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Hello, My conpany just purchased a Mimaki color printer (amazing!) and we make physical board games and toys. I want to use the Mimaki to produce paint masters that we then send off to license holders for approvals or manufacturing to produce. I am trying to use Substance painter to produce solid colors on my models but I can't figure out how to paint without PBR. I don't want cast shows, I don't want occular occulsion, I only want solid diffuse colors. Substance makes it so easy to produce amazing textures but I can't figure out how to turn all that off and just paint with solid colors and output to a 3D printer. I am comfortable in the Adobe workflow and don't really like ZBrush or Blender and would like to stay in Substance. How do I dumb it down to get what I want? I will include a picture. I want to paint like the left model, flat color only, not llike the right which is what i get becuse of PBR. Any help would be apprecia
Hello,As you know, we must map a drive to share ressource and update libraries in substance painter or designer accross users in studio. It's not enough to industry needs.Could you please develop this feature quickly.As there are already many tickets about this subject and given the price of software, I don't consider this problem as an idea or a conversation, but as a bug.Thank you
Hey, the Levels and Alpha Behaviour below the Micro Height input are missing for me. Any idea what may gone wrong?
Like this but transparent background. Much thank you if anyone solves this. Very annoyed rn 🙂
I am trying to import the materials ive downloaded from the community assets library, they are downloaded as spsm files, when i try to load them using the substance3d panel on blender it is saying they are not valid .spsar files
click on this youtube link to see my problem, I am really new to this.
How come the UVs of the cage need to match the low poly? I didn't think the cage even needed UVs at all, but for some reason when I change the lowpolys UVs, I also have to remake the cage to have matching UVs because if not I get artefacts in those areas where the UVs are different. Is there a way to not have the UVs of the cage affect the bake? It is tedious to have to redo the cage when I want to change the UVs of the lowpoly.
Hello, I've been testing out the new layer stack module for Painter 10.0 and was wondering if it's possible to set a filter's parameters with Python? More specifically, after creating a histogram scan on a mask, is it possible to move the contrast to 1? Many thanks! 🙂
Hello, Adobe team. I am a novice in 3D modeling. I am learning simple character modeling by myself recently. The workflow I want is 3D scanning + Zbrush + Substance Painter, that is, first scan the existing physical object with a scanner, then import it into Zbrush for model processing to better understand the 3D modeling topology structure, and Substance Painter auxiliary tools are used to make high-resolution maps. Is this feasible for you? Secondly, I would like to know how to import from Zbrush to Substance. If I add new details to the Zbrush sculpture after finishing the work in Substance, do I need to regenerate the map in Zbrush? I hope to get your professional advice and help, thank you
HiIm baking down the normals of a character im working on, and have managed better than i could have hoped to be honest, specifically with the aid of a cage mesh. Ive never used one before and its amazing how well it works. However.. im still getting some issues between the fingers 😞 . Would anybody have any tips on how to treat the cage mesh in this instance? The fingers are so close together that im feeling its going to be quite hard
Hi,I am trying to make parts for a dynamically sized panel. The panel consists of corner, side and center parts (depicted in the image). All these parts should be tileable, which is where my problem starts. The project requires me to be hand painting the textures, therefore I am working in Substance Painter. I read much about tileable materials and how to unwrap models for them. But I am at a loss on how to transfer my knowledge to this case. Specifically on how to make multi-mesh tileable textures. If it matters for your answer, the blue lines connect sides, that should be seamless.Just to emphasise: I am not looking for simple tileable textures, I am looking for tileable textures that work for multiple meshes.If you have any advice, resources, tips or pointers, it would be highly appreciated!
In World Creator, I add an sbsar file as a texture, and this is the quality I can see:So I had a problem exporting this texture out of this software, and I went to Substance Painter and loaded my model, but I couldn't achieve the previous quality no matter how small I made the tile:How do I get the best quality of this texture in substance painter?
It costs me a lot of time constantly having to change brush alignment mode when painting on a per-brush basis. I often find I use Tangent Wrap only situationally and paint by UV most of the time. Having to constantly change the alignment from Tangent Wrap to UV everytime I swap brushes is exhausting. I would appreciate the option to be able to control this setting independent of the selected brush.
Since the 10.0 update (I have the Steam version) folders are grayed out and cannot be opened when dragging them in and out of other folders.They still have all the layers inside, but they cannot be accessed. The workaround is to copy/cut and paste them in and out of folders instead of dragging.
HelloI am making low poly models and I wanted someone to please explain to me if there is a way to round corners, is there a way to do it in substance painter? My goal is not to add more geometry to the model.
When I use project configuration to bring in a updated fbx I lose all my textures and it reverts to the starting point, why?
Hello, i accidential bought the Substance Painter Annual Student Verision. I really just wanted to try it out once and im not financal capable of payements like this right now. Is there a way to get a refund on this? I already cancelled my suscription.
Hello everyone,Generally, height maps and normal maps are used as an alternative. So, if we texture our mesh using the height channel and export all the maps. later we decided to use the normal map to save memory can we get the same results if we use only the normal map in another software? I want to ask if the changes made to the height channel affect the normal channel.I appreciate your help.
Hi,why so many smart materials directly placed in Substance Painter have no normal or height channel/information?For example:"Steel Painted Chipped Dirty""Steel" or "Rubber Vulcanized Raw".These are all amazing materials (in BaseColor, Metallic or Roughness channels)but without any normal information (just plane normal map) it is useless. (((
I work with super lowpoly meshes and bake highpoly details onto them. Sometimes, I use baked lighting environments as a base, but I encounter glitches when I turn the roughness down. Theres areas where the lighting is removed or warped. It's super strange, and I've never understood why this happens.I suspect it might be related to the lowpoly mesh or the shade smooth setting I have applied. There are no marked sharps because when I use them, I get rough edges, which I try to avoid.Does anyone know how to fix this issue? It's driving me insane! Any advice would be greatly appreciated.
After having to re-export my mesh many many times to get substance painter to somehow recognize different mesh parts so I could work with geometry mask, for my surprise geometry mask doesn't work. at least not how it used to, as seen in this vid: https://www.youtube.com/watch?v=TGASuIGSUns it properly "masks" whatever I select to paint, but only while still showing the entire mesh. I want to paint my character's tongue without having to make it a separate texture set. what gives?
When I try to save, it won't let me and I get a few errors (log image is attached to this post).I've tried removing unused resources, and I've gone to file:///C:/Users/BRADLE~1/AppData/Local/Temp/2m19n17w.bmp on my drive and the file definitely isn't there.
Hi, When using substance designer, I generate height data which must be within the 0-1 range as far as I understand. Substance Painter does seem to support negative values with "no displacement" being 0. So far so good, I can import the sbsar into painter and set the height to be unsigned. The issue starts with designer, if I want to actually see displacement I need to crank the displacement scale up to like 10+ in the material and also the normals generated as from what I understand, designer doesn't generate them based on the displacement implicitly. Now in painter, I do see the normals are being implicitly generated but the "strength" of the normals doesn't look like it matches the height. This of course is dependent on the displacement scale in the shader.How can I know what values to put in the shader's displacement scale? Generally, I'd like the shader's displacement to match the implicit normals and what I'm asking is what needs to happen and how do I know ex
Normales extrañas
Been folloing the workflow in the documentation for creating flow maps https://helpx.adobe.com/substance-3d-painter/painting/advanced-channel-painting/flow-map-painting.htmlAbout a year ago I tried it and noticed it was busted. Now tried it again, still busted. Checked the foums, problems are reported without any resposes by devs. I would love to see it fixed since it a really handy function 😞Problems that pop up are1, Using undo somtimes removed a whole lot more than your last stroke/action.2, Colors sometimes multiplies and cannot be painter over itself.3, Sometimes a stroke just breaks prior work, even when loading up a file from say, the day before.
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