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Workflow question. What is the best aproach when texturing large objects like terrains. I am always having the issue where I use a material and I tile it to get the scale correct but then I start seeing the tiling. To combat this I usually copy the layer and mask with a different noise which helps but is a bit laborious. For example I am trying to texture a pyramid like buildng which is 50 meters but I am struggling to get the scale corret.
Only 3d mesh. What happand??? How to brinng it back??
I have a Fill layer with the Displacement channel active and Displacement enabled in Shader Settings. Notice in the image that the tiles don't line up at the seam. Is there a way to apply displacement and have UDIMS line up? I tried other projection modes but no luck so far... Thanks!
Can anyone list the steps for making a Displacement Map in PShop and import it into Substance? So far I made one in PShop at 2K and imported it into Substance via a Fill Layer and set it to Height, but the result was low res and not a true Disp Map when viewed along the edges. Either my PShop image is wrong or I'm using it wrong in Substance
I'm running SP on Intel(R) Core(TM) i7-4790 CPU @ 3.60GHz 3.60 GHz, 16GB RAM, NVidia M2000, Win10 Pro. I adjusted TDR in my registry editor, and followed all the other suggestions at https://substance3d.adobe.com/documentation/spdoc/substance-3d-painter-doesn-t-start-on-the-right-gpu-182266570.html. I'm still getting the GPU error message when I launch SP. This is the log:[Resources List Model] Icons memory budget set to 100MB.[Plugin - resources-updater] No project open, resources updater discarded[GPUIssuesCheck] Your operating system may automatically shut down Substance 3D Painter during long computations because your GPU doesn't support preemption.To avoid crashes, you can try increasing the TDR (timeout detection and recovery) delay(Learn more: https://www.adobe.com/go/painter-gpu-drivers-tdr-crash-long-comp). I don't know where to set Icons memory budget - my local cache budget, in preferences, is set to 3000MB. Suggestions? Ignore the error
When creating e.g. models for games, it is sometimes the case that some of the mesh objects which comprise the model as a whole need and have a high res version, but some not. Assuming the objects which do have both high res and low res form use the proper _high / _low naming convention, how should the rest be handled? Can this be handled in a single "pass" by citing the _high objects in the High Definition Meshes list, but then also turning ON Use Low Poly Mesh as High Poly Mesh? I'm hoping to convey the multi-mesh object model via .FBX.
Substance Painter 8.3 has a support for reading in USD files.User can specify things like variants, subdivision level and frames from UI. Is there a way to specify these option when creating a project from python API?
Hi everyone,I'm having a bad shading error in Iray render that i cant explain.Is visible only in Iray, in paint mode i do not have any problem.The mesh has benn exported from Blender with the faces smothed and in fact the same mesh in blender does not cause any shading issue. Aloso if i give one more subdivision level to the mesh and i apply it, the mesh still give this weird shading issue in Iray.As you can see the mesh is rather dense, so i cant figure out which could be the problem.Thanks in advance to everybody.
Hi!I need to make my dirt work on every edge of my Color ID selection. Problem is, my dirt uses the mesh-edges for calculation.Can I make the dirt work along the ColorID edges? Or the Edges of my UV map, instead the mesh edge?In the example, I want to see the dirt along all red outer edges.Thanks,Peter
Tk2 Not sure if my post went thru so here it is again. I'm working on a High poly model that has a low poly version of it. Is it possible to transfer all that I've to to that low poly model? Cheers!-Pablo
Please add linear and point texture filters to the types of filters that are available for the camera viewport. I need to hand-paint textures that are at or below a resolution of 512x512. I will be importing them into Unity and will be using their point filtering texture setting. Currently, I am unable to see what they actually look like while I am in the process of painting them in substance without stopping to export the texture, which is not a practical solution. This is making me consider possibly migrating to a different 3d paint program that does have this filter option such as Marmoset, etc., but I would much rather stick with Substance these features were added.
I'm about to paint the meshes of someone else, let's call him Bob. Some of the meshes has to be painted with specific patterns on them, just think of a sign with a solid background color and a slanted stripe over it. Bob is so kind that he created his meshes in a way that the patterns are part of the meshes, for example, the stripe is indicated by cutting the face twice, as on the following image:Let me call the slanted edges and the correspondig vertices guides as the sole purpose of them is to help me know where to paint with a different material. Bob is even nicer and is willing to apply vertex colors to faces so that I only need to find the proper material and apply a color picker on the mask. However the edge remains kind of cogged. Now I would like to ask him to extract the guides from the mesh to a separate mesh, as shown on the following image, collapsing the guide edges on the original mesh:(Note the slanted selected stuff was separated from the cube with its positio
Backstory: after a couple years of making do with Adobe Dimension for quick and dirty texturing, I recently took the plunge and am now subscribed to Adobe Substance. I have nearly 100 3D materials that I licensed through Adobe Stock which, as far as I can tell, are only compatible with Dimension and cannot be easily imported for use in Substance Painter (each of these 3D material assets, once downloaded, consist of PBR texture maps and .MDL file - see pic below). Question: basically, I'm trying to figure out the best way of using these materials with Substance Painter. Is there a streamlined way of importing these materials into Substance Painter / converting them into Substance materials? Do I need to rebuild them as Substance .SBSAR materials using Substance Designer / Sampler? I've searched high and low online for an answer / workflow for accomplishing this conversion, but haven't found much - if anyone has found a solution or could recommend a good workflow, i
I use 8.3 and watched quite a few tuts and online information. They all come up with a texture set with more than 1 UV tile. I want to be able to paint across the tiles. I've got 1 obj file and only 1 serie of 4 base color udims. creating a new file, import the obj an UV tile workflow with Preserve UV tile layout checked. I've tried with and without importing the base color texture files, but always I get 4 texture sets with 1 UV tile per texture set. That way I can't paint across the tiles. What am I doing wrong? Any help is appreciated.regardsRené
Windows 11Substance 3D Painter, version 8.1.3Build 1860 - ab2854df31b2a9993f19ac73b734756546548acfNVIDIA GeForceRTX 2080Driver Ver 516.94IntelCore i7-8700 @3.20GHz31.88GB RAMI'm noticing since the recent updates of Substance Painter that my 2D View Exports either export all black or incomplete bakes like listed below. Sometimes restarting my computer will help with this, but this occurred just after a fresh restart. I have to export anywhere from 3-5 times for the bake to finally come out properly. Sometimes renaming the layer then exporting helps.
I don't know if this can be sorted into Discussion . I'm an individual currently working on fabric material and I've met problems about how to add details . After watching tons of video using automaterial straightly without a deeper inspiration , I found Substance Painter's official example of Flannel (Creating a flannel Smart Material (adobe.com)) , and this is just what I'm looking for . But text and images are not enough for me to see what it is expected to look like , since I've encountered some problems making my clothes look chaotic , messed up , even though I had the same settings and values . I don't know how to get along with 'light spots' and ' fake gaps' , which actually blocked me from the very beginning . I understand if .spp is not allowed to share for rights , then if it's possible to post a video link , part of which I saw was on your facebook . Thanks .
I'm attempting to write out an alembic file from houdini with valid vertex colors I can use to bake the ID map. Is this possible? I've used FBX in the past to do this, but the FBX files that I write from houdini don't preserve the material groups or the mesh paths.It would be super amazing to have some documentation that spells out the features of each file format that can be imported and how to configure the data that Substance Painter is expecting from each one. Searching the documentation and the interent doesn't provide much info.
I have an issue that has annoyed me for ages with the colour picker in Substance Painter.I have dual 4K monitors both set to 150% scale and extend view in Win10 so that I can comfortably read them. Everytime using the colour picker/eyedropper in Substance Painter causes both monitors to zoom in an extra 150% meaning a lot is cut-off and I can no longer pick from it.Substance Designer also has this same issue making picking gradients almost impossible, but no other colour picker in any other software or Adobe suite has this issue. I've tested turning off one monitor and the issue is still the same for the single dispaly. No problem if Windows is at 100% but it's too straining to read anyhting at that size. Has anyone else experienced this with 150% display with SP and SD?
Hi, I'm facing a UI Scaling Issue with the substance painter. In previous versions I never had this UI scaling issue ever. Right now the UI looks so big and blurry. My current substance painter version is 8.3.0.I researched about this issue on Youtube, Reddit and other forums and they are all showing the same solution which is High DPI setting in the compatibility section. Although it solves the problem with a con. I'm not looking for that particular solution because if I decrease the size in display settings it entirely changes my display size and everything looks so small.I encountered this UI Scaling problem with another software DaVinci Resolve few months back and luckily I found a solution for it.(https://forum.blackmagicdesign.com/viewtopic.php?p=898786#p898786) Someone created some sort of coding and If we paste that code in shortcut's target it solves the issue of scaling without messing with High DPI override settings. So I'm looking for the same solution like davinci resolve
I posted this question but after an answer the conversation stopped https://community.adobe.com/t5/substance-3d-painter-discussions/bad-shading-mesh-in-iray/m-p/13532776#M4361
Hello, I'm a new user to Pt Substance Painter. I'm noticing the Normal map bake is not perfect. Currently I'm going back and forth with PS to try and clean it up. Wow! Is it possible to fix a Normal map in Pt? Cheers!-Pablo
Hi Painters (a little tip for you) 🙂When I bake Curvature UDIM in substance I turn off the "auto tonemapping (per UV tile)" and play with Min and Max (keep the same value) if Min is -4 Max is +4For example If you have a body in real scale I use Min -12 and Max +12 Depend of the scale you can play with this values to get a good result.I dont know if the correct way but works for me 🙂 I hope that help you.Cheers.
Hello there, When importing a mesh in Substance, areas groups are based on materials. But what is the best way to manage areas that need to keep separated names? I explain :If I'm creating a human, the whole body : head, arms, legs, body need UV tile workflow to avoid hard transitions. But the UVmaps area will still needs to be available by name.
Hi Guys! I am not a big expert in Substance so I need some advice how could I make this more efficient:I am refurbishing very old models and try to add PBR materials to them. These models are usually buildings. Lot of straight rectangle polys. When they were created the polygon count was an issue so lot of things were simply drawn on the texture without extra polygons. So for example windows were simply was drawn on the facade of the building, they were not extruded or beveled to a poly. So in the materials I have to mask out the windows (glass).I simply want to select area on the texture/mask and add it as a white mask but somehow I cannot find the option or tool for that. The tool like rectangle, circle, polygon is missing for me.So far what I did that I opened photoshop created a mask bitmap, imported to substance as bitmap mask. But this is a little bit tedious and wondering if I could do this without photoshop.
[Plugin - photoshop-export] Program '"C:/Program Files/Adobe/Adobe Photoshop 2021/Photoshop.exe" "C:\Users\setha\Documents\Adobe\Adobe Substance 3D Painter\export\ASM - PBR Metallic Roughness_photoshop_export\photoshopScript.jsx"' failed to start It seems the script is using an older version of Photoshop that isn't actually on my computer anymore. Is there a way to make it use the latest version I have installed? Do I need to regedit a path?
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