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Hi everyone. Could you help me please? As in title.I had an idea to create simple material with disolve, blur and blends. It works by slider in Designer and also in Painter but I have no idea how to export it to Painter to make it work as opacity value (by brush opacity 0- red then blend to green 0.1 to 0,5 value and blend to blue 0.59- 1.0 ) . In short words. I would like to make a material where color will change depends by brush opacity in Painter. Is it possible? I guess my idea was completely wrong? Maybe there is any simplier way to do what I would like to. Thanks for any help. 🙂
Hi, I'm a bit lost with this one so I was wondering if someone could help me to figure this out. I'm trying to export my textures from SP and I want to use the dilation+default background color at export. All the regular maps seems to have the expected color, for example, metalness is black, but with color map it is giving me a pale grey and I have no idea where to change that, the documentation it's quite poor about that, it only says "default color of the Texture Set's channel"Hope someone can help me. Thanks!
Hi, I'm trying to bake textures from a high poly garment onto a low-poly one. Unfortunately, it is producting all sorts of artifacts--places that look too dark or light or just distorted. I noticed that almost all of this is happening on garment folds. However, my last picture shows a fairly flat piece that has a triangular area that's brighter than the rest of the garment. Tried adjusting my settings in the bake, but that doesn't seem to fix it. I was just baking normal maps. There's no diffuse here or anything. Has anyone dealt with this before?
Hello, I would like to share an issue I've been having. Whenever I bake my model I have been having weird artifacts with it's maps and I'm unsure as to what's causing it. I put this in discussion as I'm not sure if this is a bug or me just not understanding how the software works as I am relatively new to it. I would greatly appriciate some help. Here's the ID Map for an example as to what I'm dealing with:
I have several masked layers that I need to overwrite the normal channel of the whole stack where their mask is white. On my PC workstation this works fine by setting the normal channel (and usually height) of those layers to "normal" or "replace". However, I just noticed on my M1 Max Macbook Pro it is not working as expected. It appears that it is ignoring all blending modes for the normal channel, possibly height as well.
Every single (Adobe)program can access normal Windows shared folders which are on a file server or different PC, doesn't matter.Substance Painter can't. Well, it sees the 3D model or texture but can't load it. Since I don't think it's actually a feature I think it's a bug if people are not able to use assets located on a fileserver for example. I can't think of a single reason it's not possible since every other program can. I'm really happy how Substance Painter gets developed and really nice new features but being able to load/write files from a network share should have been possible from version one, way before Adobe took over the bunch.Really hope this get fixed, I don't think I'm the only one that likes to work on projects from a fileserver which gets decent backups instead of constantely moving folders to local folders since Substance Painter gets confused otherwise.Currenly using Windows 11 22H2 but this issue is a Substance Painter 'feature' only. More than happy to try a
What am I doing wrong, I can't see the texture / stencil I loaded in the tool "Projection" to Base Color? It's in the brush color icon, I can paint it on the model but I just see the grey plane in front of my model, not the texture to be applied what makes it very hard to predict which part I'll pain where.
HI , my GPU CARD is HD 4000 intel what the suitable version substance painter i download ?i heard version is 2.6.2 is that truei need help to complete my project
I have been using the UV Border Distance generator to create trim details on pieces of mesh, but am having some issues with larger meshes having these dots that seem to come from the generator. The random dots seem tied to texture resolution. If I export in 8k there's significantly more, if I lower to 2k most go away but a few remain. Display is at 4k currently. Does anyone know what causes this or how to fix it/prevent it?
Is there any issue ( or requirement when ) passing presets between PC and Mac versions of Painter?I'm trying to send colleagues my smart-material presets and the PC guys can drag and drop and they work fine, but the Mac guys ( running native rather than through Bootcamp) get an error. Not even a useful one that might suggest a solution. We've tried manually placing them in the correct your-asset smart-material folder and restarting and they're not recognised.We assumed presets would be platform agnostic so is there anything extra we need to be doing? Thanks
Are there selection tools in Painter perhaps like the Magic Wand in Stager or a lasso?Based on what I've seen in my eary days of of trying out and researching Painter the anser is no. Are there good alternative approaches to applying different materials to parts of a mesh? For example if I have a sheet of metal with bolts (all part of the same mesh) and I want to have the sheet metal red and shiney and the bolt heads black and dull. Is the only way to do this to use Materials IDs or separate meshes perpared before importing to Painter? Can Substance Modeler handle this situation?ThanksGeorge
Ich habe das merkwürdige Problem, dass der Stiftdruck in SubstancePainter nicht funktioniert, aber dafür überall woanders, auch wenn ich diese Programme parallel nebeneinander laufen lasse. Es scheint nicht wirklich am Treiber zu liegen, sondern an SubstancePainter. Das ist jedenfalls mein Eindruck. Ich nutze die SteamVersion, da ich das Programm dort erworben hatte. Im Treiberprogramm des Tablets habe ich SubstancePainter als Programm eingetragen, in der die Treiber aktiv sein sollen. Windows Ink ist eingeschaltet. Mausmodus aus. Trotzdem weigert sich Substance, den Stiftdruck zu aktivieren. Die Stiftdruck-Buttons in der Tool-Leiste sind ebenfalls aktiv.Trotzdem tut es nicht was es soll. Das Problem scheint aber nur bei meinem M10K nicht lösbar zu sein, denn Wacom-Tablets haben damit kaum Probleme soweit ich das in einem YTVideo sehen konnte. Der Hersteller von Gaomon scheint auch keine Lösung für das Problem anzubieten. Vielleicht mache ich irgendwas falsch, oder ich s
"When I try to bake maps from my highpoly to lowpoly mesh, I'm getting weird baked results with some unwanted textures over the mesh. I will add some screenshots with this message which shows the issue. Please help me fix it
Im done with my first asset painted with substance I want to export and sell it as a game asset or a standalone asset. I want to sell it on CGTrader and similar. Along with the other files, i want to prove the buyers with both the normal map types. [PS: Color, Metalness, Normal x2, AO, Roughness are i guess all i need? Never sold my stuff on websites before] Please help.
Hello when importing a file from MAYA to substance i had the issue "Be carefull modifing one of these paramaters may recompute all your channels" i press enter to import and don't change any paramater then i gave me an error "Failed to compute tangents; need UV data in channel0." not sure why it happen to 4 of my models although others are working fine I tries all possible solutions like exporting FBX, OBJ, Clear history , freeze transforms ..etc all these tricks but still stuck, also i made the UV automatic and manual 😞 Thanks in advance
Hey, I dont know if this is the ocrrect place to make this post but im trying to make a steel material (reference included), does anyone have suggestions for how to make this? Ive been trying to mimic the material for a couple hours and im stuck, any advice or suggestions would be great!
If any layer has metallic values enabled, that part of the color in diffuse map turns black on export. I've started multiple projects, different models, various presets for export, can't figure out why this is happening.
Is there a better way to add the edge wear to the painted section? I used a basic setup to hopefully show how the current folder structure is. The Normal detail group has its own folder with an anchor so it can be referenced by the edge wear generators etc. The trouble is if I add Normal (or Height details using the same separate group and anchor setup) you can't (or I can't think at the moment) how to reference the edge ware with some added paint to the handle in this example?
Hi! When using a 4k screen, I am having a problem with the resolution of the 3D View section.Not that textures would be bad resolution, or the render output, but the viewport itself of the painter (window in which I paint onto the model). Everything else is of correct resolution, all the thimbnails of materials, or the UI. It almost looks like the 3D view would be running at something like 420p. It's really bad, blurry, I can see pixels of edges. I can fix the pixelish edges by turning up temporal antialiasing but then its still very blurry, even more actually. Its very unusable. This started to be happening since I switched from educational license to the paid license. I tried reinstalling, but that did not help.This issue seems like it's not happening when using a Full HD display. Using an FHD display is acutally sharper (even if at same size).This issue is happening only in Substance Painter. No other 3D software is doing this. Thanks in advance for any help
So i used Substance painter to bake high poly details onto a low poly mesh. I'm curious how i could export the new lowpoly/high detail mesh back into blender. Thanks
Lookign to add Specular map in my general asset chair. But i found that it is under "Unsupported by Shader". what does it mean?
So decided to export my textures as I THINK I can finish up little details in Photoshop but when I export most of my maps are empty so I'm obviously doing something wrong. I need a set up of Diffuse, Specular, Normal and Height, that's it. So I cobbled together one from one of the PBR setups, duplicated it and renamed it but it's not working. I did remove the opacity channel as it's not something I need but then put it back in as it seems to piggyback on the Diffuse channel but neither exports gave me anything for the Diffuse channel! I've done allot of work and I feel like it's stuck in the program. Doesn't do my any good to have all this work not export correctly! I have all the maps in my output folder but yea, no details, no diffuse, no specular, no height so I'm really confused.
what can I do to stop the layer underneath from showing in the seams?
I have issues when I’m baking my 3D model from Maya. Map resolution 1024 •The UV’s are good, with space in between. •cut the UV’s differently • adding material to each object •adding a cage •separate parts in Maya export and then project configurated the “exploded” fbx file to bake and see if that helped. I am confused and hoping someone can spot my mistake(s)?(Last pic is the AO)
Hi! I was working on an fbx. I am using UDIM workflow. But after exporting I realized that my texture maps are quiet wrong. No volumes in albedo maps etc. Can someone help me please? I don't understand what is the problem. I am also using and have to use this export preset because it's my test for application. So it's a little urgent. Please HELP!
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