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Does anyone know a trick how to have projections in Painter more pixel to pixel accurate? I recreated the planar projection in Designer using planar projected UVs and rebaked them as xy gradients to target uv set as 32bit floatin exr image . Then ussed it instead of'get position" in pixel processor.Turned out to be pretty ok and visibly less blurry than projections in Painter where the extra blur my guess comes from positioning the projected plane itself . But when I bring it back to painter as sbsar it's no advantages at all. Now I am lost.
Hello, last year I registered for a student license which would provide me free access to substance tool. It worked and I did indeed have free access for a year.This year I renewed the license but now I am being charged 290,25 €/year for it. I've done everything the same as the last time. It's not written anywhere that the license is no longer free. My license is still marked as the license for students and teachers.What's happening here? Thank you.
Hi,how do I uv this wheel so that the texture in painter follows the curve of the wheel instead of going across?
I am having a problem with creating masks from an alpha. I used to simply drag the apha onto the mesh and set it to 'mask' and it would work fine but now(possibly since an update) when i set it to mask, the cropping and size is really bad and unusable whereas when i set it to base color its fine. any help would be much appreaciated, thanks.
as title.
as title.easier for copying over stuff. instead of dealing with the hassle of exporting smart materials.
Hey Substance Team, I'm looking for a way to create an export preset that utilizes the custom user channel naming upon export. I looked and saw that the "document channels" export preset has this functionality but I am unsure how to harness this in my own custom export presets. Currently I have to either create a new export preset every time I change the user channels name or deal with generic naming like RGBMask1 or BWMask2 etc. It would be great if the channel rename functionality was usable upon export.
desde que instale substance painter todos mis modelos salen con textura rosa, esto me impre pintar y hacer modificaciones, alguna solucion?
Hello, my UVs are outside the canvas and not able to be edited, I've tried enabling UV Workflow to paint across tiles, but when I try to do that it causes errors and fails to load.
Good!It would be cool to implement a $channel or $User0-$User1to automatically rename the channels
I purchased Susbtance Painter 2 some years ago via Steam. I recently redownloaded the program to do some personal work only to find that it crashes before launching over and over again. Is this intentional? I would hate to hear that a product that I purchased is being forceably made obsolete. This wouldn't be the first time that this has happened with products via steam so just looking for any assistance.
I've created a bunch of custom user channels and renamed them for ease of assigning them to their proper masks. When I go to export the textures and create a new output template, my user channels don't show up as the new names that I gave them. They only show up as User0, User1, User2, etc. How do I fix this?
Hello, I'm a job seeker studying game graphics using Substance Painter.I find it very inconvenient that there is no shortcut key for the "add black mask" feature in Substance Painter, so I wanted to add a custom shortcut key, but I don't know what the problem is because I have never learned coding.I received help from ChatGPT to write the code and put the script in the Plugin folder under the Python menu at the top of the program, but the shortcut key compatibility still doesn't work in Adobe 3D Substance Painter.I urgently need your help to solve this. Thank you in advance for your assistance. Here is the content of the code that I have inserted(The language used in the comments of the code is my native language.)>> import osimport sysfrom PySide2.QtWidgets import *from PySide2.QtGui import *from PySide2.QtCore import *from sd.api.sdapplication import SDApplicationfrom sd.api.sdshortcutregistry import SDShortcutRegistrydef register_shortcut():# 플러그인에서 사용할 단축키shortcut =
All related to projection painting is super inconvenient in Painter. The warp projection haven't changed a thing. I believe nobody use it really. Even in Blender it's way easier. I can't even scale that warp projection precizely because it does only from the image center , not with arbitrary center of transform i could do in any image editor. Messing with mesh deform is quite inconvenient either . Would be so much easier to save a camera /frame bring it to photoshop and use puppet warp and photoshop transform gizmo where you can set center to scale and rotate around at exact pixel you want . I used same feature all the time when I used Mari . it's so much more convenient . For example I have a building facade photo and want to scale a window to match specific model window .
like it's in 3d max uumap modifier. So if I have a wall I could fit projection to the wall and then to bitmap dimetion if necessary . Right now I have to manually do it and it's tremendously inconvenient . Or let us chose another UV set on object please
I mean plain or warp projection. To gett less bluririer details . Or maybe by using other UV set ?I also wonder is the something similr to sending a screen to photoshop . Place someething precisely and bring back as saved projection . A feature I used in Mari all the time when I worked with it.
Hello! Does anybody know a strategy/ workflow on how to import packaging design done in AI and fold in Fantastic Fold and imported into Substance 3D Painter? so it can be animated in AE... (I've seen workflow from AI to FF to DN and then to AE but using Videocopilot which I do own but I want to try Painter workflow to add more details). I also tried FF to Blender using UDIM uvpackmaster3 and then to Painter but the artwork doesn't align properly with the model. If anyone knows, I would appreciate it. Thank you.
Hi hello What's the workflow for exporting ACES from painter to marmoset? The top picture is marmoset; looks orange and..wrong. I did try adding colourspace to my export settings, and nothing. The diffuse exports the same no matter what
Hello artists! If you require high quality Substance 3D icons when publishing your artwork, you can find them in this page: Application icons for artists Icons are SVG files, which means they can be used at any scale. We are proud to empower you with exciting tools and are happy to help you show others that Substance 3D is part of your workflow. Have fun and go make things!
Hi Everyone,I have a single UV of multiple meshes, while exporting the textures from substance painter, how to combine the maps of multiple materials into one map per map type (e.g., combining diffuse maps, normal maps, etc.)Regards,Vasanth
How can I fix this? Essentially, my model has a low polygon count and I'm unsure about what needs to be done to improve it.
What am I missing ? I dropped sbsar floodfill3 and it definitly there but I can't find it in assets panel ? Why I can find it in resource update window but can't in assets panel? Shouldn't it be saved together with project file?
There are artifacts on the edges on normals and curvature maps, I have tried triangled the mesh and the problem is still there. I would be grateful if someone could help me to solve the issue.
Every time I try to import my material I get this error: "[EngineProcedural] Failed to decode Substance.resource://session/Hair_Vector_Map/Hair_Vector_Map?version=688a4474f58c00e71c8d0b5f0ce3052f0f6e7806.sbsar" What am I doing wrong here that it wont work properly?
Hi all, I've been trying out the Inflate Shrinkwrap to quicken my pipeline to create pool float 3D meshes for a game project. I found the effect to be suitable, but I can't understand why the corners of affected UV islands are rounded. I messed with the parameters and nothing seem to remove them. I also tried using the generator on the Sample files to check if my model was the issue, but it doesn't seem so.Anybody know a solution to this? This would really help my pipeline. I actually attached the files of a simple pool float (donut) for you to see the issue. Thanks and kind regards
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