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Hello Substance Painter Community! I needed to update my model, as a subtool within that model needed editing, but when I went to import it back into Substance Painter, it wouldn't allow me to click, view, or even pull up the other subtools/textures I baked from the original model. When exporting and importing, I made sure to use the exact subtool name and suffix for low and high resolution, but the problem with editing other textures still exists. Help?Many thanks,EH
This might have already been addressed many times in the forums but I haven't come across a solution yet.What's the best way to prevent shadows being cast (ambient occlusion) across texture sets? If I have a character with eyeballs, I like there to be no shadows baked into the eye, rather let the render engine in another app determine this. I have been moving objects away from each other to stop this from happening but it's getting impractical.
I use a lot of external timages when I work on substance painter. here is the process I use:Import resources -->set as texture --> to projectWhat happens then is that the resources are saved into the project library. Then I use them as assets, masks, etc.I often need to update them as they are generated externally. Bu the process of updateing seems to be a two-stage thing:1. go over the library, and right click each resource, one by one, and select "reload"2. run the resource updater. Additionally, there is the problem of relocating the assets. Once I move the project to a different folder the connection to the file's location is lost and has to be relocated, again, separately for each resource. All of this is pretty annoying, as some projects have many external resources that are all regenerated togehter and updates are frequent. So my question is: Am I doing things right? is there a way to streamline the process? some script to reload all resources from the file
When I export this model from Blender 3.6 and bake the texture set in Substance 9.0, the seat of my bike somehow gets the UV map projected onto it. Can anyone tell me what is going on? The model is UV unwrapped in Blender, with a single basic material applied to all objects so I can round trip a single set of UV maps back into Blender or Unreal.
Hi all,I ran into an issue while working on a flow map where after having saved a scene and opened it back up, any adjustments made to the paint layers, such as toggling visibility or adjusting the opacity, causes all of the paint strokes to artifact and break. Everything is being painted in the normal channel with the blend mode set to normal. Any insight would be greatly appreciated! Thanks!
When trying to open a file, Substance just quits.I found this entry repeated a few times at the end of the log file:[ ERR] <Qt> "[DBG ERROR][EngineReference]" Reference source ' "" ': channel 0x "800000" not defined.I'm trying to open it from a Mac M1.I tried to open it from other computers as well (Intel Mac and Windows 10) no issues opening the file there.Has anyone faced the same issue before? See the full log file attachedThanks!
Hello!I'm new to substance painter, I wanted to ask if someone can give me a clue how to get this wooden plank generator to be put the same way on different faces.I was thinking of putting reworking the id mask to separate the faces that are inverted and using the transform filter on them, but I have no clue on how to do that without undoing all the work that i did on the mesh and starting from scratch.Any help would be really appreciated, thank you.
Hello everyone, I'm new here. Currently, I'm working on creating my first stylized low-poly (game-ready) model. When baking high to low-poly in Substance Painter, everything looks good with all mesh maps and material view. However the normal map (mesh map) has visible seam lines. After searching online, I found a few potential solutions to this problem: I've already tried raising the bake resolution, but it's already at 8k.I made sure that my UV islands have 32 pixels padding between them when Substance Painter's dilation is set to 32, so they should not be affected by each other.I attempted painting the seams of the normal map with the average color of the normal map, which did make the seams disappear, but it caused imprecise results around the seam areas and even were noticble in matirial view.I haven't attempted aligning the UV island seams with the UV grid, as I need to optimize the model for gaming, and aligning might cause issues with UV packing.does anyone
Ok, either i dont get soemthing or the color mixing mode for any layer is comepletly broken.Every time i set a layer form "normal" to "color" it just burns out the texture and bumps up the brightness by 90% and turns almost every layer white. And its not like it started now, it always was broken, no matter the version it never worked, so far i just never used it.But i gotta ask, is there a way to actually make it work?
I am sure that this has been requested previously, but it would be great if there was a way to color code anchor points and the masks that are referencing them. Something like the image attached, where each anchor point and the referenced fill effects were assigned to the same color would allow a reviewer to more quickly digest a complex scene authored by other artists. Similar to the layer coloring you already have.
I made a fur material in Substance Designer that orients itself using a flow map, painted on the normal channel following this guide on the official documentation.However, there is a massive issue with painting anything on the normal layer, as whenever you paint anything on a normal layer it stacks up with whatever is being painted over rather than replacing it resulting in an absolute mess that completely breaks the material taking information from the normal channel. The question is, is there any way to prevent this from happening and force the paint layer to replace whatever is at the bottom OR use any alternative methods for painting down the flow maps?
文件缩略图!!请
This is a very baffling thing I'm surprised is not complained about more. Painter supports GLTF and USD import AWESOME! But god help you if any texture has an alpha channel. Here's my use case, I have the character above who has tons of different equipment, outfits, etc, all kinds of things. And when I assign people to make textures for these assets they should be able to easily work on a preview of the model. At first I figured I would include smart materials preconfigured on a library, this works well enough. But then i realized GLTF2 properly exported the textures, and substance seemd to import them. Meaning my artists could easily just take an export, open it, maaaybe have to enable Opacity (which I really don't understand why there is no solution to have Opacity enabled on load automatically ESPECIALLY for Unity or game engines. Anyway...). And my artists can simply just begin texturing after receiving the files over the cloud server. And I don't need to make a
Hi everyone, it's been a while since i started wondering why there's no triplanar projection option for some filters like "Blur Slope" or generators like "Dripping Rust". I love triplanar projection, most of the times is definitely a game changer, but when i come to use it in conjunction with those two filters (which i often like to adopt) i always have to tweak with a painting layer on top of it to correct the visible seams appearing on the textures, which can be really tedious depending on the asset i'm texturing and the level of details.Is it possibly me not knowing how to fix it or is it actually a missing "feature"? If so, how come has it not been implemented and doesn't work like with other generators like "Dirt" for example?Thanks to whoever will have an answer or will be able to help 🙂
Hello, Just trying to create a smart material out of a folder, so I can use it in another file. When I say create smart material, nothing happens, but red warning at the bottom shows "[Library agent] Preset cannot be saved: A default library must be specified". Thank you for any help,Colleen
Hello ! I'm a beginner on Substance Painter and i make my homemade texture.I already have a 3d model (a hoodie) and i would like to create my own texture.Everything works perfectly until i choose the color of the texture, if i choose white color, behind of the hoodie the color is grey and not white.So i would like to know how can i have a complet white hoodie ? I think the problem come from the environnement lightning and the exposure.Thanks ! Mika
Help, please! I can't bake the map ao.
Hi, I have a problem in the bake mode from SB. There some weird lines, where I don't know, where are they are from. I guess its, but the high Poly model haven't this lines in ZBrush or other programms. Do anyone why they are existing, and how can I remove the lines? Thank you!
Hi, I start to texture my model and seams come out, I do not know how to fix it and they do not smear, what to do? Where you can see the seam in May is soft.I used to make incisions on the soft, but the stitches were not visible, but now they came out and I can not remove them in any way please help me.I understand that they can be covered up, but I want to learn how to fix these issues so that in the future there will be no problems.
I was approved for 1 year but the application only shows 1 month, I am unable to request help because this is a school account.
Hello fellow adobe users/admins,I encounter a problem with Substance Painter 3D. I recently upgraded my pc and re installed Windows along. I downloaded Creative Cloud and have still access to MOST of the Adobe Softwares that I use for my studies (PS, iLL, Premiere, AE, ..).The problem is I cannot download Substance Painter anymore (along with Designer and others that I need and could previously access) tho I had it before with that same email address/account. I only have the options to ask for a new access, or go for Trial version (which is not conceivable for my student status).When I ask for access I receive an e-mail with a code to use on identit-E to verify eligibility (which should be already done since I can access the other programs as a student), but it tells me that both my e-mail address and the code correspond to nothing in the data base. So I contacted them and they replied that they have nothing to do with those types or errors, can't help me on that matter and Adobe is th
I'm not sure where the problem is. I've exported textures, baked maps look good and all, but after importing in Unreal Engine text looks like it has warp on it. Here how it looks on Painter: Is that a mesh error? Texture maps error? UE bug?
Hi, how do I export this texture to only have the "X" but not texture the rest of the model (basic blender white) as well? On the roblox game engine, they have their own textures, but I only want the X to be on the texture, not the default white background its on.The barricade on the right is using the roblox texture, when I apply the texture from substance with the "X" it makes it white some reason, when I only wanted the "X".Sorry if this is confusing! Beginner here haha, thank you for reading.
As the title say: Where is my license key and software? I bought from Allegorithmic several license Keys for Substance Painter and Designer. Befor Adobe bought that company i could login and i could download the software. Now everything is gone. Both accounts uses the same Emailadress. Simple question: Where are my payed licenses????
Hello, I was hoping someone could tell me how I could run/trigger python scripts without using the start and close definitions shown in the examples. Currently, I am launching painter via an external python script using subprocess.call([substance_painter_path])What I would like to do now is run/trigger my other python scripts for painter directly from that external python script (Open Project, Rebake Textures, Export etc.) But so far I have only been able to run those kind of scripts via the Python drop down, and using start/close plugin definitions. If someone could explain this to me I would really appreciate it! Thank you!
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