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I am accustomed to have height saved to color image alpha of png files. Comes from photogrammetry editing process that way. The height is never lost . Now I want to make sbsar that would feed that image to Painter with a switch that would treat alpha as regular alpha or sending it to height channel while using rgb as alpha. How should I name outputs in designer ? Specifically one being regular alpha . Does Painter have some specific rules for alpha naming?
When I mport a decal and want it to shift say 10 pixels in V or scale to be exactly 128x128 pixels ? Or if I my current texture is 512x4096 and material I use is 2k x 2k and I want it to be tile 2 times in V direction and be exactly a crop of 512 pixel of the left edge ? I did such nodes with pixel processor in Designer but once I export as sbsar they never works properly and my textures always gets extra blurry even if I work in twice of my target resolution. Because in Designer I have to use extra outside node to size calculations . Did anyone ever try to make pixel accurate transform for Painter?
When I create my normal maps I see there are 2. One is just a normal map and the other called a global normal. I can see the detail in the global normal, but the global normal only shows details in the centre and then fades to a blurred look.The Normal map just called 'Normal' is the same colour but with no details. Should this map show details?If so, why is it blank and how do I get the details into this map?
I have re-installed the software 3x, tried older versions, tried several nvidia drivers, changed the size and location of the local cache, tried several backup files and several models, uninstall onedrive, rarely works for half an hour afterwards, so impossible to work !! I have already contacted adobe support once, they rewrote my machine and still no change.
Hey! I recently purchased the substance 3D package.And in substance painter, the pen pressure doesn't work... I have Huion kamvas 24 pro I have the latest Huion drivers (15.5.1.390)I've set Windows ink on in the Huion drivers,changed all the Windows Windows Ink settings according to the documentation page and still it doesn't work. (I restarted the program, tried to disable and enable windows ink in the drivers, but still doesn't work)...I've attached the Log file to this post.Would appreciate some help! Thanks in advance guys!
To practice a bit with Substance Painter I'm redoing an interior of a aircraft from Microsoft Flight Simulator. It's an old aircraft so I use smartmasks a lot which is great fun. The thing is, on for example the panel with all gauges I've added a bit of dirt/scratches/roughness but on the same panel there are a lot of texts so a pilot knows what the buttons are.Those texts are a different texture and have their own UV-map but basically the dirt/scratches/roughness from the panel should continue over the texts to have a realistic feel.I tried to look for solutions if something like this was possible but so far I didn't find a solution. Maybe I'm looking in the wrong direction since I think this is pretty common practice with a lot of textures where texts are their own material/uv.Hope someone can kick this oldie in the right direction!
how can I fix this problem?when tryng to bake a texture the log popUps this message: "can't create a resource from the baker result: Failed to create a temporary file for resourse 'Normal, world space normal, ID, etc.' " then the bake maps are not created and it doesn't allow me to use smart materials properly, here's the log
I have two substance painter files and I want to move the layers (or if needed the whole texture set) from one of the files to another one. Having two instances open and drag&drop does not work for me, neither by normal startup nor with admin rights in both instances. Substance painter version is up to date, 9.1.1. The file where I have the layers I want is an older version of the same item. The file with the new version has a new mesh part (that has a new material/texture set) added. I want to move the layers for the old mesh part, so I can have everything in the new project and see how it looks with the new mesh part and how I have to paint that one to look the way I want. Is there some way to achieve all layers transferred without having to redo everything?If the drag&drop should work please tell me. And add any hints about what you expect could cause issues if you've got the time to tell me.
Hi So here's the problem... I have more or less finished texturing my model in Substance Painter, and am able to to export, everything seems fine, "Export Complete" it says. Little did I know at this point, that half of the texture map would be missing from the export. I have tried using a few different shaders and export templates, but nothing seems to work. Attached is an image of what it should look like and one of how it is exporting, with a circle around the main bit that I need to be visible (I have just used the colour map for this example but is the case across all of the maps). Excuse the shoddy UV map, it was an auto unwrap... Help me Adobe Support Community, you're my only hope
hello every one! is there any way i can create a mask based on view angle inside substance painter? I know about light generator and word space normals and etc. but I need a dynamic mask which blends between 2 materials based on the angle that i am looking at it! Something like fresnel effect for example? is it possible at all inside substance painter? will appreciate your input so much!
No matter what format I try , I cannot for the life of me get a model into Painter. Solidworks user. HEEEEELLLLLP
I can't see anything resembling subsurface scattering, what do you think?All my settings are belowI'm using Macbook M2 Pro
Может кто подсказать что за ****** ошибка, и как ее решить "[ResourceImage] Can't serialize empty surface"С начала все хорошо сохранялось автосейвом, а потом начались красные надписи, скорее всего из за того что добавлял и удалял новые текстуры в сабстанс, сейчас когда все удаленные текстуры заменил на 1, эти ошибки пропали и осталось одна, в переводе "Не может сериализовать пустую поверхность"
In version 9.1.1, the objects I made transparent or the glass 2d view is not transparent. When I do it in the old version, the 2d view comes transparent. I am sending the sample output in the attachment. please fix this error.
Greetings.I have some Problems to convert a Height map into a Normal Map.I need some advice for the Setup. How do i have to Set the Height to Normal Filter ?
Having created a script/tool to help export work from Substance Painter, there is still a left over "gotcha" that I am unsure what/where/why the script won't export the opacity out ask expected.Example: Create a Substance Painter project, and you need to paint transparency into a window.Exporting it with the standard Substance -> File -> Export Textures, the resulting textures come out ask expected and desired.However, exporting with Python API, with, as far as I know, is the same, and correct config for exporting. However only the little spot where the opacity painting had happened shows up in the exported textures.Noting: Yes, if you fill that layer, or do additional layers to have your transparency paint from, it will export.The desire is to be able to have it export exactly the same as the created preset.Here is an example config of what is used for the exports.{ 'defaultExportPreset': 'AMGIExport', 'exportList': [ { 'exportPreset': 'preset1',
Hi there, I've seen some past threads about this issue and the responses on those don't seem to help me with my issue. Let me elaborate. When I launch Painter 9.1.1 I get the Adobe splash image followed by an unresponsive white screen before it does nothing or I have to end task. This occurs when I my laptop (Alienware m15 r4, Windows 11) does a Windows update. I've been able to restore previous updates for the past year, but now it's not letting me restore updates any longer. I can revert my Painter to before 9.0 and it can run, but I can't open my Painter files that were created in the newer version which is something I need.What can I do here?
Something has gone wrong with in the Normals (both Normal and World Space) the ID map also has holes in it, not sure if this is becaus of the normals though (I dont work with ID maps). I'm working from 3Ds Max and Substance Painter Version 2020.2.2 (6.2.2). I have also tried it in Substance 3D Painter, version 7.4.3 (Build 1610 - 7fb11e93372084443976065c4dd47f45a8f0940c) I still get the same issue.I've uploaden the log file and images, both bake exports and viewport screenshots since I can't figure out whats wrong.Ive tried:Rebaking (multiple times in many output sizes),rebaking in a new file,giving it a new material across the whole mesh,Deleting the polys, recaping and unwraping themmade sure the id maps are the same across the whole mesh,made sure the normals are facing the correct way,I've tried moving the 2 islands to a diferent part of the uv layout but its like Substance Painter doesnt recognise them as islands. I can draw on them perfectly with a brush tool and it comes o
Hi, for a long time (since I deleted some intelligent materials from the assets window) every time I open Painter they appear in the log and I don't know why but above all how to remove them...
Hi,I have a low poly with good UV's and when I bake it with the high poly it looks good in orbit view, but the normal map that exports is not the same, like it was baked out of the low poly smoothed version.
Hi Guys,I am new to substance painter. I have painted the textures inside substance painter, then export all maps and integrated in to 3ds max and render using vray. In 3ds max the texture colour and appearence looks different from substance painter. how to solve this issue? Regards,Vasanth
I am painting on a fill layer with opacity, When I export 32 bit EXRs for my texture maps I am still getting banding in the opacity map. This is causing my renders to be ugly. What could be causing this banding? Attached file is a screenshot of my map open in photoshop. Thank you,Kyle
Hello everyone, I have a problem with painting - I cannot paint on paint layer nor on any of the masks. I'm using UDIMs, and my UV is on 1001. I'm not really sure what else can it be, does anyone have any insigths? Thanks in advance.
How do I convert my painted height to AO? I'm currenly trying to convert surface noise to ao using the filter "MatFX HBAO". When I click it, it closes the filter dialog but doesn't activate anything. Unsure if this is a bug, user error, or if I need to manually enable certain Substance tools. **It looks like this forum doesn't recognize google drive links so I'm pasting the video hyperlink. https://drive.google.com/file/d/1i3fzjvse5edpBQNgS-UmHWyELSOQQHzi
Hi, everyone. Maybe this is a very basic question, but I am kinda new to Substance Painter. How do you make generators affect only a specific part of a mesh? I'm working on this dagger and the main colors are working just fine: But when I try to add curvature and dirt, it affects the whole thing and not just the blade which is what I want. It ends up looking like this: This is what the layers panel is looking like right now: How can I fix that? What am I doing wrong? I would really appreciate any help cause I am about to lose my mind trying to figure this out. Thanks in advance.
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