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Hi I`ve noticed a change in the behavior of painter when it comes to 3d stroke reprojection or at least i think i do A few years back i did some reprojection tests with both moving and scaling of the mesh and i remember it being able to reproject the strokes in a consistent manner according to the new bounding box rather than the old one. now when i try to move the mesh it simply won`t allow me to reproject since the mesh moved outside of the previous meshes bounding boxand when i scale it within that bounding box it will reproject the strokes according to the old bounding box rather than make it relative to the new one, so strokes will suddenly be somewhere else on the mesh. so is there an option to still do this reprojection according to the new boundingbox?
Hello. Writing the file and mesh name while exporting gives me a problem. Then I have to delete one of them from the maps one by one. I think it has a setting, but I don't know. I just want a name to be written. How can I do it? Thanks.
Substance Painter 2023 Steam EditionWindows 10 Currently trying to automate part of my Baking, and i've been trying to add a High Defintion mesh within the Mesh map using python BakingParameters.set({common_params['HipolyMesh'] : "C:/Users/User_Name/User_File/cowTest/Cow_HP.fbx"}), however it keeps throwing a "File does not Exist Error". However when I manually select the file it seems to work properly. I was wondering if it was a bug, I was missing a step, or that it should be done another way. Any help would be greatly apperciated Thank you.
Current trying to create a python script that will export a custom Output template in one click. I'm trying to use a custom preset from an external location, example "C:\Users\Name\Documents\Adobe\Adobe Substance 3D Painter\assets\export-presets. The custom preset is called Test_Preset.spexp. export_preset = substance_painter.resource.ResourceID( context="starter_assets", name="PBR Specular Glossiness") The variable above will build the export preset resource URL for output templates that comes with Painter, but I cant seem to locate what the context should be if I use a custom preset. export_preset = substance_painter.resource.ResourceID( context="????????", &
hi, i'm having issues with my substance for some reason whenever i paint or fill my model with color a brown looking texture appear and overlapping on my texture, it seems like a visual glitch but i'm not sure. my substance was working fine the other day until this point
What causes these weird rectangular shapes on my glass bottle in Substance Painter?
Hi there....I'm a game artist that has been using Substance painter for a 3 years or more.I know there is a bevel filter, but I have no idea what to use it for and I have found no good examples of how to apply it to a workflow.I was thinking it would be a filer that you could apply to a model or parts of a model and it act like a chamfer or fillet, but that seems not to be the case...Can anyone point me in the direction of good examples of how to use this filter please?Many thanks
If you keep the suffix empty for the lowpoly mesh and only do one for the high mesh as init won`t properly match for the AO and curvature i noticed, it will show intersections from other meshes in the bake on both of those maps. It does however match it for the maps using the common Match by Name property and will show a match in the Matching By Name Log when i rename my lowpoly to have suffixes and i switch it to the following it does work for all maps So i`m suspecting it isn`t properly matching for any map that has an individual setting for name matching if the lowpoly doesn`t have a suffix
I can't find detailed instructions on filter effects and all generators in the official documentation. Can someone tell me their location? Thank you very much!
Hello,I'm not sure if this is a bug or something I don't know how to use.I've noticed that overlapping brush strokes carrying normal informations, will build up corrupting the normal texture, and I don't find a way to change this behavior. In the image, you see the effect of multiple strokes in the normal channel, using a texture:Each stroke has 100% opacity, so the effect you see in the first sample, it's only one stroke and looks like it is in the source texture. All the others are stronger, corrupted results that will brake the material.As I'm painting a layer using multiple brush strokes one on top of the other, the normals build up separating from the information in the other channels: at each stroke, every other channel will replace the existing information on the same layer, whereas the normals keep distorting.I've also noticed that the only way I have to flatten the normal with a brush inside a layer, is detaching the normal channel from any material or texture: even if I try t
I used version 6.2.2 and baking AO map looks goodNow I try version 9.0.0 and baking AO looks very badThere is screen of the settings. I used same in both casesThis is the link where you can find 6.2.2 .spp and new 9.0.0 .spphttps://drive.google.com/drive/folders/1jEnxQ-ExVxhcdz5L2623VXO4GkRt1FyY?usp=sharing
Hi everyone! How can I create custom fabric material like this?
Ich hatte das Problem bisher nie (obwohl es nach etwas Recherche wohl seit Jahren schon besteht) und seit dem Update ist mein Interface so klein, dass ich darin nicht arbeiten kann und seltsamerweise finde ich keinerlei Einstellungsmöglichkeiten zum Display?Obendrauf wurde es auch auf Deutsch installiert obwohl ich meine Installationssprache auf Englisch habe, aber das ist gerade mein geringstes Problem.Mit freundlichen Grüßen,Nick
Hello,I'm dealing with an issue in Substance Painter that I've tried to solve using many well suggested solutions on different forums, but I cannot seem to fix what looks to be something simple, most likely a misunderstanding on my part and not a technical issue within the software as far as I can tell. I modeled a low poly lamp in Blender and applied vertex fills to assist me in Substance. Whenever I bake my textures in Substance Painter, an edge on the lip of the lamp shade does not get textured, instead it remains white like the default mesh. My UVs in Blender do not overlap and they have been straightened with plenty of space between islands. I've tried various methods of smoothing, unsmoothing, marking/unmarking sharp edges, marking/unmarking seems on the edge where the artifact is appearing and nothing is working. I've also messed around with baking at 4k in Substance and upping the supersampling to 16x. The only thing that changes is the position of the artifact when applyi
I want to stop the hieght appearing in the decal. I tried disabling the decal layers height channel but this didnt work. Any ideas?
1. Substance Painter 9.0.0 build 25852. Windows 10 Home3. Set any fill layer to "Warp Projection" and start to use the surface snap featureObserve that within 5-15 vert movements the app will suddenly crash without warning all data lostExample vid: https://youtu.be/C2k7XmHsW7M4. Expectation is to be able to move points around as many times as I want and to eventually save when the shape is in a state I like on the surface. What happens now is app crash before and real art can even happen.Exmaple vid: https://youtu.be/z8tfzP-8adE?t=2247Wrap projection is still unstable when will you all please update this feature? It was never this unstable before all my graphics drivers and windows updates are current and this sudden crash still happens since 8.0. I am on 9.0 and it persistsBelow is a short screen grab of steps to reproduce and what happens each and every time I move the vertex points too many times without saving:https://youtu.be/C2k7XmHsW7MI used to be able to carve
Every Padding export option available produces this. All textures files exported includes this zebra effect (Base, normal, Smoothness, Roughtmness). Any insights and help appreciated. Cheers! 🙂
Hi there. I am trying to bake AO mesh map using imported nomal map.Like in this video:https://www.youtube.com/watch?v=frNU3yrE0Zoor this video:https://www.youtube.com/watch?v=ZmFY9-pj264 I was using this workflow back in 2017-2018 with no problem. I am wondering if it's still possible to work this way with a new substance painter baker? (version 9.0.0 build 2585, Windows)I succeed in baking Curvature using Generate from Normap Map (Deprecated) method. WSN map also was baked with no problem. The only thing I can't get how to bake is AO. I see no option I can change to tell to the baker not to ignore the normal map info. Looking forward for any help.
Hello, does anyone know how to not make alphas overlap one another in substance ? I tried erasing the parts that are on top of another but it don’t work that well. They’re both in separate layers too.
I'm looking for a way to create Custom Layered UV Maps for 3D Models. I play a lot of video games in the form of FPS Games like Counter-Strike:Global Offensive (CSGO). In the world of CSGO. There's a massive community out there for the In-Game Community Workshop where users including myself have uploaded Custom Weapon Designs to the Community Workshop. This workshop is fantastic and some people have been lucky enough that the Weapon Designs they have created have actually found there way into the Offical Game Content Files and these creators receive a small fraction of the cost for there weapon skin(s) whenever that skin is acquired by a fellow meber of the community. For example. This here is a direct link to my Community Workshop Submission: [Link removed by moderator] Now, my workshop is very minute in comparison to the rest of the amazing Community and their submissions: {Link removed by moderator] The Method I used to use in the past when I 1st s
So, Cities Skylines uses the follwing files: DiffuseNormal [DX]SpecularIllumination The Illumination is just a range of White from 0 to 255. More info here: https://cslmodding.info/asset/vehicle/#illumination I want to make a shader where i can paint/texture all these stuff in Painter and just export these 4 files that i need.Any help? Still a noob at Painter
App Version: 9.0.0Platform: SteamOS Version: Windows 11Problem occurs when I attempt to launch the software.Program should run with my current computer hardware. Program just doesn't start. I recently purchased the 2023 Steam Edition of Substance Painter and it will not launch when I try to launch it. No error messages appear or anything. It just says it's launching and then stops. I've tried uninstalling and reinstalling it multiple times and even restarting my computer between installs as well as a few other things. Still nothing I've tried has worked. I would love to start texturing my 3D models but I can't do that until I figure out how to fix this issue. Anybody know what the issue is?
I was wondering is it because of the UV density on the building not high enough that it cause this when I wanted to paint it in substance painter, Does anybody know how to fix it? Been trying all sorts of ways alr but none of them work. Here's the Maya file if can help me take a look at it.https://drive.google.com/drive/folders/10L3qEaTZjbYbBFZut7f-hGdT1vRrdrAU?usp=sharing
I am wanting to do a lattice pattern on windows. I could add this to the geometry, but I would rather have it be texture. What I need is a diagonal grid repeatable mask, but I am not able to find out how to do this.
I am wondering if it's available to keep layerd imformation of PSD. When I tried to do that, all the layer had been combined.
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