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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.
I'm very new to this, so this question might be silly. I'm trying to texture a wall. So I downloaded a cracked painter plaster material from Adobe 3D Assets, and dragged it onto the wall. Now, to get the texture to the right size and resolution I used UV projection and increased the tiling to 7. However, now my issue is that the tiling looks very obvious (thanks to the brown hole artifact appearing in every tile, as well other features of the texture repeating). I want to reduce this repetition by randomising the texture, but I don't know how? Any suggestions? Thanks for your help.
Is this even possible? It would be nice to be able to add to an existing color ID map without completely overwriting the old map when I rebake (It's for a decal sheet that I'm updating as I use).
Hi, Not sure if it's intended this way, but I cannot seem to download the trial for Adobe Substance Modeler, without having to pay for a plan. When I click on Try, it sends me through to a page asking me to pay for the Substance collection with the 1st month for free: I have a few issues with this;I am clicking on try, which isn't the same as getting a free 1st month.I click on try at the Substance Modeler screen, not on the collection (which it wants to charge for).I want to see what 3D program I want to invest my time in, before I put forward pricing towards my boss. I can't really try something I have to buy, and the "cancel before 30 days" approach isn't a feasible/realistic argument in a company. Am I doing something wrong? Or is it related to the fact I am already subscribed to the "All Apps" plan (which apparently doesn't include all apps)? Maybe it's intended this way, which seems illogical, but very Adobe? I just want to try the software be
Hello,I just purchased a subscription for Substance 3D Painter and I'm not able to use it on my machine. I tried calling Adobe Technical Support, but Substance 3D Painter isn't one of the app options. I hope I can get support for my new product here as I have seen similar issues go unanswered. When I drag Substance to my Wacom display to paint, it works momentarily, but becomes unresponsive if I click on 'Display Settings' or drag any of the UI's panels. So far I have tried:Updating my GPU driver to NVIDIA Studio Driver 471.41RestartingDeleting Preferences from the locations listed in the documentationRemoving software conflicts per the documentation. I looked in ShellExView for the Alienware computer shell extensions as described, but did not see the 'Alien Respawn' extensions in the list (see screenshot, below)Changing the Windows Performance Setting to 'High Performance'Checked NVIDIA Control Panel for a Substance 3D Painter program profile (I only have on
As the title suggests, this log message is not particularly helpful for models containing more than one object.The message:Getting the name of the object with invalid normals/bitangents would be much more helpful! Example: "[Scene 3D] [FBX] : Mesh(car_window) normals are invalid (some values are null) and will be recomputed" The current workaround to address this is to re-import my model in chunks until I identify the problematic mesh that needs fixing. This process is an unnecessary complication, especially when Substance already identifies the mesh causing the issue.
Hello, I am very new to the program but have been loving the warp projection for tattoos on models. When it comes to some spots on my model, I get weird ripples in the textures (I have tried a few). It only doesn't occur on solid colors or small, simple designs. I'm wondering if anyone has been able to solve this issue?
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