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We would like to automate our work in Substance3DPainter.Is it possible to change the blending mode of layers and folders using the JavaScript or python API currently provided?
Parts of my models are turning dark grey after baking the mesh. Consequently, the textures appear darker then the rest of the scene. What can I do to fix this?
Hi, What export settings need to be used for Unity 3D to show the material textures the way they appear on Substance Painter? Would request you to help out ASAP since my team is stuck with this issue since 7 days now. Thank-you. Best,Team Zeyka
Hey guys i have a question i need urgent help 🙏..we can bake and export fbx with materials from 3d modules like max or maya but can we do it in substance..i mean i need to export baked models in fbx format.. can i do it in substance or do i have to take the assets back to maya or max after painting and bake the model there and export.. i have no experience of baking assets i used to render and make videos ..the models should be viewable in ar or vr that's why i need to bake fbx..can anyone please help 🙏
I just went through one of the tutorials Adobe has on their website for Substance Painter (https://www.youtube.com/watch?v=_j27AS0VQOw) and I got to the end when I noticed something weird on mine. In Blender, the textures were all wavy. When I looked in Substance Painter, the 3D view looks straight, but the 2D view looks wavy! It affects all the maps from what I can see.I'm not sure what I can do to fix this. Because the maps themselves are wavy throughout it, any software I bring it into looks wavy. But in SP it looks straight in the 3D view. I thought maybe there was some sort of smoothing on, or the map was misaligned, but I can't seem to find the culprit.
Hello everybody i'm trying to activate the ACES color profile, however the "log" option is nowhere to be found... Does anybody know how to make it appear? Thanks!
Hi there. It would be super useful to be able to import cameras after a geometry or during an ongoing session.
Hi-Noob to Substance Painter. I'm trying to do some cloning to repair a photogrammetry model I'm working on. For some reason, even though it's all one texture/texture set, when I try to clone it will only clone onto certain parts and not onto others. I'll attach a quick video. Any suggestions? Thank you!
How do I stop this? I have no idea why it's doing this. I had to wipe out the mask and recreate it to get the paint brush acting like one again, which resulted in an hour's work lost. Painter v7.2.1Windows 10 Thanks.
Hi I have the latest version of painter and I'm trying to open a file from only a couple of weeks ago that would have been saved in this version of painter but I'm getting this error. I can't find any solution to resolve this that isn't "update to the most recent version" (I already have it...)Is there any solves for this or other solutions I can try?
Hello, I have a strass texture that looks rather nice BUT, strass is strass, in other words, it has translucency. If I override the opacity, it doesn't look right anymore. The problem is, trying to add a layer as a background, as a "support" material for the strass... has no effect at all. The strass opacity ignores the layer underneath.The strass texture is created with Designer. Should I add the "support" material in Designer instead?
Hello, I would like to ask if I can obtain a permanent license for both substance painter and substance designer?
This is the first log error:I've X'd out a few details as to not share the project I'm working on. Any thoughts would be greatly appreciated! I was told by a co-worker it may have something to do with Google Drive? [EngineBitmapLoad] Failed to decode bitmap.resource://project0/XXXXXXXX_XXXX_XXXX_XXXXXX_body_position?version=feb33ac25fa1590276e2aa4ec1ff4e325f2d6e36.image[EngineBitmapLoad] Failed to decode bitmap.resource://project0/XXXXXXXX_XXXX_XXXX_XXXXXX_body_world_space_normals?version=beaea2b328b612a0ee5b0aeb28fef3d9c6537a51.image[EngineBitmapLoad] Failed to decode bitmap.resource://project0/XXXXXXXX_XXXX_XXXX_XXXXXX_body_position?version=feb33ac25fa1590276e2aa4ec1ff4e325f2d6e36.image[EngineBitmapLoad] Failed to decode bitmap.resource://project0/XXXXXXXX_XXXX_XXXX_XXXXXX_body_thickness?version=d3df1975bab466893e32f6b05293ff0e67171ef4.image[EngineBitmapLoad] Failed to decode bitmap.resource://project0/XXXXXXXX_XXXX_XXXX_XXXXXX_body_curvature?version=cfd
I have started to practice with Painter. I wanna draw a Character Skin, but i have Problems with the Tutorials shown.How do i get the Original Material for the Tutorial with the Devil ? The User used a Ambient Occlusion map, but i dont know how she has made it. Seemingly from photoshop but thats Nonsense. Can i download the model and the following materials and build the Steps myself ? Where did she get the AO Map ? And why is she using it ? It makes only Sense in a Game Engine, but i want to use the Texture in Cinema 4d and Redshift.
I have been looking through https://substance3d.adobe.com/documentation/spdoc/shader-api-89686018.html but can't see any way to do this. I have a number of custom shaders that all re-use a lot of functionality. This means that if I find a bug or want to update one function, I need to update all my other shaders too.Is there a way to just create a 'library' of my own and import that? Currently it looks like the only files we can import are the ones that come with substance. Is there a way to get this working without having to maintain around a dozen files containing many of the same custom functions?If not - is there any plan to allow for importing our own library files?Thanks! PS:The docs do say "Please note that you can't edit it nor create your own at the moment."but they've said that for a long time so I'm not sure if anything has happened on that front since the last time the docs were updated.On that note - the docs do seem a little out of date as th
Hello all,I'm making a material in Designer to use in Painter, but would love to have access to masks that I create. For example, I have a curve map created from the material's procedurally generated normal data, and I'd like to use that curve map in various generators in Painter. I created an output node, set it to mask, and named it curvature.- It seems I can add an anchor point under the material and then later call a specific channel (base color, normal, height, etc.), but there are no options to select an output mask. Is this possible with anchor points? If not, is there another way I might do this? I could have complete control within the material, but I'd rather have separate layers so that other artists can modify masks as they see fit.Let me know if anything needs clarification, and thanks!- Michael
Hi! Im working on a school project. I made a high-poly (decimated) mesh with polypaint in Zbrush. I then made a low poly retopo as well as a UV unwrap in Maya. I ended up with 3 UV sets. Now I need to bake my maps inside of Substance Painter. When I import my Low poly as FBX it doesn't show my UVs at all. Importing as OBJ does show the UVs, but when i bake my highpoly polypaint onto it it doesn't seem to work. (see picture) Im still very new in substance painter and have never worked with multiple UV sets inside of it, so that might be where i go wrong.
My uv looks like this in SP, idk why, I have 7 texture sets, everything else baked good and this one didnt... Normals are recarculated and everything looks ok in blender & marmoset. it causes the white edge artifacts along the uv borderit causes the white edge artifacts along the uv borders
hey, can i export Bent Normals that baked by painter to use them on other DCCs?like as Unreal Engine ... thanks.
Hi all,I looked at the FAQ for old substance3d account and it says if I was not able to download the license files from my substance3d account before they shut it down, I can use the help center to request them if I have an adobe account and access to the email used for substance3d. I did not find any way to email Adobe so I'm posting here for help. Does anyone know how I can request me license files? Thank you.
Maybe I'm missing something, but there seems to be no way to view a cloned paint layer on its own. If I have just two layers, one a source layer and another a paint layer that is cloning the source, if I turn off the source layer's visibility the cloned layer disappears as well. Obviously this is not ideal -- at all -- for workflow. It should be possible to view ONLY what's on the cloned layer to look for issues. Is there some way to do this? If not, this is another strange, unintuitive Substance behavior.
Hello,I purchased some 3d models from cgtrader. 1)They come with maps/textures that I cannot apply unambiguously to the substance stager/painter material surface properties. diff(usion) = base surface/color and opac(ity) = opacity is selfexplanatory.But I also have reflection textures: To what property do I apply this?There are also trans textures... trans = transparency? Which property would that be? 2)The models come as obj and different fxb files.The v-ray+fxb files have the largest file size. Is it always recommended to import the vray-fxb files or which one would you choose? Thanks for clarifying some beginner questions 🙂 Warm regards,Markus
Hi, I've made some embroidery patches with the embroidery filter in Sampler per the tutorials on YouTube. They look fabulous in Sampler, but when I test them in Painter they're completely flat and they take on the properties of the material in the layer beneath. The first screenshot shows the embroidery in Sampler, the second shows the result in Painter. The Sampler file is attached. (The rendered view in Painter looks the same.) This is on Mac OS X Ventura 13.2.1 (M1 Ultra). I've tried this on my Windows 10 (Ryzen + 3070) machine as well and the result is even worse, but it's a whole different problem I'll deal with another time. I'd appreciate any help. Thanks!
hey,how can i clean these messed up on baking? :]i tried to change Max Frontal Distance by case, but can't get good results ...
Hello,I am wondering what specific OpenColorIO 2.x version Substance Painter 8.3 uses. The most specific information that I could find elsewhere is that Painter uses OCIO 2, but I need the specific API version. Thanks!
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