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Hi! I'm looking for a way to export multiple diffuse at the same time from the same project. Let's say I want to export my regular textured diffuse, but I'd also like to export at the same time and as a separate output a specific group which only contains a black layer and a white layer with a mask on top (this is just an example to make things simple). So basically, exporting two diffuse outputs at the same time, one of which only references a group (or a layer) in particular. Is there any way to do that, or something close to it? Thanks a lot!
Hi, I have followed this link to try to sign up for a student subscription for Substance 3D. However, after entering my email, I never recieved an email to verify my eligibility. When I try to re-enter my email, it just says that the email has already been used. Has anyone run into this? Any ideas of what I can try?
I previously attempted to renew my student license on Feb 12th 2023, and my eligibility request was approved by identit-e, but I never received any redemption code at that time (or so I thought). It only occurred to me now that the email containing the 24-digit code that I need to reactivate my 12-month license was actually sent straight into my spam emails, which I didn’t think to check back then . Spam emails are deleted by Gmail after 30 days, so it seems the redemption code I need has been permanently deleted, and cannot be recovered. What can I do in such a situation, and is it possible to re-send an email with the redemption code?Thanks for the answers!
In substance painter after baking high poly versionlow poly how do I fix this?thanks
Thanks for reading my post in advance! The material in SP looks like this.The export textures setting are these.But the textures that being exported looks wrong. I have watched some tutorials and tried to figure it out for several days.
Any one know what happened to : Plastic Matte Pure".I can't find it in my materials.
I am trying to make a brick facade that is common in the UK, kind of like this. I'm really strugling with this, I am sort of new to substance painter. The best I've been able to get is this Doesn't look great, but looks okay I guess. The way I did it was seperated a bit out of the window and extruded it and gave it a bit and pulled it out a bit. I then used a procedural texture from the marketplace and edited the amount of bricks and offset to get that. I'm wondering if there is any better way of doing this/making it look better? Would love some advice on this, I just want to be pointed in the right direction of a good workflow as I've tried searching and can't find much. Thanks for any help 🙂
"Enable GPU raytracing" doesn't worki have a AMD rx 5700 xt graphics cardhow to enable this option?
Hi guys! I am trying to turn my mesh so I can see what im doing. I'm able to zoom in and out but thats it. Im in persp mode, what am I doing wrong. All ive done is loaded my file and baked my mesh.
And not just Iray specificallyIn every online vs offline render the intensity of highlight spot is so different with every setting being perfectly same. Looks totally same in Evee vs Cycles comparison and so on. For example random Megascan texture asphalt roughness looks perfectly fine in Cycles . But for a game you usually have to darken the roughness quite a bit . Otherwize the asphalt would be totally matte.In a game I see no asphalt shine at all when the sun goes 50 degree and higher . In real life and Iray or Cycles or Octane , Arnold it's just like in real life. Even when the sun is as high as 70 degree you still see a bit of it. At low sun angles it's other way around. That very same asphalt shines like crazy in game renders and&n
Hello everyone, I have spent hours trying to understand why my shader paints the model green no matter what texture information I give it as input, and thats why I am here maybe someone can help me. All the shader does is takes material in the shader settings and puts information from that material's user0 channel into sampler2D variable named AM_channel_user0 //: materials [ //: { //: "id": "AM", //: "default": "Concrete 044", //: "size": 1024, //: "group": "Tiles" //: } //: ] //: param auto AM.channel_user0 uniform sampler2D AM_channel_user0; In the shade function I sample the color using texture function and output the result using diffuseShadingOutput: void shade(V2F inputs) { SparseCoord uv1 = getSparseCoord(inputs.multi_tex_coord[0]); vec2 myUV = uv1.tex_coord; vec4 baseColor3 = texture(AM_channel_user0, myUV); vec3 baseColor2 = baseColor3.xyz; diffuseShadingOutput(baseColor2); } the result ho
software works but no screen. it is normal working at start but when i use properties part after a short time software'screen is stopping but it is working
Hello all. I have been unable to find any way to not have to use the mouse to zoom in or out in the SP viewport. This slows down my work a lot when I am using my tablet to paint. Ideally, there would be a way to use a combination of keys (like + and -) to zoom in or out without having to put down my pen and grab the mouse. I recognize that this is by default assigned to the manipulator size, but I would gladly sacrifice a hotkey for manipulator size in favor of being able to zoom in or out while painting with pen and tablet. The current default assignments for zooming in or out of the viewport are either using the middle wheel of the mouse (not documented as far as I can tell, but works fine) and Alt + Right Click + Move mouse in or out (described in shortcuts as "Camera zoom". But these are only mouse driven possibilities. In looking over the available list of Keyboard shortcuts, there is no way I can see to assign a p
The problem is that in the settings:"Camera option" > "Rotation speed"there is only one sliderwhen I increase the rotation speed by 10 points, I'm fine with the rotation on the horizontal axis, but on the vertical axis, the movement is too fast. How can I separately adjust the sensitivity for each axis?
Painter immediately crashed after we executed the API about removing the specific channel from texture.The bug come from the code that I selected.Base on the tutorial :
HEllo, I copied some downloaded materials into my assets folder and when I opened Painter I got this message regarding several materials that the program didn't import. I copy the assets in the same folder I've always used : \Documents\Adobe\Adobe Substance 3D Painter\assets\materials
In Mari you can select a UDIM tile and link it to another, so it duplicates all you do from one tile to the other.Is there a way to do something like this in Painter?
Hey all!I want to import a new mesh for an existing subtool in my texture set list, but don't want to update the entire model's low resolution mesh maps once more in the process. Is there any way to import one part of a model to substance painter? Much thanks!EH
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.
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