info of the first layers fabric, not all of it - just the part where I paint with the seam brush.Thank you much for any info
Hi! I'm a video game texture artist, and I'm having this issue where the Pen tool path on the golden and silver elements has some sort of a white outline and jagged edges in-game. Played with the height and the metallic values a lot, but it still looks bad in the game, whereas it looks somewhat decent in Substance, but not quite how I would like it to be. Textures resolution 2048x2048, export as TIFF. It is a mod for the game WWE 2K24 and it runs on Unreal Engine 4, DirectX 12. Would any of you have a fix for this? Thanks in advance. 🙂
Hello all, I'm looking for a smart mask or similar in Substance Painter to create snow or dust settling on an object from a deliberate direction, as in the example attached (in this case from above [Y]). In C4D for example there is a shader called Terrain Mask that does this. Appreciate any input. Thanks!
HiI use Substance Painter for my textures, and most of textures goes fine when imported into Blender. But, I noticed that some textures are deformed when I put them in Blender.Here's how it looks in Substance And here's how they do in BlenderIt's not the first time when I face this problem.I tried almost every combination of project setting in Substance, but nothing changed.Is there anyway to solve this? Because I didn't see anyone with same problem as mine.
Description: Pressing/Holding space (or some other key) opens Asset Browser (full screen)Reasons:1. Screen real estate. Similar to the fantastic right-click context menu for brush properties, it saves so much space and only shows panels when artists need them.2. Similarly, the asset browser has such little space to work with (unless you undock and expand it on another window). Icons are either too small to comprehend or they're big enough to be readable but you have to incessantly scroll. Having a temporary asset-browser that can take up more of the screen would help with both.
When dropping in an alpha into the height, using Warp Projection, I always get this indented square around the projected texture. I've tried changint the hardness (doesn't work), I've got the layer modifying the height map with "Linear dodge", which should be an "add", and as you can see in the pic below, the background of the alpha texture is black, and shouldn't be adding/subtracting anything. What am I missing? How can I get rid of the square indent?
I used to use Metal Edge Edge Wear generator and wear reference channel and alpha behavior settings, but it seems like these two setting disappered or maybe they were transwered to a different place?Previously these settings were below Mirco Normal and Height Mask, but now it's not and I cant scroll down furtherDoes anybodyhave the same isue or it's a bug?
I'm not entirely sure if this is actually a bug or I did something wrong, but I'm unable to open a project I was just working on three days ago and I'm in a rather significant bind as I have a deadline to meet. I haven't had any steam updates since the 11th, I've been the sole person working on this file; haven't had it sent to me from anybody so I'm genuinely stumped on where the heck the file got a newer version than the software I have?I have Windows 10, Substance 3D Painter, version 10.0.1Build 3757 - 7b4ced7a122f076dd24be6ab0be2d1299d7509ff I already sent a bug report from the program itself but wanted to see if anyone here had any suggestions on what to do while I wait so I figured I'd ask.Bug report number (253903) if that's important at all.
Hi, These are the specs of my computer: AMD 5600X32GB DDR4ASUS TUF 570X-PRO (WiFi)AMD Radeon RX 7800 XT w/ 16GB I'm trying to open a file that's relative big but the program just hangs and decides to stop trying at a very early stage. The menu seem to work but the screen gets white. I can open some smaller files but the brushes are extremely slow. I already tried everything from what I could find in here (like changing the energy profile of the program and disable/enable options within the program). It feels like it's not detecting my GPU because loads are extremely low. What can I do?
Importing from Blender, baking a complex high poly with about 30 different materials assigned to a low poly single material model.On the HP model all the colors are different hex color values but when ctrl dragging materials to create new folders on the LP if a color is even remotely the same it will combine it despite it having a different ID. For example i have a few different shades of green, SP assigns the same material to ALL greens.Is there a way to adjust the tolerance of material separation or a way to better distinguish ID's in Blender before importing?
https://disk.yandex.ru/i/6G1C-JSEv-XPKQ Hello friendsI'm sitting working, drawing on UV. Suddenly my UV disappeared. The f4 screen turned gray. The mouse cursor disappears when moving to the 2d area of the screen. F - does not help. I've been Googling for an answer all day. Help =(SP 2020.2.2 (6.2.2)
So like the title say i want to hide the shortcut menu(or whatever that is) that pops up when I hold shift, ctrl, and altHere's what it looks like btw.
Hi forum. Im trying to export anisotropic materials. Seems all fine until I load them into Blender and I cannot see the anisotropic texture on my object. Thank you.
https://www.youtube.com/watch?v=LnVhGGolN5cAdding Micro Details to baked lighting does nothing.This was already reported here:https://community.adobe.com/t5/substance-3d-painter-bugs/micro-details-not-working-with-bake-ligthing-stylized/idi-p/13815270
Wacom Tablet settings/features on Mac OS don't seem to allow me to PAN using Substance 3D Painter. Have to resort to the mouse to PAN, then use the pen, etcFYI: The Wacom Tablet settings/features for panning work for Maya. Any ideas please? Thanks
it only does it with this one model. i tried the model in multiple files same result. feel kinda played that i payed 200 for software that can't handle a low poly model. how do i fix this?
i dont have a 2d thing that allows me to paint it, can someone find the issue?
I have a project that uses UDIM tiles 1001-1003. All meshes on 1001 and 1003 bake just fine. 1002 (the gumball machine glass) does not bake and is pointed out in the menu to the right. I have applied file settings for UDIM from the start: This worked before in a previous bake, but I needed to adjust some topology on another mesh. Now the new bake does not work, even when starting a new file. I have checked the UVs and they do not overlap and are within the 1002 tile. What can I do to fix this?
I feel like the answer is simple by I'm stuck and hoping someone can help.For context, I'm trying to add displacement to a simple block so I can export the mesh with that displacement. The sample project "tiling material" showcases what I'm trying to do but when I create my own project, duplicate the layer stack, and make sure the display/shader settings are identical, I'm coming up short. The mesh just will not displace when I adjust the height parameter. It seems to only move the entire face.
Hello! I'm painting rivets on a 3D model of an airplane using a brush with an alpha square size of 0.9. In fact, on a 3D scan and in Photoshop it is a full-fledged square measuring 4 pixels (2x2). But for some reason, Substance cannot draw a basic square; Instead of a square, I often end up with a quadrilateral, a triangle, etc. I played with Levels and effects, such as blur, but it did not help. Please, helphttps://youtu.be/dXKAvWiPqfQ
Allow DDS files to be exported from Painter in the texture export options please.
Hi, I created a t-shirt in CLO 3D (Mesh Type: Quad) and exported it as an OBJ with the UV maps. In Substance Painter, I imported the OBJ and the maps, baked all the mesh maps, applied my textures, and then exported the textures. I only exported one of the textures (body_Front) into CLO 3D. However, in CLO 3D, my texture does not appear (sbsar) or appears distorted (png). What could be causing this issue, and how can I fix it?
В общем... Столкнулся снова с гемороем, а точнее с кистью, с нею я взял альфу (Квадрат) Баланс, контраст на максимум, харднес на ноль стоит и в этоге в место квадрата я имею не квадрат в 4 пикселя, а либо:-квадрат 2х2 с опендиксом в 1 или 2 пикселя-Квадрат 2х2 с дополнительными 2-умя размытыми пикселями на краях-В место квадрата вообще четёрёхугольник-В место квадрата вообще какой то крестики т.пhttps://www.youtube.com/watch?v=dXKAvWiPqfQ
I'm unable to download both software because it says I must update my system, while everything is already up-to-date as far as I know. My PC does have the right hardware requirements so I have no idea where it goes wrong. Specs:AMD Ryzen 9 7845HX with Radeon GraphicsGeForce RTX 407032 GB RAM
I have a gumball machine model that I am baking. My issue is that my gumball UVs are being baked onto my model, but only on the parts that are UV mapped together, since they will be metal texture. The glass mesh is fine and is on a separate UV map. My naming format for my meshes and .fbx files are in _high/_low format. I have received no baking errors. There is a combined mesh of gumballs inside the glass mesh of the model (not yet visible until glass material is textured). I have checked my UVs and model in Maya. There are no overlapping UVs and the cleanup tool shows no issues with topology. I have three UV maps: onefor glass, one for metal, and one for gumballs. I would appreciate any help to resolve the UVs baking onto the model.
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