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I am having an issue baking/exporting height detail. I wish to use my high res from zbrush to bake my details and then add more detail via substance materials and such and then export the result as a hieght data for displacement in maya. Baking high res to low res yeilds correct looking normal channels but the height channel looks like trash. It almost looks as if the resolution was set to 64x64 even though the bake is set for 2048. I wasn't going to worry about it since, if I remember correctly, substance combines the normal and height channels together for the height map export but that isn't working either. The following have items have failed to remedy the issue: I have tried turning it off and on again. Tried softening normals. hardening normals. Re-exporting all meshes. Starting new files. changing bake resolution. Changing bit depth. Making new meshes. changing projecting distances. I'm running out of ideas. Am I broken, or is substance?
Hello community!Just wondering can we extend the height of channel window since we actually have enough space for that.
Max Rear Distance - How to Visualize when baking?I was wondering, how to preview the Max Rear Distance in the 3D Viewport?I can't visualize and see the rear distance. What am I missing here?thx a bunch for any ideas!
hi guys:)i am a super beginer,(i have blender and Substance 3D Painter)and by youtube , i learned i can use blender to bake(create) a ID mapbut im thinkingon Substance 3D Painterif i can piant colors( RGB) on my objetcan i only use Substance 3D Painter to bake(create) a ID map?or if i want to create a ID map,Substance 3D Painter dosent have the function to bake a ID mapand i have to use Blender to create a ID map first?
Hello, I have a flat plane model with a seamless texture mapped to it. I'm wanting to add extra paint strokes that wrap around the UV - like the curve > wrap technique in ZBrush. Is it possible to do this in Substance Painter?
I am using Substance 3D Painter 9.0.0 on Windows 10. The template I am using to export the textures has several output maps, including one with ambient occlusion info (RGB "Mixed AO" - Grayscale). I want to export for each of my texture sets only the output map for ambient occlusion.The export in itself works well: the texture filepaths are listed in the console of the "Export textures" window (tab "List of exports"), no error is displayed in the "LOG" window, the textures are created on disk and look good. The problem is that I cannot access the export data programmatically right before the export!If I display the value of the variable "maps" in a Javascript plugin in function "onExportAboutToStart()", I get a dictionary with the texture set names as keys, but no value (we should get the texture filepaths as we get them in function "onExportFinished()")... PainterPlugin { onExportAboutToStart: function(maps) { alg.log.info("onExportAboutToStart: ");
I'm currently using Substance 3D Painter (9.1.1) on Windows 10 ProI get these colorful artifacts after export, but in the viewport everything is fine. I've done some testing and found out that it is coming from a paint layer that has projected strokes (projection painting). This has been happening more recently, and I'm curious as to how to fix this issue.Thanks.
On my laptop I can't import fbx files. I get this error: Unable to open file It says "Read only" as well. This is not the case on my PC. Anyone know how to solve this? Thanks!
It seems like a pretty large oversight that you can't natively export multiple material layers as one texture set? I've found a way to do this with a third party software but it's kind of a hassle. Doesn't seem like this would be too difficult to implement this as a toggled feature in the export dock.
I created some models in Maya, UV mapped it, added shaders to different models and then exported it as an fbx.Then I Opened it in Substance Painter (SP), baked the maps, did some painting etc.Then I exportet the maps in the format that I need.Now, here is my problem.The model has 1 UV map, but for each shader, SP create one material with its own UV map.It does not just add the materails for one model, on the area on the UV map, where that moel is placed, but instead it fills out the rest of the UV map for each shader.So I end up having to cut and paste it together in photoshop afterwards, to create one map for one shader, so I can use the ONE shader for the whole 3D model (in this case, a room).Am I missign some feature in SP? or is there no way to paint several models at once in SP, add diffrent materials to each model etc. and then have it spit it out one combined UV map?I have attached 2 images, the one is what substance spits out, the other is an exaple of what I would like to end
Hi, im using Adobe Substance 2022, and i came across this problem with painting :This the wireframe of the mesh :Can someone please help??
The issue is pretty simple. If your drive is full and you try to save your file it will instantly crash and corrupt the file. Substance painter is the only program I've ever seen have this issue. Would love to have a popup warning that space is full instead of just deleting my project. Even with autosaves I've lost progress from this issue before. v9.1.1 build 3077Windows 10
Hello, I was wondering when I have a layer ( paint/fill ) with a mask, and that mask contains several filters, how can I collapse/merge that mask? So the mask gets all the filters applied and go from there. Also when exporting the layers with masks to a psd the filters on the masks don't get applied. Or am I missing something?Regards.
Hi -I'm trying to see if it's possible to export out diffuse and specular maps (16bit exr or tif) as linear, not as sRGB (gamma encoded). I don't see anyway to do this in the python api. I only have access to versions 7.3.0 and lower. Thankyou,
I was thinking it would be pretty handy to be able to import 3d curves into painter to have them converted as 3D paths to use them for texturing. I don't know how hard it would be to implement something like this, but it would be a nice addition that could lead to new and faster workflows
I am new to substance painter. I know to bake normals highpoly to lowpoly mesh like the following video. But I don't know how to bake other maps to lowpoly with different uv layout.https://www.youtube.com/watch?v=FILl_h2E2Q4I have a highpoly mesh with seperated parts and the textures are assigned to all. And I have a lowpoly mesh and all the mesh parts are joined in to one single mesh and single uv layout. How can I bake the highpoly maps like diffuse and other maps in to lowpoly in substance painter?Regards,Vasanth
Hi,could somebody have any idea what reason is behind this?I am getting these colorful artifacts (shapes) when exporting normal map using Blender preset in Substance Painter.I am texturing 1 (high-poly) model.
SP is a good software that is easy to learn and work professionally with materials. But its weakness is the color and lighting system to check the output results, so there is a standard Shader option for the standard environment in UE or Unity, to help people export files more synchronized. The second important thing that I would like to comment on is the delay due to software updates, making the working process very slow when I change files (layers, features being edited...) The software automatically updates. If done at 4K, to check the quality, the update takes place continuously even though there is only a small operation such as hiding a layer, or adding a color... Why does Adobe Do not update the feature that allows users to choose when to update the results, only then will the SP be updated (render...), the preview results are not always Render Realtime, we need software Lighter and work faster. Not every company or individual has a strong computer configuration to use the
https://youtu.be/3kbOSpcaQU4?t=61 So here, i want can get the brick layout in the shape of the wood panels. But for the "Panel" part, i want to select any wood material or any material i want. Also I want to use a specific color for the "Mortar" between the panels. But whenever i use a new layer, it just colors everything the same. I cant make the mortar color any different.
Hello! I'm trying to use the clone tool with all the layers set as Passthrough so I can create a tilebale texture. Unfortunately the clone tool is greyed out. I'm not sure what I'm doing wrong - thanks! -Sylvia M NB: I'm using Version 9.0.0 build 2585, Apple Mac M1 Ultra, Sonoma 14.1
I'm using Houdini and I put path, name and shop_materialpath attributes on my mesh and Painter does not recognize either of those attributes in match by name. The only thing that works is using alembic and pressing the build hierarchy. This puts a forward slash before the name in painter. So, If I have a mesh from somewhere else with a particular name that I want want to match I don't know how to do except recaching everything using alembic with the build hierarchy ticked on. Why cant this thing just recognize a name or path attribute? aaaaaaarrrrrrrrggggggghhhhhhhh!!!!!!!!!!!!!!!!!!!!!!! Not everybody uses maya or blender man! damn! Recognizing geometry attributes should work right across the board.
I am using the map normal as a stencil. The map has transparency. The layer blend function is set to normal.The problem is that Substance Painter ignores the transparency of the normal map. It paints an element, but it also removes normal information from the layer below where the stencil should be transparent.This problem does not exist with map alebedo, or hight. These maps accept transparency. Using a stencil that has transparency and normal maps, is impossible. If the object is complex, like an ornament. The normal information from the layer below is removed where it should be, i.e. where the stencil is transparent. It looks like a bug, especially that other maps (color, hight) accentuate transparency.
The pen pressure buttons reset (or are set erratically) each time a brush is selected and there is no way to default all brushes to Flow pen pressure, which I use almost every time I use a brush. This seriously drives me mad. Please offer an option / preference to default all brushes to either Size or Flow pen pressure, and not to reset each time a brush is selected. Thanks.
when i import model maya to substance then show failed to compute tangents pls help.
I have created two UI layouts, one for my regular 4K screen, one for my Huion tablet. To switch between these I have to do the following: Window > Load UI Layout > then hunt for where I always forget I saved this file. It’s a ball ache. The process for Photohop etc. is all ‘in-menu’ and far easier... Thanks.
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