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I've seen questions for this go back to 2016, but I still can't find a way to move a paint layer (with a line drawing on it) to another place on my model. Any tips? Is a move feature still not implemented?
I've searched all over for any answers to the issue I'm having with no luck. I created a low-poly mesh in Maya, UV mapped the mesh over 3 separate tiles, then sculpted it in Mudbox to extract the normal maps. I want to work on it in Substance Painter, but the normal maps only show up on UV tile 1001. Each part of the model has a different material, so thats not the issue. I don't think the exporting from Mudbox is the issue either, since they show up fine on the 1001 tile. This is the normal map placed on the correct UVs in 1002. It is not visible in the viewport.This is the normal map placed on the incorrect 1001 tile. It is visible in the viewport no matter what map I plug in.I'm posting here because I'm lead to believe that it is an issue within Substance Painter. If it isn't, at least I could narrow it down and keep researching. Any help?
I'm using SP 9.0 and trying to generate the height map from the diffuse map. I created the anchor point for the diffuse layer but cant link to the fill layer for height map. All the layers are setting up correctly but cant open the anchor point tab for selection.
Hello, does anyone else have this problem? I'm not sure if this is a setting I need to disable or what, I really need help on this.Video
I was painting the normal and tried to fix some baking errors on my mesh in SP. I tried this method before, and it works pretty well. Then, I noticed that whenever I paint over the mesh, some weird stains appear on the surface, or I call them specks of dirt. How should I fix it?
Hi, I'm working on a school project for which we've been provided a high and low poly mesh (maya file) and are supposed to bake the high onto the low poly using substance painter. I applied hard and soft edges and while some bake just fine, a bunch of cylindrical shapes completely ignore the soft edges and bake hard edges instead. Below the mesh with only a baked normal map in substance painter and the same mesh in maya. I have tried several things, but to no avail. Baking this mesh without projecting the high poly onto it doesn't cause any issues, only when baking the high poly does this arrise. I have tried baking with both the regular mesh and a triangulated version, both with the same result. I have also tried using .Obj instead of .FBX but once again with no results.
Does this link still work? (https://substance3d.adobe.com/education/) It says there is a service outage and I dont know if that means the website is not running anymore or not. If it is just an outage, how long will it be for me to be able to use that webpage again?
Hi so exporting more with baking and I trying to use the match by mesh name but I get this error that get me confuse. Now it says ot have the mesh name be _low and high and I did that but I get this error message that says the 2 meshes have not match so I'm a bit confuse. Here this is what I'm getting. What is causing that even though I gave them the sufice that match.
Hi! Since I couldn't find an answer anywhere, I thought I would ask it here. I've seen it on multiple 3D models but can't make it work in Substance Painter. Is there a way to bake a clipping edge like this? :In Maya: In Substance Painter: As you can see, the normal is not correct. It should look like this:
alot of times I want to take the same material with all layers from a SP file to another.to currently do this which takes time is I create a smart material of the selected layers, save it to my library. then put in the other file.instead i want to be able to copy/paste any sort of layer across multiple running instances of SP. will help save time drastically
Hi. I have the Steam version of Substance painter 2021 and the curvature map is baking incorrectly. It was also doing this with the standalone version.
there a dark line that apears when i paint on this stop any fixes
Do .sbsar and .spsm files ever reference external files like texture images and what not or is all the data embedded and self contained within the .sbsar and .spsm files that they need to function correctly? Thanks!
I’ve opened an old painter project (I have a slightly optimized model I want to substitute but keep all materials from the original project). I’m am trying to locate the materials I used. One is not currently in my local assets library in Painter but does exist as licensed from my online Adobe library. The other material used was a mixture of what my layer calls “Concrete Simple” and “Plastic Glossy Pure” – neither of which I can find from the assets database. There is also an alpha maske named “fabric_circle_half_overlap” that I can not find either. When I check Resources Updater it shows me those materials live in the “Shelf”. But when I open the Assets window I don’t see Shelf as an option. It only shows me “all Libraries,” “Project,” “Starter assets,” and “Your assets.” How can I carry these assets over to my new model – which has two previously separate meshes combined and all new UV’s?
How To Copy & Paste specific Parameters from procedural nodes?For example, if I use a specific type of Voroni, and I am going to change the parameters to my needs.Then, I would like to copy and paste the exact same procedural nodes, with the exact same parameter settings for example into the Base Color Information, or the Metallic, or the Height node.How can you copy & paste the procedural node?Thx a bunch for any ideas,appreciate it!
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Why isnt save and compact the default save feature within substance painter?!Is there any reason why someone wouldnt their file to be much smaller? It doesnt seem to be much slower when you chose the compacting option. At least it would be nice to make it an option in the preferences
Hi quite often I'll end up wanting to move a mesh around in a substance scene or combine multiple props together in one file AFTER ive textured them, and invariably ill find that some of the layers get messed up because their masks have been painted by hand rather than using 'mask by colour' or other generative meens. Is there a way i can stop this from happening somehow? Im not quite sure why it happens as the UVs dont change, im mearly moving a mesh somewhere else in the world. thank for any help you can giveNick
Is there access to the list of preset output templates available to the Export textures window via python API?I have tried substance_painter.resource.search('u:export')and substance_painter.resource.search('u:EXPORT')to no avail. Further, this snippet: resources=substance_painter.resource.search('') for resource in resources: substance_painter.logging.log( substance_painter.logging.INFO, 'testing', 'resource is %s' % resource.identifier().name ) never prints any of the export presets to the log. Should I expect to see i.e. 'CryEngine' in the log with the above code? Ultimately, our goal is to hide from the user any export defaults we don't think are necessary for studio work. We would like to do that without removing the painter installation path from the list of available resources if at all possible. Thanks,Chris
Hey! I often have this issue when baking normal maps in Substance Painter. I'm not sure how to describe it, but it's the green stuff seen here: It makes the model look "shiny" when coloured: I thought that splitting the object into more meshes would help, ...but unfortunately, the problem persists. Here's what my baking settings look like: What can I do to fix this? I've attached both the high and low poly models to this post!
I have some issues with Painter 23. I cannot get a Uniform Shader alongt the Mesh.I nead Help at the import inside of Paint and export to Cinema 4d. Wich Settings do i have to get if i import/export ?
Hi, I am receiving error when trying to export these simple textures I made to trousers.I cannot seem to find solution to this log warning: [MapExporter] The input map 'User1' needed by the map 'pantsvamprie_Material.001_Normal' of the texture set 'Material.001' isn't available because: 'User1' channel is missing in your texture set. I see its relared to normal map, I use pre-made materials I purchased.The normal map exports just stiches, but not the fabric material used in this set up. The specular and diffuse are being exported only for stiching, but lacks that fabric pattern as well and color. What should I be looking at to sort it ? Thank you!
Is it possible to query the output maps using the python API?I would like to replicate this list in the tool im making.
I created a "new_export_preset" by mistake, and when I tried to remove it,[Library agent] Failed to save updated preset 'Blender (Principled BSDF)': The default library 'starter_assets' is only available in read mode because you don't have write permission on it.But I want to remove it!Can someone please tell me how to solve this problem?
I have Adobe Substance 3D Painter installed and on version 8.3.0. I have auto updates disabled in Adobe CC but Painter keeps updating to 8.3.1 which I can't use as my project needs the previous version. I get no warning or option not to update, it's just done it without me knowing sometimes causing me to create projects in the newer version which then can't be used by anyone else on the team. I saw that there is an auto update option in Painters setting but that does not exist for me and maybe it has been removed. I am out of ideas about what to do.
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