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Hello, I've been trying to bake mesh maps on my low poly model but I've come across an issue. Since I'm not using any high poly mesh, I'm baking the mesh maps by using the low poly model itself. However, on some surface, baking creates a transparent patch on the normal map every time I try. I've made the max frontal distance and max rear distance very small numbers like 0.001, and it didn't work. I can't find any issue on the uv map organization either. Any kind of help or suggestion is appreciated!
There are probably methods around this problem, but I would love it if substance painter is able to have more granularity for rotation values when projecting masks. Meaning. instead of 90 degree intervals, create a slider which the user can specify exactly the rotation degree they want. I do like the pullout menu for convenience though, so I would not remove that. I would even add 45 degree intervals which would help with the above issues. The tiling and other parameters of course would have to work with these non-aligned to axis rotations. Thank you and keep up the good work, -Mike
help pls
Hi there. I have for my PBR Textureset for each channel as Fill Layer and applied my textures to it.But alway when i export my maps after adjusting it in painter, my height map data ist added to my normal map.i dont want that. I want to keep all texture channels seperated.i changed the normal mixing mode to replace that it s still baked into my normal map:Where can i disable this? thxs for helpingguido
In Substance Painter, you can change the intensity of the normal maps of some basic materials. (first picture) How can I do the same with a custom normal map in my personal material?In my case I need to reduce the intensity of the normal map.
I love the paint-along path tool, it's amazing, But I have one gripe. I have a library of paint tools that I would like to use on a path, but as far as I can tell, that isn't doable. Paint tool presets only apply to paint and path presets are separate, so in order to use existing brushes I'd need to redefine all of their parameters again manually and set it up as a path preset, which means I'll have doubles of tools in my library, and there's no clear way to even differentiate between a path tool and a paint tool in the list.Seeing as how the only difference is two extra parameters in the path presets, I was wondering - wouldn't it make sense to merge them so that presets can be used for both?If there's some underlying issue that makes this impossible, the next best thing would be a way to allow dragging a brush preset into the path tool panel to apply the brush settings, similar to how you can drag materials into the material mode slot.
i got substance painter a while ago and i go to texture my model and i see visible seams.i have tried tri planar, clone stamp tool, increasing shader quality and nothing works. and coming here is my only hope, to give some context i use blender 3.4 and substance painter 9.1, my model does have weird topology with some areas being more dense and some just have n gons while the rest are quads. and i used zbrush for retopology because i couldn't find any other software to do it just as well, feel free to reach out and ask for more details.
Hi Everyone,For texturing purpose, should I need to apply the modifiers before exporting FBX from blender to SB Painter. And what other setting should I keep while exporting FBX? Thanks,Vasanth
Idk why it's so dark
When sharing projects with other artists, it can be useful to leave notes/comments on layers (or else). This feature would be especially useful for teams, but also for complex projects or tutorials. This thread has been created in regards to a future QOL (Quality Of Life) release. We’re trying to prioritize users’ needs; therefore, your voice is very important! Please write your feedback below and don’t forget to vote for your favorite suggestions!All shared images are purely for visualization and not functional features.
Currently, the displacement’s value is a slider from -0.5 to 0.5. We could change this current behavior for values like Substance Designer with a Physical size units. Having similar values as other 3D apps will help having a more consistent visual between apps. This thread has been created in regards to a future QOL (Quality Of Life) release. We’re trying to prioritize users’ needs; therefore, your voice is very important! Please write your feedback below and don’t forget to vote for your favorite suggestions!All shared images are purely for visualization and not functional features.
Details are still to be discussed, but we often need to have a similar parameter (tiling, rotation, etc.) between multiples fill layers. How convenient would it be to copy and paste a parameter? This thread has been created in regards to a future QOL (Quality Of Life) release. We’re trying to prioritize users’ needs; therefore, your voice is very important! Please write your feedback below and don’t forget to vote for your favorite suggestions!All shared images are purely for visualization and not functional features.
Allowing artists to select multiple resources from the library. This would make it possible to drag & drop several assets at once in the layer stack, delete multiple resources, etc. This thread has been created in regards to a future QOL (Quality Of Life) release. We’re trying to prioritize users’ needs; therefore, your voice is very important! Please write your feedback below and don’t forget to vote for your favorite suggestions!All shared images are purely for visualization and not functional features.
The title pretty much says it all. Having the ability to quickly display a single Layer without the rest of the layer stack. This thread has been created in regards to a future QOL (Quality Of Life) release. We’re trying to prioritize users’ needs; therefore, your voice is very important! Please write your feedback below and don’t forget to vote for your favorite suggestions!All shared images are purely for visualization and not functional features.
A simple Asterisk next to the project name would indicate rather the project has been saved or not. This would be a simple reminder of the project’s situation. Not saved: Adobe Substance 3D Painter (Substance Edition) - JadeToad* Saved: Adobe Substance 3D Painter (Substance Edition) - JadeToad This thread has been created in regards to a future QOL (Quality Of Life) release. We’re trying to prioritize users’ needs; therefore, your voice is very important! Please write your feedback below and don’t forget to vote for your favorite suggestions!All shared images are purely for visualization and not functional features.
Adding RGB values below the color picker when hovering a color. This thread has been created in regards to a future QOL (Quality Of Life) release. We’re trying to prioritize users’ needs; therefore, your voice is very important! Please write your feedback below and don’t forget to vote for your favorite suggestions!All shared images are purely for visualization and not functional features.
Currently, there’s a choice of 7 colors to tag a Layer in Substance Painter. With this QOL update, we would let artists make their own color instead of choosing between the current ones. This thread has been created in regards to a future QOL (Quality Of Life) release. We’re trying to prioritize users’ needs; therefore, your voice is very important! Please write your feedback below and don’t forget to vote for your favorite suggestions!All shared images are purely for visualization and not functional features.
Hi, as it says. saw this post[https://forum.substance3d.com/index.php?topic=26421.0]on the old forums and the poster self diagnosed it was a space issue on his hard drive. Well I have 18GB free on my C drive at present. surely this is enough for a save? please advisethanksD
Hello, I'm quite new to Substance Painter, so please let me know if there are different settings I should use. I have modelled a packaging in Artios, and I exported the 3d into a DAE Collada file When starting a new file in Substance Painter I get the same messages and it won't open my model. [Scene 3D] Collada: file:ENDGAME.DAE - Expected attribute "name" for element <material>.[Scene 3D] Failed to load 3D scene. Any help would be appreciated, Thanks!
Hello everyoneI have an Msi brand laptop. When I enter Substance Painter, the screen occasionally flickers. I do not experience this problem in normal use or games on the computer, I only experience it with this program. I tried all kinds of ways but I couldn't solve it. Reset, Driver uninstall etc. What is the solution to this? I've included a video below.
I need to obtain the color data of the user0 channel created by the artist in the shader file. If I can obtain this color data, I can perform some calculations on it and finally add it to the rendering result. Project situation: The artist wants to draw special strokes on the world space normal, that can produce special lighting effects. I can achieve the above effect by baking the texture and then reimporting it, but the efficiency is relatively low. The artist hopes to see the real-time lighting effect when drawing.
I'm using a Mac with an M1 Max chip and MacOS Sonoma Version 14.1.2 Substance Painter and Designer open a blank white window, and if I close this window Painter and Designer will crash. This happens almost immediately after opening Painter, and when I add 3D noise materials in Designer. Is it possible to even use these programs reliably on an M1 Mac?
I created a model in MAYA(2024) using several objects. I then "grouped" the objects together and "combined" only certain parts like the wings of the model. The first time I finished UV mapping the model I managed to get the model to load into the scene but there were issues with mesh and bi-tangent normals. I knew it was an issue with the mesh so I thought I fixed it. Second time I UV map the model I then tried combining everything into one mesh and UV mapped it anyway, still got an error. Now I've UV mapped every individual object and then grouped all objects together, but now I have an error saying "[Scene 3D] Errors have been found while splitting meshes per UV tile:Mesh 'Entrance' has faces in out of bounds UDIM indices: [0,-1].Mesh 'Entrance' has face(s) spanning across multiple UDIMs: [0,-1](up) 1001(down)." I also got another error code saying, "[Scene 3D] [FBX] : Mesh normals are invalid (some values are null) and will be recomputed". I went and took a look at the mesh name ind
Hi I am getting pixelated images on my 3D models when trying to place decals on my work. It's for a product packaging, so it should be a simple fix.I have adjusted the texture set settings, which have helped to some degree, however, the image quality is still to good. I have tried a variety of images, placing them as fill base colors, but I'm still getting the same outcome. I will attach a couple of photos to show the difference in quality between the PNG and the painter preview.If I increase the size of the photo, the pixelation goes and the image is perfect, however when trying to reduce the size of it in the UV section, this resolution degreases significantly.I've spent a few days trying to solve this, but still no closer, so any help will be great.Thanks
Buongiorno. Scusate, Como posso fare L account di Substance per il studente, se già ho account Adobe? Grazie
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