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Hi,someone an idea to solve the projection deep Problem with the Path Tool ? There is no Projection Deep 0 ... the distance is enough but it is on the other uv
I got this error While I was importing the 2k tile with the Use UV tile workflow checked.
So I am completely new to Substance. I do have some experience in 3D, but I am primarily a 2d designer.I feel like I want to do something pretty simple, but I can't seem to figure it out. I want to export the UV maps from the (default) right window, exactly as I see it, but in full res. I was expecting an "Edit in Photoshop" button somewhere, but I can't seem to find it. So simply put: I want to export what I see in the right window, exactly as I see it (but in its original resolution), so I can edit it in Photoshop. (Sorry if I chose the wrong topics. I don't know what I'm talking about)
Need to add similar feature to substance painter for matte-painting / texture-stamping time behavior: https://stableprojectorz.com/
Is there a way to have color profile enabled by default and have a desired LUT be already applied to the viewport whenever a new project is created?
Good day everyone! I'm a bit dissapointed, since I have to realize that we, SP users have to face great issues at baking specially due to 3D scan objects. The issue:- high poly mesh: 60 mill tri (clean mesh)- low poly mesh 2mill tri (clean mesh)- 9 UDIM (lets be honest, not a high number)- normal bake goes true, but from AO the line dies. As soon as I try to bake anything but normal it crahes. I'm quite losing the point of using SP if I can not manipulate in a procedural way my textures by using the baked out maps. High to low is baked based on naming convention (_high _low) Since (side note) SP bakeer has some issues due to position attribute if I let it work based on relative to bounding box - also a big question mark, but at least it can be handled. My pc spec: ryzen 5950x, 128 Gb RAM, RTX 3060 Ti (I know that is my WS's weak spot, but 9 udim and the mentioned meshes should not build a cap for this gpu)All drivers fresh (nvidia studio) SP is also updat
The main mask is currently a fusion of a mask-paint layer and a mask-fill layer. Some of the problems with it are: You cannot copy/paste/duplicate the painted strokes to a separate mask-paint layer.You cannot clear the mask, without deleting its children.You cannot fade out the painted strokes or give them a special blend mode.You cannot change the fill color (white/black) afterwards.Would it not be great if Substance would create a separate paint and fill layer by default instead? You would get the exact same functionality using an already existing system, but without any of the limitations mentioned above. The concept of having a main mask could then be made redundant.A more conservative option would be to give the user the functionality to convert a main mask into a paint layer + fill layer afterwards.
In substance painter, you can see the edge but not that noticeable.However, after baking it, the edge became dark. I tried baking it in 4096, still no use. Is is bacause I didn't bevel the hard edge?
hii have few questions to ask im currently working in korean company and we are going to buy substance painter 2024 around 20 copies in steamand i know that there is adobe korea branch.so I wonder if there are any problems between adobe central and korea branch's license policy If in the future the korean branch imposes restrictions on the purchase of programs on Steam, can you provide legal help? or is there any guidance for this?
Hi! my metahuman face mesh imported from unreal to substance painter (following this quick guide https://youtu.be/uaYNgMcEYEE) is broken. I tried different fbx versions, but they all ended up the same. Thank you!
It would be great if when importing a model update with transform/scale/shape changes, the existing Path Tool vertices would auto-update and follow the newly imported geometry. It would also be great if we could have multiple options to have the Path tool vertices snap to the new location based on a choice of model vert order/topology and UVs. On our production we often have to start the character creation process before we have had a chance to scan our actors. So the initial model build/texture painting is based on a generic proxy mesh. After which we have to adjust and transform the existing costume to match the actor once we have the scan. Not ideal, but this can happen often when doing pitch work or pre-production work. As you can image if you have a model covered in stitching/seams/puckering paths on multiple layers with anchors all linking to them for additional detailing, having to manually move those to fit the updated geometry can be VERY cumbersome and ti
Hi, it could be ideal to have an option on the Material Picker Tool that pick just the color on the Base Color Channel and not from all what we see in viewport, because many times when we need to simple paint on a layer it could comfortable to work showing the Material Channel in viewport without switching between Base/Material to pick just a color. Thanks!
When you startup PT you get a splashscreen with a link to online tutorials. Ever since I own the software, the link leads to an error page! I am having a hard time to just find a simple tutorial about handpainting without all the smartmaterials and what not! 🙂Will the tutorials ever be live again and can someone point me to a tutorial about just plain handpainting a model in PT?Thanks for your time!
Hi, I'm working on a file but I can't save it anymore... Every time I try to save it create a new save instance which doesn't reach the end. I've try to save it with a new file without success.The interface works, some layer thumbs are not displayed.How can I save it now? Do you know how can unblock it?Mac M1 Max, 64gb ram, 2 TB hd - Painter v. 9.1.1
As a 3D and 2D creator, I have been running around softwares to complete my tasks. Software such as, Procreate, Clips Studio Paint, Affinity , Photoshop and some more. I have been struggling to make the working progress faster and streamline. however the UI of Substance painter havent changed or improved at all since 2022. There are few things I hope to be changed and improve with this version (2024). The brushes adjustments, layer edits shortcut should be exposed to the settings, not just accessible on the tool bar the UI itself. Moreover, the scaling of the UI is not friendly for smaller screen user. Personally using a 27" 2k monitor just barely enough to fit the essentials on the screen. The layout of each elements with a slide bar using too much spacing to adjust from left to right. means if I scale down the UI itself will hide the maximum value and the description of it which make it moreless useless or occupied a large area of the screen space. limited viewing of
Why the higher the color temperature value, the more yellow the color? As opposed to the parallel light color temperature in UE?
Ever since I installed the new Substance Painter update today, I am unable to zoom in by scrolling my mouse wheel while holding ALT.In earlier versions this didn't matter, and since rotating and panning requires you to press ALT anyways, it's much easier to keep it pressed while zooming, too.However, since this update, nothing happens when holding alt and scrolling, instead you need to zoom in with the right mouse button which is slower, or let go of alt.Please at least give us an option to revert this, since it slows me (and I assume others too) down a LOT, and since ALT+Scroll isn't a shortcut used by anything else either.
Hi Guys, I have a highpoly sofa model with stiching created in substance painter. Also I have a low poly version of that same sofa model, so the UV is differed from highpoly object. How can I use the same stiching layer to lowpoly model in substance painter?OR If I am working in a wrong workflow, please share the correct methods to do one time stiching for both highpoly & lowpoly models Thanks,Vasanth
Under the General Export Parameters, there is an option to select a Texture Set size. I have an output template selected which has multiple output maps, but I'd like some of them to have a different texture size for optimization reasons. For instance, Metalness and Anisotropy could be 1024 instead of 2048.Is there an option to adjust the size of each output map individually?
My scene is 3x UDIMS - quite small I thought. However when I switch my viewport Textures to 4K, my VRAM usage spikes and continues to climb over the next 1-2min until it uses all 24GB of my 7900 XTX - sometimes this doesn't take long at all though (less then 1min). Once VRAM is full, obviously Substance breaks and viewport becomes corrupted - substance slows down to a craw, is unresponsive and I have to restart. Lowering textures to 2k fixes it but I didn't think it should be using the whole 24GB of VRAM for my scene at 4k viewport? I'm running Substance 3D Painter 9.0.1 on a 7900 XTX with up to date drivers. I have 64GB of system Ram.Is this expected behavior or is something broken?
Currently working on a project for a while. Only thing that i do exporting basecoler with color alternatives. Well after exporting with only $mesh outputpreset then i have to rename file like xWhite, xRed extc. Wouldn't be amazing if i can add extra option like $activeLayer in output preset so i can export easly or anyone who needs that !
On zbrush, I used multi-map exporter to export displacement map, normal and cavity - tiff 16 bits. Only the latter two work inside substance, while the displacement map is just all black. I would like to use the displacement map as a better cavity mask.
Allow the user to get rid of the mesh name automatically added as a prefix in the exported PSDThe final name we want for the PSD file is == as the textureset name. This lead to a useless rename that our artists have to do
for a asset thats made for scenes or even games, what templete should i choose? The maps will include all the texture maps normally included from albedo to metallic....
Hi, I'm trying to troubleshoot this issue we've seen in our pipeline which goes PiXYZ -> Substance painter -> Unity. We export a mesh (FBX) from Pixyz, and import it in Substance painter for baking from hipoly mesh and texture painting. We then take those textures, and import them together with the exact same mesh into Unity but can't recreate the look of the mesh as seen in Substance painter. Instead, the normals of the object look fragmented or erroneous. However, If we instead EXPORT the mesh from Substance painter and use that mesh together with the baked normal map the mesh looks fine in Unity. All other import settings are harmonized. This leads me to assume Substance painter does something to the mesh or normals upon import, but not declaring quite what. What happens there? Original FBX with substance textures in Unity, looking bad. Re-exported FBX from substance with substance textures in Unity, looking good.
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