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For some reason the substance painter plugin for maya was missing. I downloaded it and it installed everything into an allegorithmic folder. I copied over what I thought were the correct files to the maya/bin/plugins folder so now they show up in maya's plugin manager but they won't load. I'm assuming I either picked the wrom=ng files or I missed one or more...help!
Hi, i am trying to use the substance plugin on blender 4.1 and I have tried on 4. the n panel wont load, (only the top part) I cant load any files. I can uninstall the integration pack, I have tried a fresh install of blender, I have checked the file paths. Tried downloading and installing the up to date file (about ten times) its just not working. Any idea please? Thanks
I use steam substance painter 2023 version.I have an issue that when I using color drop, the window will zoom in automatically.How could I fix this? I haven't come across this issue before.
There was an error in the shader, and I want to know how to fix it.And when I turn on the 3d Painter, it turns off right away, so I wonder why.Is there anything I need to set up on my laptop?
so my model has to be flipped to work in a game because of course. but that means its not portting in correctly. how do i fix this issue?
I'm using a normal wave pattern, and it's scaled down quite low. That being said, it shows up irregularily. I know that this is due to some sort of compression going on, but there's more than enough pixel space on the map for it to get it right, yet it doesn't. Instead, it overlays my small waves with large waves. Those bigger stripes of pink and purple aren't intentional.
Hello! I've been using Substance Painter for a while, and have never had this happen to me before. I am using Steam's Substance Painter 2022, and when baking the height map, it seems to have some strange triangle artifacting that make the texture in Blender look very wrong, despite the texture seemingly being fine on Substance Painter. Is this how a baked height map is supposed to look like? What could be the problem?
LiveLink seems to be broken with unreal engine 4.24 on various versions after 6.1.3I see a few posts about this with no resolution. I am in a bit of a situation as now that Adobe owns Substance products.. I cannot gain access to the subscription key file to be able to use 6.1.3 - so after about 24 hours of trying to get something working im really struggling.dcc-live-link] No defined association with the exported '$mesh_$textureSet_BaseColor(.$udim)' mapis the error - Live link was/is fine on 6.1.3 but it wont work on versions after that.It is such a great feature and the idea of manually importing and plugging in hundreds of materials and textures is just not possible in my situation.Does anyone have any suggestions?I have tested with various versions including the latest and I get that same error. I have re-installed the live link plugin in case it had some update.. Obviously being a project full of code - migrating to a newer version of Unreal is off the cards at this crucial moment
hallo ich möchte mir substanz studenten version holen hab auch alles angegeben nun kann ich die mail nicht finden das sie meine dokummente nicht öfnnen können und stehe ziehmlich auf dem schlauch was mach ich jetzt?
I just got yesterday my student license to use the 3D softwares, I am getting the button for installing the programs, but whenever I open the installed app, in my case Substance 3D Painter, I keep getting this message where it asks me to either Quit, buy it or starting a free trial. As I mentioned earlier, I already have an active student license paired with my account. I have tried several things that I found on the internet, including signing out/in, reinstalling both Creative Cloud and Substance Painter etc.
What difference exists between the baking options "Bake selected textures" vs "Bake layeredShaderText" Texture set bake commands?
How do I use my Oculus Quest 2 in Painter? thank you for any advice.
While it is neat and useful to place paths in 2D, it would also be valuable to use the tool on the 2D view. Since our paintbrush materials are already in Painter, it's vastly more difficult to add 2D shape painting via a round-trip into Photoshop or Illustrator.
Hello everyone, I really need the advice of experts and urgently ask for help. The following problem: I have modeled a mesh object in Blender, which consists of about 50 different individual parts. Since I could no longer bear to create a single UV map for each object and assign a material to it, I started working with UDIMs and created a UDIM.However, after successfully importing it into Substance Painter and texturing it, I realized that when I exported it, I didn't get one big UDIM, but what felt like 200 different texture maps, and I couldn't possibly assign them all to a particular material in Unity. Apparently Unity doesn't support UDIMs at all?!, which I unfortunately wrongly assumed.I wonder what I'm doing wrong? Creating a separate UV map for each individual object can't be the solution, especially if several objects share the same material? The problem is also that if I add the UVs of several objects to one UV map, I get problems with the texel density and the model does
I am extremely new to this process and I'm self taught and have hit a snag that I can't find an answer to through google. I did all my texturing and modeling in blender, and I tested an export of a normal map using blender, but there were artifacts I couldn't overcome around the mouth area of my character's mesh. So, I decided to try Substance painter, with much better results... with the exception of two faces on the filtrum area above the lips, which appear distorted. One of the puzzling parts is that this issue was not present on my Blender bake and the faces are not inverted, nor have I changed anything about the mesh in between the two bakes. I have tried all sorts of different settings in the SP baking to find the issue, checked the UVs and the normals of both my low poly and hi poly models, I'm not sure what I'm missing. Any help would be greatly appreciated! Images:
Hello everyone,I'm trying to create a very simple filter in designer, to have it work in painter. However each time i'm trying to use it as a filter I get the following message:[Effect Procedural View] Effect selected can't be used as an effect because:generic output is defined and input doesn't match I'm trying to achieve this on a black and white mask :What I need as input are:what's already in the mask's layer stack below the filter, so I need to somehow get that information from painterAnd a Noise input texture fore the blended pattern., so it's bascally a slot where I can put a greyscale grunge map my graph is the following:inputs and outputs are set as following: No matter what I set into Usage, it's never EVER working. The documentation is really badly written, it's been the whole afternoon I've been trying to make it work without success.It's really driving me nuts. Can someone help me by any chance ?
I bake the building 1 , a few days ago and the bake was correct. Today I saved a new .obj with Building 1 and more buildings and I got the problem in "Problem_01 and Problem_01_2" pictures. The "building 1" is correct. The rest are shown as if the UVs were overlapping, which is not the case. As it can be seen in the image "UVs_no_result_bake".When I open the .obj of "building 1" separately, ithe bake is fine. I did save any of the other buildings separately in an .obj and open them 1 by 1 for baking. I get the "problem_02" in the image. It doesn't generate the mesh maps. Not even as it was doing on the .obj where is the "building 1" I have checked all the buildings and they have no triangles, no Nside or any layer errors. Which can be the problem then? Thank you
I got a model with 4 UV maps / meshes. I bake the maps and in my Elements window the maps are grouped as f.e. "Curvature Map" with a "4" on it. Ok, 4 maps in one. Now I want to use f.e. map 3 on the approbiate mesh 3, so I add a Filling Layer, try to "expand" the "4 Maps" to pick this map 3 and drag it onto mesh 3 but always only the first map (what I think) in the stack "map 1" is put onto the mesh. Why can't I decide on my own which individual map I use for what mesh?
Hallo, ich habe Substance 3D Painter von Steam, aber das Programm startet nicht mehr.Das Programm ist aber auf mein System schon mal gelaufen.ich bekomme keine Fehlermeldung nur den Hinweis:Substance 3D Painter 9.1.2 reagiert nicht, wenn sie das Programm schließen gehen möglicherweise Informationen verloren.Der Fehler tritt immer bei Neustart auf.Ich habe es mehrfachdas Programm in Steam neu installiert oder reparieren lassen ohne Erfolg.Meine Hardware entspricht den Heutigen Standard. 3080GTX Nvider 10GBVRamIntel Core i/ 10700KFASUSTeK PRIME B560M-KDDR4 32 GB
How to link Mask transform values to layer transform values? It is extremely tedious to manually copy and paste each value every time there is a change.
I have a model with a texture baked in using RealityCapture, and when I load it into SubstancePainter, I have enabled the UV Tile setting, even though I have "Keep UV tile layout per material and enable painting between tiles", Is it possible to have all the materials of the 3D model appear on the UV screen of SubstancePainter for seamless texture editing?I don't see any UV editing screen on SubstancePainter, so I don't know how to deal with this.
Hi everyone, I have unwrapped a model following the automated process.I have checked the normal map in S3DP: it looks good and has black background between the islands.After exporting it, I've got a different map having purple/blue color for background with artefacts. The question is: is there any setting allowing to get black background between islands, like in S3DP, after export?I think it would be better for visualization. Thanks a lot!
Hello everyone, I've recently included Substance Painter in my workflow and I was wondering if there's any export preset for Unity's LWRP Simple Lit Shader or if someone could show me how could I set up my project witha custom export preset.
How could I import my assets into behance from painter? I would like it to be as seamless as from painter to stager or painter to AE.
Hi there. So i loaded my low poly to substance painter but I get this strange shadow or shade issue and i can't figure out. This is without any baking or so it like this when i import it to substance painter so it has to do with the face. Here is the issue and i'm including how i showed the wireframe and the face orientation
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