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Sometimes it's necessary to use baked in base color map from photogrammetry. I know it's better to create them myself, but in this case I need the baked in map with the baked in light and shadows. I would like to adjust it only a bit. Using painter isn't suitable to do that. It has an interface with build in HDR environments with it's own light and shadow. I need a space where I can just see my bake without the added light and shadow from Painter and there's no way I can find up to now.Can anyone prove me wrong? or suggest a workflow that works?workaround?ThanksRené
Hello, I've tried several things to avoid the problem to appear but whatever I do, I run into a strange behavior when I'm importing .obj with textures maps : the materials turn half transparent.I've tried from Blender to Blender, from Substance to Blender, from Substance to DAZ, from Blender to DAZ, while the original model use opaque textures, the transfer of the model with a .obj, turns the model to become half transparent. Any idea, hint?
Hello All,I’ve used blender for a few years now, this is my first time trying to use a Blender-to-Substance-Painter workflow. Unfortunately, this hasn’t gone all that smoothly so far. I succeeded in making a nice material in Painter that resembles mildew colored that is meant for a model I made of an Alley-Arm type power line.Unfortunately, when I import my model from blender as an FBX, this is the result of trying to drag and drop those textures as a smart material. Yikes, not what I expected. I double checked and all materials in the imported file map like this. The blender model was already UV unwrapped, and I tried using Painter’s build in UV unwrapper, no difference. The smart material translates fine when dropped on one of Painter’s test objects, has to be a problem with the blender file import. Attached below is my import settings.
I have been playing with the new baker.Noticing a significant performance hit on speed of baking compared to the past version.I am not a fan of the new module in terms of usability (for the increased capabilities having a new view is overkill and clutter with the set up), but the core issue appears to be the baking process is comparably slower. Anyone else seeing the same?
I have been trying to texture an extremely simple model in substance painter, but when baking mesh maps, I end up with ugly artefacts on the back of the model, it seems like the normal just doesn't generate there, but there is no geometry in that shape there, just a large quad at the back, and nothing occluding it. I have triple checked my face and vertex normals, UVs, removed any duplicate vertices, deleted and recreated the problematic faces, and just about anything I can think of. This is in a fresh substance painter project with 2048 texture size on everything, all I did is bake mesh maps. (For reference this is a part of a larger model I exported on it's own to isolate the problem) Thanks in advance for literally any help at all. (Images)https://imgur.com/a/WMARZxs
i got 2 layers with masks and i want to turn them into a single mask.any other software lets u do it in a second. i got NO CLUE how to do it here...what goat do i need to sacrifice to get this done?
Is it possible to show only the base color and opacity in the view at the same time?
I am taking the Substance Painter Launch Pad course by CG Boost which is very detailed but it mostly has to do with using materials and such on objects. I primarily need to learn the ins and outs of hand painting with this program as Blender 3.4 still does not do a very good job in texture painting,I am trying to hand paint a dog, a lad-beagle mix. Very organic. When I start painting in Substance painter I have the Basic Soft Tool brush and in the Properties Paint panel I have access to the "Base Color" with the color bar beneath it (initially it shows white) When I click on the white bar it brings up the color square with the HSV sliders and the eyedropper. I can then also use the "I" hotkey to select an existing color from my object or from a reference image on my computer screen. My problem is when I select a brush, like Blur" which has no color and then go back and select the Basic Soft brush I was using before, I no longer have the Base Color in
I am using a student license but my Cintiq drawing tablet crashed Substance painter after extended license and downloaded the new version of Substance painter. I was alright with them two last year. Why?
Sorry, but this is urgent. Anyone who can help me quickly would be much appriciated.I should still have acces to SP even though I am a recent grad now.My SP file is labelled "read only". I have tried importing the sample "meet mat", and saving the file. Just like it suggested in this forum:Solved: Read Only - Adobe Support Community - 13246905Once I do this, then "read only" label dissapears and I can access the buttons normally.BUT, I still cannot import my own model. When I try to I reiceve these error messages: 1.[Post Effects Document] Post effects have been updated from version 6 to version 7. 2.[Scene 3D] Unable to open file "file://lcc-render.arts.local/2022%20Production%20MA%203D%20Computer%20Animation/Users/18014845/GIG-SFS%20Proj/Texturing/Content/Spotlight/Spotlight%20HP.obj". 3.[Scene 3D] Failed to load 3D scene.Unable to open file "file://lcc-render.arts.local/2022%20Production%20MA%203D%20Computer%20Animation/Users/18014845/GIG-SFS%20Proj/Texturing/Content/
Hello, can you please help me, can you please help ad detail on normal map, but my normal map stencils is not visible in viewport in my brushHello, can you please help me, can you please help ad detail on normal map, but my normal map stencils is not visible in viewport in my brush_______________________________________In the tutorials on YouTube you can see that the normal map is shown
I am using the item painter steam version, now it gives such a warning when opening the file, what should I do?
Hello everyone, hope you´re doing well. Maybe someone can help me: Currently I am using Substance 3D Painter 8.1.3 (student license) and I would like to update to the newest 8.3. When viewing 'help/check for updates' I get the notice that there is no newer version available. When opening the program the popup window for updates doesn´t show either. Any advice what I could do? Thanks in advance.
Hello, Maybe I've missed something but is there a way to paint a materials on two maps at the same time? I explain : If we consider a car or shoes, some parts are used to be painted as separated object since they need different materials (tires and bodywork, sole and upper), BUT if we walk in the mud... both will be dirtied. How to paint the mud?
Opon launching from Steam it crashes. It does not start at all. On Pop OS. 22.04 Ubuntu based distro. On a fresh system all drivers updated. Using 2023 and problem is present on 2022 as well. Something to do with Qt and xcb I believe. "qt.qpa.plugin: Could not load the Qt platform plugin "xcb" in "" even though it was found."
Ben madde ressam steam sürümünü kullanıyorum şimdi dosya açarken böyle bir uyarı veriyor ne yapmalıyım?
The Substance3D Viewport is a only covering a small square in the lower left hand side when it should be filling up the whole main window. Is there any Substance3D setting or Windows resolution I can adjust to make the Viewport go back to normal?
Hi all, My client has a specific requirement that any colors used in a texture are their listed approved colors. Is there a way to generate a "report" of what colors have been used on the base color layer? Can I export a list of HEX codes / color swatch / or something similar that I can supply to client to verify that we have only used approved colors? Any advice is highly appreciated. THANK YOU!
When I create a new aiStandard Surface in Hypershade and input all of my Substance-exported textures and apply it to my mesh, the shader looks nothing like it does in Substance. I just end up with a dark gray surface with a tiny bit of reflectivity. And I don't mean it looks different because of the lighting. I mean NONE of the texture properties such as the scratches or specularity come through. I've tried setting up the shader manually (see nodes screenshot) and using the Substance plugin for Maya. Both yield the same results. I believe I'm using the correct colorspace settings as well as checking 'Alpha is Luminence' for all grayscale maps. I've watched and followed every tutorial I can find on Substance -> Maya and they all make it look effortless but for some reason Maya refuses to display the textures for me. Note: I've used only unedited smart materials from Substance for this example. I used the Arnold output template in Substance. Arnold Render View sc
I am using a seamless texture, with no color variations, when I apply it to the mesh, there is a shift in color some uv islands have a darker shade than others. I have tried turning off the normal map, roughness, etc. Here You can see shift in roughness values, some have low roughness and other have high
I have a Dog model made in Blender. It has the body, tongue, teeth and gums and eyeballs. All unwrapped in UDIM tiles. In Substance Painter how do I get access to the teeth and gums or eyeballs when they are hidden by
Will painter support USD geometry subsets? this would be great! maybe they could even have a function to behave like ID maps. Because of the lack of support, I have to author different USD files to send to painter and a different USD as my final asset. Would be nice to just have one file.
I have tried to import a High model from Zbrush into substance Painter.However, the detail on the High model is jagged.Increasing the Output Size has no effect, and all the details are jagged.I would appreciate it if you could tell me how to get the details created in Zbrush to reflect properly.I will also save a picture of the bake settings.
Hi, When trying to import my model exported from Blender and selecting 'Use UV Tile workflow' I recieve a very useless error message [Scene 3D] Failed to load 3D scene. Loading failed. When de-selecting the 'Use UV Tile workflow' option the scene imports just fine. Only one of the meshes in my scene has multiple tiles, when exporting this mesh individually from Blender the import works just fine. Does Substance Painter not support scenes where some meshes use multiple tiles and others dont? Or perhaps this is casued by some other issue. I have attached a log, the final successful import seen in the log is the multi-tile mesh on its own without the rest of the scene. A Single mesh with multiple tiles imports just fine... However when trying to import this complete scene which contains the main multi-tile mesh and all the other meshes the error appears. I hope this is a sufficiently clear explanation.Thank you.
It appears to load properly but then I suddenly get the white screen. I have tried deleting/reloading twice and restarted my desktop several times. My PC is high-powered and less than a month old. I only have Adobe suite, Blender and C4D on it.
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