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It would be helpful to have the option to bake an ID map from your materials but get random colors, like the other source options, rather than the materials base color. My high poly it setup with materials that are an approximation of what the want the final textures to look like, this means some of the materials share very similair base colors, which makes them very difficult to work with as ID map colors.
Hi, I've been trying to figure this out but failed. I'm making a simple non-pbr, only diffuse-powered machine model. (needs to be extremely light) Problem is, the anisotropy would show on the viewport but it wouldn't export it on 2d view. I've selected pbr-metal-rough-anisotropy-angle as shader, and added anisotropy angle and level channels. Also added Baked Lighting Stylized on top of it so it would turn out exactly as it's seen on the viewport. This had worked for me previously and I didn't have any issues back then. Maybe it has something to do with the shader? Perhaps I might have missed some steps that I don't recall. Everything looks fine on the viewport, I don't get why it wouldn't export as it's supposed to. A helping hand would be much appreciated. Thank you.
I see I can have baseColor_alpha output for a base material . Can I separate Normal_alpha one that would differ from color alpha ?
Hi Community, this is my first entry since using Substance for 2 months now. I encounter following issue: I created a 2D Texture and applied it to the model.The texture is fittet to the model precicely with Controls of positon and Rotation as well as Scale. Now i want to adjust the color of the model, and i want to have the texture the same color as other parts.I was thinking of using the texture as a mask and create just a fill layer to fill it with the specific color. I am not able to do that - i tried with black mask - but then the texture is off the place. here is the base color of the model. I want the texture of the band (which has a brighter Yellor then the others) to change. I know i could play around with the 2D Texture by itself and adjust it in the ImageEditor - but i want to learn how to do adjust color it in substance. This is the texture - i made a black mask - the idea is to invert and to unrveal the underlay
Adding really small stiches in substance painter makes it really blur even in texture quality 2k and 4k can anyone suggest if I am doing anything wrong or this is the problem with uv
Is it possible somehow ? Or it's only possible from a layer below?
Greetings- I'm trying to export a pretty simple texture set from my work in SP. When I try to do so (using the Unreal 4 (SSS) packed preset - the Base Color textures are always black. I've attached images of the export settings for [Global] and one of the texture sets (both texture sets have the same settings), and of the texture files themselves. SP has been working fine; I've only recently changed video cards - would this cause the issue??
I’m a newcomer to 3D scanning and printing, currently using the MIRACO as my first scanner. My goal is to accurately capture details such as skin folds, wrinkles, and clay textures when scanning sculptures, body casts, and people. Despite having the settings on “advanced,” I’m experiencing notable detail loss, with the Miraco seemingly smoothing over these intricate features.I’m seeking advice on optimizing settings or learning any tricks to enhance detail capture with the Miraco, especially considering that my sculptures range from life-size figures/busts to 50% life size. Can I use Substance 3D Painter?Your guidance is highly appreciated!
Project file: https://drive.google.com/file/d/1rTUNSnVF9PQBWY5hM-CtUE2BVfCy1WXp/view?usp=sharingTextures: https://drive.google.com/drive/folders/12TesRIClLJIZXKfPR-qHR_8AdhQNv5SI?usp=drive_linkP.S I tried to upscale the decal but it didnt help
Can someone please help? For EVERY PROJECT I work on midway through the program stops saving. When I try to use "save as" as an alternative nothing happens and I am forced to quit the application (without any saving anything) and literally re-start or go back to the last point it saved. I absolutely love Substance painter, even before Adobe purchased the program. But it's getting more and more difficult to use it because i cannot save any of my work! All of my programs are up-to-date and i'm so tired of having to delete substance and re-download. Nothing I do works! Does anyone have an tricks or shortcuts they use for this problem? Can anyone help me figure out this issue? In desperate need to find a solution, otherwise i'll have to find another program.
The link on YouTube to download those files is broken.https://youtu.be/-ZbmRsOnApk?feature=shared Can anyone tell mw where I can find those files? A lot of old links to tutorials are broken. Any suggestions for tracking them down? How about the model for the Texturing Characters in Substance Painter tutorial?https://youtu.be/57ybKwtYoV4?feature=shared
Hi everyone,How can I create using pen tool stroke path to make thick and thin line in sb painter like photoshop. Which means the stroke's one point is thicker and another point is thinner.Regards,Vasanth
I have a simple test mesh created with Blender. UVWs are unwrapped, with only one seam. After importing it into Substance Painter, I can see in the Baking Preview the UV Seams. Especially, the Missing Seams on Hard Edges. Please see the screenshot below.After baking the low poly mesh, I have no issues, and everything seems to be fine.Now, I am adding a sculpted high-res mesh done with Zbrush, to smooth normals and perhaps add additional details. However, just by adding the new high-res mesh for baking, I am running the issue, to see edges on seams.The interesting part is the fact, that there are no seams. The UVW Map has only two islands, with one continuous seam.There are no matching errors, and adjusting the Max Frontal Distance or Rear Frontal Distance doesn't seem to be necessary at all. However, when the bake is done I am getting nasty bakes, especially on the areas, in which Substance Painter indicates Missing Seams on Hard Edges. Not sure how to resolve this and w
For some reason, my render view is not showing color anymore. It just started happening. I reinstalled the program removed all the settings but it still wont render the color. Help on what I am missing? Thanks,
Hi there! I'm running the most recent version of Substance Painter on an iMac (OS - Monterey). I'm encountering an issue where I go to texture bake and everything operates as usual until about 1/3rd of the way through the bake when Substance Painter simply stops baking my materials and starts skipping them. The baking process is then fast-tracked and I'm left with my file incompletely baked. I used Activity Monitor to verify my Mac wasn't over-allocating RAM to SP, and it wasn't. I tested the baking process on my far-less powerful laptop which is running Windows 10 and it baked no problem. The error messages I keep receiving from the bake are:[ResourceImage] Failed to load image content from file 'file:///private/var/folders/_j/yjgr27w52sgf_d8k6p2rjvrr0000gn/T/SubstancePainter-Tmp-SgvlCA/image.BxpnYZ.image' and... (as an example, this next one is one of many, much like the error message before) [EngineBitmapLoad] Failed to decode bitmap.resource://project0/World Spa
This might be a silly noob question... but please help 🙏 I can't find anything on this. So typically, I sculpt details on the high poly mesh in zbrush, which I then use to bake to the low poly mesh in substance painter. But what if I didn't have a high poly mesh with details. And let's say within substance painter, I decided to paint or just add a height map image layered on the low poly mesh. How do I bake that height information onto the low poly mesh so that I can export AO? Is it that once I paint anything on the mesh that has height information, the program will already process the ambient occlusion based of it?
Hello.I have this layer stack in Painter: I have the Base Metal that looks like this:And above this I have a Layer called Peeling Paint with a filter.When both layers are showing, the Metal Base becomes transparent.Can anyone help me out?
And keep height invisiable and working only to produce masks. In a word same as in Designer?Is there a shader for this? My materrials gets super messed when both height and normal on. When I try to add user0 and use it as height it's in 0-1 range while I alredy did lots of sbsars and pixel processors working in -1 to 1 . Can I make custom channel (user0) be that way?
I have an problem to save the file in the painter 9.1.There was no any problems until 2 days ago. From yesterday, suddenly when I try to save the file in the painter, It's never finished. I didn't import any map or something in my library, the condition is all same as 2 days ago. I've tried to installed the painter again after removing, but it's still same. Could you guys help me to fix this problem?....
I want to edit the name of the Texture set list. I have created a UI for Search and Replace already, but I don't know the function for replacing. Please help me. Thank you.
As the title says, i'm trying to make a use of the latest cool feature of translucency channel to recreate glassy materials and whatsoever. After managing to make the channel work properly in substance painter, i couldn't figure out a way to have the translucency map appearing once exported into other softwares like Blender or Unreal Engine 5. I couldn't find any tutorial at all about this. Any good soul within the community found a way and could give me a help? It would be greatly appreaciated.
I get this error on the steam version of substance painter.I have no problem using it, but it bothers me. Is there a solution?[Script] file:///C:/Program Files (x86)/Steam/steamapps/common/Substance 3D Painter 2023/qml/QtQuick/Dialogs/DefaultFileDialog.qml:413: 17: QML ToolButton: Binding loop detected for property "implicitHeight".
I am a user of Substance 3D Painter and I have encountered a problem while using the software. I would greatly appreciate your assistance and guidance in resolving this issue. Problem Description: Whenever I use the color selection tool, I have noticed a significant slowdown in the performance of Substance 3D Painter. This issue is not only limited to myself but also experienced by some of my friends who are using Windows computers. I have already tried several troubleshooting methods, including adjusting settings, ensuring sufficient system resources, and clearing disk space. However, none of these solutions have resolved the problem. I am currently using Substance 3D Painter version 9.1.0.( Version 8.3.1 also has same problem.) My Windows Specifications : The Problem :
We are working on a heavily automated workflow with lots of assets of the same kind. Therefore we need a lot of tools and scripts to make it work. It was recently added to assign a resource to a mesh map via "set_mesh_map_resource".Please add this functionality for the BaseColor as well.
Hey there, I was wondering if it's possible to have multiple texture sets and hide/show them within iray the same way you're able to do it in the painting viewer. For props that share similar material setups I like to keep everything in one file as it saves me time. (For example; a set of crates that have similar/identical smart material setups.) However, I cannot seem to be able to figure out how to hide texture sets within iray the same way you're able to do it in the painter viewport/renderer. Is there a way to do this that I'm missing? (A mediocre workaround is to add opacity temporarily to all-but-one textureset you want to make an iray render of.. but as you can imagine that's not too nice and efficient to do.) If this isn't possible would it be possible as a feature request for future releases? Thanks in advance.
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