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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.
hi i want to buy substance painter for my personal use. but my country is not in eligible list. if i have to buy it through a reseller , how long will it take? and what is the process?i want a cheap one. is it possible to get one below $20?
Hello all, I have downloaded a font style that I need to add to my Painter Library and my question is How do I install the font into my Library ? I have tried the import resources method but it does not see the font . I did do it successfully once before, but was quite a while ago and seem to have forgotten how I did it !thanksRaymond
I'm trying out the new path tool to create a layer mask, and I'm finding it strange/unexpected/frustrating that paths aren't effectively on the "stop" of the stack when it comes to the various strokes that make up a mask. The following video shows what I mean about this. I create a new path tool in a mask. I then erase a portion of the mask. Later I manually paint a new portion of the mask, and then erase it. The issue is that the Path doesn't take precedence over those strokes. You can see as I drag around the path vertices that whatever has been manually erased/drawn is on "top" of the path's contribution. https://youtu.be/1aMjuOYv2d8 Is there some way to bring a path to the "top", so that manual erasures don't erase the path's contribution? I've found that simply duplicating the path doesn't work (the duplicate seems to be at the same position in the stack). But if I Copy the path, and Paste it, it gets pasted on the top of the stack. So, technically I can get the pat
Hi, thanks for replyI am working on a python plugin to manual control all the silder value in Mesh map by using our product,We noticied that there isn't a callback event to get the notification that user change to other texture, or we didn't find it?Is there any other work around that we could be able to know that the user's currently activate stack has been changed?Thanks for any reply!
Hey, I'm new to substance 3D painter and am having an issue where whenever I import a mesh (From Blender) it seems to show some sort of shadow. (As seen below) I have looked over the UV map of the object and all apears to be okay. I have baked the texture multiple times but the brown and darker shades have not seem to go away. I have watched countless videos and serched around and have found no one who appears to be having the same issue as me. Could really use some help Thanks!
In substance painter, I often want to inspect the textures after baking. For example, I want to look at the normal map to see if there are any problems. unfortunately, I can only figure out how to view small thumbnail images of each baked texture. How do I see large, high resolution versions of the baked textures? If I go into the 2d view there is a base color drop down, but that doesn't include half the baked maps. for example, there is no option to view the id map or the world space normal in that drop down, so for those maps, I usually just squint at the little thumbnails and guess that everything is fine.
I have a couple of layers, with Smart Materials, and on each of these layers, I use the Geometry Mask to select only certain objects in my scene. The issue that I am encountering is that some other objects, that aren't part of the mask in that layer, are also affected by it, and some of their faces have the layer data applied to them. I've been trying to understand the issue, but haven't been able to find a solution so far. Any pointer or ideas about how to solve this would be appreciated. Thank you.
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