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Hi, I'm facing this issue for a while now and it's a bit awkward to still have this kind of issue now that Substance Painter is a solid standalone software. Indeed, i can't import (nor export) anything from a network folder, and since in my company everything is centralized in the servers, it's a HUGE waste of time to save a copy of the wanted ressource in a local folder and then import them. Same thing in the other way, i have to export in a local folder, then copy/paste it into the server. I'm probably wasting my time posting this here, but we never know, maybe someone in the dev team will hear about this 🤞 Cheers
Hello everyone!Here's my problemThere is those red lines on seams of a model, and I don't know how to get rid of them.I guess, it somehow related to the first layer folder, which texture is red. And I use different models in same position, but with same material.Even if I hide first red layer, you can still clearly see those blank lines on seams. How do I solve this? It is serious problem for me.Even putting them in Blender doesn't help.I beg you guys, please help.I think this problem applies to texture due to its material wich contains multiple models in it. But how to fill those blanks?Can not upload my file here -_- . So I hope you understood my problem, and will try to find solution
Hey!I'm trying to texture a model in Substance Painter, but I'm having some problems with shading. Whenever I bake my model, I get these weird artifacts and shading in some spots.Shown here:The model was made in Blender, here's the low poly and high poly:Low:High:Any help is greatly appreciated! Thanks in advance!
Hey all, I'm a bit new to substance painter and I'm trying to make a mold. I've been using alphas to create height maps on a curved surface, but I want the height to only extrude in the +Y direction and not normally from the surfaces. This way I can avoid getting any undercuts for my mold. Is there a setting or a way I can change the behavior so that my height maps only go in the +Y direction? Thank you!
Hello everyone, I'm trying to generate an ambient occlusion map for a room. Since the room is viewed from the inside, the normals look inwards accordingly. I think that's why there are problems and everything is baked black. Is there a way to fix this? I am attaching a picture of the generated AO and what the room looks like without the AO. Due to the shader used, back faces are ignored, thus the interior of the room can be seen from the outside.
Hello community. I'm fairly new to SubPainter, Im trying to apply an alpha decal on the practise spehere. But I cannot figure out how to get the correct axis. The brush is going the incorrect axis, Ive tried X Y Z, but getting non desired result, someone please help me.
I can't get my high to bake on my low right. It seems to bake slightly. but there are roung edges. some doesn't bake at all. I used match by mesh name. every proportional mesh is the same exact except _high and _low. I have tried all with front and rear distances.
Hi, I had a problem while baking. Despite the fact that in Blender the directions of the normals are the same for each UV tile in Substance painter, they have a different direction.Perhaps I am doing something wrong, maybe someone will tell you how to solve this problem.Thank you
Hi everyone, thanks so much for your help. Relative substance newbie here. I'm trying to import .fbx files that I've made in Zbrush, into substance.I'm using a macbook pro. The files are characters I've made. Each one started as a few million polys and I've decimated them to a max of 250k polys for the character and 20k for each of their smaller bits of clothing. 99% of the time when I try to import to substance, I get the following error when importing, then the import gets stuck on around 7% and either crashes or takes way too long, so I have to cancel it. Error: [Scene 3D] [FBX] : Mesh normals are invalid (some values are null) and will be recomputed. I have uploaded screengrabs of my export settings from zbrush and import settings to substance.Please help! I'm going to have to resort to painting them in zbrush otherwise which will be a super frustrating experience. Do I need to tweak my settings? I've tried uploading to Blender and re-exporting. N
Is it possible to get rid of these lines? I highlighted them in red boxes.
Hello,I paint my model using normals and height. My final destination is Rhinoceros 3D, and I need only the normal. There is no output template for Rhino. Anyway, when exporting, there are these two maps, normal, containing some detail, and the height containing the critical part. As a workaround, I'm trying to combine the two maps using Substance Designer. This is not the way to go but I do not how to do it the correct way. I already painted my model. I need only the normal bump texture map.
whenever I hit export to export my textures there is a set of png's that couldn't export any help fixing this?
we have an Enterprise account and was able to download the recent Linux versions back when the allegorithmic web pages were still active. I contacted support and got someone with no clue, and finally after 20 minutes of checking with his fellow support team that the Windows version would also work in Linux. Does anyone know where the download link is to the Linux RPM's ? Thanks.
I was texturing a lowpoly scene, the substance file after texturing is around 1.5gbs. The thing is, the scene keeps lagging and susbstance painter is very slow when i am painting any more details or doing any change. I found out when i am doing anything the GPU hits 100% usage. I am working on base color channel and not even on "material channel". Even when I am turning a layer off the gpu hits 100% ram stays on 8-10gb and cpu reachers 10-15%max. I have clean reinstalled the drivers, downgraded and upgraded drivers and even updated my windows, reinstalled my substance painter but the probelm is same even on PC better than mine. link to file:https://drive.google.com/file/d/1EeZotfTwo6zZQMOiAzEaNJ20JwS9T54e/view?usp=share_link system specs: Ryzen 9 7950xrx6950xt GPU64gbs RAM
we would like to be able to export EXR textures with mipmapscurrently, we have to process all painter outputs using oiiotool (txmake) and rewrite the EXRs in a more rendering-friendly format. as far as I can tell there is no way to control the format directly from substance painter export. Is there a flag (or API call) that we could use to change how the exrs are written?thank you.
I'm trying to export my substance project as a .psd file with the same layers & layer order that I have in substance painter. I do not own photoshop so I cannot export to photoshop. Is it possible without photoshop to export as a .psd with layers?
so before Supstancepainter.com got canceld and merge into adobe i can find my licenses so easy but with adobe i cant find any option or button or whatever so i can click to open my licenses
So I have two questions to ask. The first one is when baking and I see the blue for the max frontal distance. Why is it some part of mine aren't getting blue to show they are effecting the bake., I mean the model have both just curious what that means or indicated. Here is screenshot to point out. Just strange how it doesn't have blue Also I have to ask, when baking, is this called an artificat in baking or what is this issue. I mean is this occuring because maybe those edge lines aren't so straight on my UV so might need to straight these out as there coudl be stretcing on them. I have it where these are where the uv seams are for them. The anti aliasis is up. Just wonder what is this issue that occuring here.
Another newbie post from me, I really appreciate the help and support thus far! I'm wondering what is going wrong with the auto unwrap - see the attached screenshot of my UVs with a checker generator. This is a hi-res mesh from 3D scan but it has been repaired in several programs and the normals should all be facing the right way, etc. Is there a way to customise the auto unwrap options? Even though I'm using triplanar projection, this is still causing issues with materials. Or should I give up and manually unwrap the model in another program like ZBrush? Thanks again for any suggestions!
When I import any of my usd assets that were authored in houdini, they come in all messed up like the normals are going crazy or something. Painting on the mesh doesn't really work either. Any HELP here would be much appreciated. I can send one of my usd assets if necessary for anyone willing to help to test it for yourself. Thanks in advance.
I hope you can help me, I will try to be as precise as possible. The problem is on the right leg and the right leg of my Robot, the basic modelling is the left leg and the left arm of the robot, when I finished modelling the left arm and the left leg, I copied and pasted them, then I applied the mirror transformation (Object>Mirror>Y Global) to create the right arm and the right leg. This is where the problem starts, the faces are also inverted, so I select the right leg and the right arm > "alt+n">"Flip" so that all the faces of my model appear in blue (the right way for Blender). I export my model in .fbx format, and open it in Substance Painter, the right arm and leg have the faces reversed, while all the faces in Blender appear in blue to indicate the correct direction of the faces. I try to re-flip the right arm and leg, they appear in red on Blender > I export again in .fbx > open on Substance, and surprise ! the faces appear in the right dir
a problem. in the video tutorial here guy was able to add a black mask and then color selection. doing that got him to the properties menu of the selection to choose the ID map. i just dont get the properties menu. i added the mask. i added the generator. but then nothing
в substance painter 3d сахранения файлов бомба. когда я сохронирл файл с текстурами и снова перезашел, все чтоя делал 3 часа слетело все те маски каторые я настраивал по часу слетели и привратились в кашу. крайни не рекемендую это предложения из за проблем с сохраненим файлов
So I'm completely new with substance painter, full disclosure, but everytime I start a new project, import my fbx and bake everything somehow all of my smart materials are loading white like in the screenshot. I've tested it with one of the provided templates that comes with painter and the smart materials are loading fine so obviously I'm doing something wrong when loading in the asset and baking everything so wondering if anyone can she light what's causing this. Thanks!
Hello im currently working on a tool for Painter to help me make sure artists use correct naming for our project instead of typing by hand. What i need is a python tool that just renames the Current Active Textureset to be MI_ProjectName_01. Is there a way to do this? Ive checked https://substance3d.adobe.com/documentation/ptpy/api/substance_painter/textureset but i cant seem to change the name.
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