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The shadow of the object to which the alpha map is applied is the output as modelled. For example, if you apply a circular alpha texture to a square plane, the shadow comes out as a square rather than a circle.As I inquired through chat with Adobe, he offered me a solution to get rid of modelling that square.All my characters would lose their hair if I followed this advice.If it was an attempt to be funny, it was a success though, Adobe needs to train his staff so they can at least understand what the problem is.
Hi, I have a question. Maybe someone could help. In older version of Substance Painter you could rebake smart materials with replaced normal map forcing said materials to adapt.How it worked before:1. Paint your model2. Export normal textures3. Import them back4. Replace normal mesh maps with imported ones.5. Bake everything except normals.6. Enjoy nice detailed textures.But now it doesn't work anymore. So is there any way to force smart materials to also work for normals (heights) and not just for actual geometry? Oh, and I work mostly with "medium poly" models, so these is no need for high to low shenanigans. Any advice would be appreciated.
On my 4k monitor, the UI looks too small. Is this issue still unresolved?
Hi everyone, i'm trying to figure out how to have that new Translucency channel recently released withing the latest update of SP but i just can't seem to be able to understand how to make it work.The only scenario in which it is actually working is the sample file of the french restaurant, were i can see how the opacity of the glasses, for example, changes as i move the translucency slider from left to right.Other than that, i can't make it work in no other file or whatsoever, allthough i think i am replicating the same conditions of the sample scene, so: ASM shader, and activating the translucency channel.There doesn't seem to be any tutorial, not even from Adobe, about how to use this properly. Any help would be muchly appreciated.
This may be due to the older version of Substance Im using. 2018.1.2 After baking maps and getting these errors in baking options window, I have no display of Normal and AO maps in the viewport. Do I have a display setting wrong? My Normal and AO maps seems to export correctly. Nowhere have I found an explanation of what these symbols mean in the bakign options window.
I am having an issue with hard edges when I have my normal map loaded into a layer. The exact same normal map (baked in SP) looks perfect when loaded in as a mesh map. But when loading it into the normal channel of a layer (with normal mixing changed to replace, and the blend mode set to normal), it displays with hard edges along UV seams.I have triple checked everything is setup correctly regarding directX/openGL normal settings and the problem is still visible after exporting the normal map too.
I'm sure everyone has experienced working on a model and you either want to reuse a smart material you've made in the past, or one you've bought from a website. You go to drop that smart material on the model and the result is what you want with 1 big problem, it's not scaled right. A smart material can have many, MANY differently scaled layers within it. In the current system, if your smart material needs to be scaled 200% to work for your model, this would mean going into every single fill layer, mask layer, etc and doubling the value of every single one of those layers inside. Unbelievably time consuming. If we could have the option for a "global scale" value on the folder level, that would take our input value and apply that scale multiplier to every scale value within the folder this would be entirely solved and make smart materials so much easier to adjust.
Hi Everyone,Please look at the red marked area in attached image. I have modeled this insect with smoother mesh surface. I need to add details in height/normal maps, how can I acheive this type of embossed dot details in SB Painter. Thanks,Vasanth
Everything seems so disconnected from Painter to the Asset store. I really wish the Substance products work seemlessly like it did under Allegorithmic. You can't even download a PNG without opening another Substance program. Love the products but they feel like they don't work seemlessly together . Hope this changes including have it's own launcher. Thanks.
Can there be a button that forces substance to not delete all your layers when you update your geometry with geo that has different uvs ? Im not sure why anyone would want it do delete all your work when you update your geometry. It seems like one of the worst things about this program. It dosnt make any sense why this is a thing.
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
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