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Any one know what happened to : Plastic Matte Pure".I can't find it in my materials.
I am trying to make a brick facade that is common in the UK, kind of like this. I'm really strugling with this, I am sort of new to substance painter. The best I've been able to get is this Doesn't look great, but looks okay I guess. The way I did it was seperated a bit out of the window and extruded it and gave it a bit and pulled it out a bit. I then used a procedural texture from the marketplace and edited the amount of bricks and offset to get that. I'm wondering if there is any better way of doing this/making it look better? Would love some advice on this, I just want to be pointed in the right direction of a good workflow as I've tried searching and can't find much. Thanks for any help 🙂
"Enable GPU raytracing" doesn't worki have a AMD rx 5700 xt graphics cardhow to enable this option?
Hi guys! I am trying to turn my mesh so I can see what im doing. I'm able to zoom in and out but thats it. Im in persp mode, what am I doing wrong. All ive done is loaded my file and baked my mesh.
And not just Iray specificallyIn every online vs offline render the intensity of highlight spot is so different with every setting being perfectly same. Looks totally same in Evee vs Cycles comparison and so on. For example random Megascan texture asphalt roughness looks perfectly fine in Cycles . But for a game you usually have to darken the roughness quite a bit . Otherwize the asphalt would be totally matte.In a game I see no asphalt shine at all when the sun goes 50 degree and higher . In real life and Iray or Cycles or Octane , Arnold it's just like in real life. Even when the sun is as high as 70 degree you still see a bit of it. At low sun angles it's other way around. That very same asphalt shines like crazy in game renders and&n
Hello everyone, I have spent hours trying to understand why my shader paints the model green no matter what texture information I give it as input, and thats why I am here maybe someone can help me. All the shader does is takes material in the shader settings and puts information from that material's user0 channel into sampler2D variable named AM_channel_user0 //: materials [ //: { //: "id": "AM", //: "default": "Concrete 044", //: "size": 1024, //: "group": "Tiles" //: } //: ] //: param auto AM.channel_user0 uniform sampler2D AM_channel_user0; In the shade function I sample the color using texture function and output the result using diffuseShadingOutput: void shade(V2F inputs) { SparseCoord uv1 = getSparseCoord(inputs.multi_tex_coord[0]); vec2 myUV = uv1.tex_coord; vec4 baseColor3 = texture(AM_channel_user0, myUV); vec3 baseColor2 = baseColor3.xyz; diffuseShadingOutput(baseColor2); } the result ho
Hello all. I have been unable to find any way to not have to use the mouse to zoom in or out in the SP viewport. This slows down my work a lot when I am using my tablet to paint. Ideally, there would be a way to use a combination of keys (like + and -) to zoom in or out without having to put down my pen and grab the mouse. I recognize that this is by default assigned to the manipulator size, but I would gladly sacrifice a hotkey for manipulator size in favor of being able to zoom in or out while painting with pen and tablet. The current default assignments for zooming in or out of the viewport are either using the middle wheel of the mouse (not documented as far as I can tell, but works fine) and Alt + Right Click + Move mouse in or out (described in shortcuts as "Camera zoom". But these are only mouse driven possibilities. In looking over the available list of Keyboard shortcuts, there is no way I can see to assign a p
The problem is that in the settings:"Camera option" > "Rotation speed"there is only one sliderwhen I increase the rotation speed by 10 points, I'm fine with the rotation on the horizontal axis, but on the vertical axis, the movement is too fast. How can I separately adjust the sensitivity for each axis?
In Mari you can select a UDIM tile and link it to another, so it duplicates all you do from one tile to the other.Is there a way to do something like this in Painter?
Hey all!I want to import a new mesh for an existing subtool in my texture set list, but don't want to update the entire model's low resolution mesh maps once more in the process. Is there any way to import one part of a model to substance painter? Much thanks!EH
Hello Substance Painter Community! I needed to update my model, as a subtool within that model needed editing, but when I went to import it back into Substance Painter, it wouldn't allow me to click, view, or even pull up the other subtools/textures I baked from the original model. When exporting and importing, I made sure to use the exact subtool name and suffix for low and high resolution, but the problem with editing other textures still exists. Help?Many thanks,EH
This might have already been addressed many times in the forums but I haven't come across a solution yet.What's the best way to prevent shadows being cast (ambient occlusion) across texture sets? If I have a character with eyeballs, I like there to be no shadows baked into the eye, rather let the render engine in another app determine this. I have been moving objects away from each other to stop this from happening but it's getting impractical.
I use a lot of external timages when I work on substance painter. here is the process I use:Import resources -->set as texture --> to projectWhat happens then is that the resources are saved into the project library. Then I use them as assets, masks, etc.I often need to update them as they are generated externally. Bu the process of updateing seems to be a two-stage thing:1. go over the library, and right click each resource, one by one, and select "reload"2. run the resource updater. Additionally, there is the problem of relocating the assets. Once I move the project to a different folder the connection to the file's location is lost and has to be relocated, again, separately for each resource. All of this is pretty annoying, as some projects have many external resources that are all regenerated togehter and updates are frequent. So my question is: Am I doing things right? is there a way to streamline the process? some script to reload all resources from the file
When I export this model from Blender 3.6 and bake the texture set in Substance 9.0, the seat of my bike somehow gets the UV map projected onto it. Can anyone tell me what is going on? The model is UV unwrapped in Blender, with a single basic material applied to all objects so I can round trip a single set of UV maps back into Blender or Unreal.
Hello!I'm new to substance painter, I wanted to ask if someone can give me a clue how to get this wooden plank generator to be put the same way on different faces.I was thinking of putting reworking the id mask to separate the faces that are inverted and using the transform filter on them, but I have no clue on how to do that without undoing all the work that i did on the mesh and starting from scratch.Any help would be really appreciated, thank you.
Hello everyone, I'm new here. Currently, I'm working on creating my first stylized low-poly (game-ready) model. When baking high to low-poly in Substance Painter, everything looks good with all mesh maps and material view. However the normal map (mesh map) has visible seam lines. After searching online, I found a few potential solutions to this problem: I've already tried raising the bake resolution, but it's already at 8k.I made sure that my UV islands have 32 pixels padding between them when Substance Painter's dilation is set to 32, so they should not be affected by each other.I attempted painting the seams of the normal map with the average color of the normal map, which did make the seams disappear, but it caused imprecise results around the seam areas and even were noticble in matirial view.I haven't attempted aligning the UV island seams with the UV grid, as I need to optimize the model for gaming, and aligning might cause issues with UV packing.does anyone
Ok, either i dont get soemthing or the color mixing mode for any layer is comepletly broken.Every time i set a layer form "normal" to "color" it just burns out the texture and bumps up the brightness by 90% and turns almost every layer white. And its not like it started now, it always was broken, no matter the version it never worked, so far i just never used it.But i gotta ask, is there a way to actually make it work?
Hi everyone, it's been a while since i started wondering why there's no triplanar projection option for some filters like "Blur Slope" or generators like "Dripping Rust". I love triplanar projection, most of the times is definitely a game changer, but when i come to use it in conjunction with those two filters (which i often like to adopt) i always have to tweak with a painting layer on top of it to correct the visible seams appearing on the textures, which can be really tedious depending on the asset i'm texturing and the level of details.Is it possibly me not knowing how to fix it or is it actually a missing "feature"? If so, how come has it not been implemented and doesn't work like with other generators like "Dirt" for example?Thanks to whoever will have an answer or will be able to help 🙂
Hello, Just trying to create a smart material out of a folder, so I can use it in another file. When I say create smart material, nothing happens, but red warning at the bottom shows "[Library agent] Preset cannot be saved: A default library must be specified". Thank you for any help,Colleen
Hello ! I'm a beginner on Substance Painter and i make my homemade texture.I already have a 3d model (a hoodie) and i would like to create my own texture.Everything works perfectly until i choose the color of the texture, if i choose white color, behind of the hoodie the color is grey and not white.So i would like to know how can i have a complet white hoodie ? I think the problem come from the environnement lightning and the exposure.Thanks ! Mika
Help, please! I can't bake the map ao.
Hi, I have a problem in the bake mode from SB. There some weird lines, where I don't know, where are they are from. I guess its, but the high Poly model haven't this lines in ZBrush or other programms. Do anyone why they are existing, and how can I remove the lines? Thank you!
Hi, I start to texture my model and seams come out, I do not know how to fix it and they do not smear, what to do? Where you can see the seam in May is soft.I used to make incisions on the soft, but the stitches were not visible, but now they came out and I can not remove them in any way please help me.I understand that they can be covered up, but I want to learn how to fix these issues so that in the future there will be no problems.
I was approved for 1 year but the application only shows 1 month, I am unable to request help because this is a school account.
Hello fellow adobe users/admins,I encounter a problem with Substance Painter 3D. I recently upgraded my pc and re installed Windows along. I downloaded Creative Cloud and have still access to MOST of the Adobe Softwares that I use for my studies (PS, iLL, Premiere, AE, ..).The problem is I cannot download Substance Painter anymore (along with Designer and others that I need and could previously access) tho I had it before with that same email address/account. I only have the options to ask for a new access, or go for Trial version (which is not conceivable for my student status).When I ask for access I receive an e-mail with a code to use on identit-E to verify eligibility (which should be already done since I can access the other programs as a student), but it tells me that both my e-mail address and the code correspond to nothing in the data base. So I contacted them and they replied that they have nothing to do with those types or errors, can't help me on that matter and Adobe is th
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