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I am trying to write a python script to change to IRay render and output a still frame from several cameras. I can see there is a substance_painter.ui.UIMode but when I try to set it nothing happens. Has anybody got an example of this working? can we set and control IRay using python?Thanks!
When will the version of this ten thousand year problem be solved!! Can an official answer it for sure?Is the software developed on a small display?a 3D art software doesn't support 2-4k display in this era. Is it a little OUT
I'm having an issue when I import a normal map in from zBrush. I have successfully done it before in the past with other objects, but for some reason this one is coming out looking like this. The normal map works perfectly fine inside of Maya. I've tried using the original object, before it was sculpted, and putting the normal on there along with using the exported obj of the level the normal was made for. None are working. Any suggestions are appreciated. Thank you!
Hi all new to substance painter when I hit iray render sometimes iray setting show up sometimes they don't any help would be appreciated.Thanks
i just only find the :<static> create(meshFile [, meshMaps] [, templateFile] [, projectSettings])How to replace the meshFile use javascript API??? By the way ,Why the Steam version Substance painter can`t use the Command lines run?? Thank you!!!
Working on a game project, I have both game engine folders & my 3D scene folder. It could be super useful to add multiple export locations to my substance painter exporter, so I can update a characters texture in engine & in 3D scene at the same time, without having to manually enter the long paths twice each time I do an export
I have a fill layer with a black mask and a paint layer below the mask to reveal only part of the material on the fill layer. This mostly works fine, however now I'm struggled. It may or may not relate to my issue posted in topic Re: Stencil not working unless H+V tiling is on, a... - Adobe Support Community - 12946267.The lower left part of the UV map or mesh remains transparent for no apparent reason. As you can see on the image below (see the layer's thumbnail), it's transparent even if the layer mask is disabled. I've never seen anything like this before on a fill layer. I've attached a short video showing what happens if I try to paint on the Paint mask layer with alpha = 1 and the Basic Soft pen, with no stencil or grayscale asset set. The lower-left part simply does not reveal, suggesting data is really missing from the lower-left part of the fill layer. The thumbnails show the same transparent area if I switch to Height, Roughness, AO and the other views in the Layers
So rather than using merchant resources for my Poser character I wanted to make my own base to create characters with so I don't have to rely on those any more. I'm using a figure named L'Homme which is one of the flagship figures for Poser. He, of course, uses UDIM's and I THINK I set it all up correctly in ZBrush by only exporting the parts that would be needed for texturing in SP (Head, Torso, Limbs and Inner Mouth) I set up all this with the same ID so they would come in, so I thought, with the ability to paint over seams. I can but the paint is not flawless. I'm playing around with various skin types included in SP but when I paint over where the Torso meets the arms there is def a difference with how that's being married and it's not, not to what I thought would be. See the screen shot below. At first I thought it was the lighting so I tried one of the more evenly HDRI to even out how the light plays on the OBJ. The figure is sm
Hi, found a number of entries regarding this issue (and the confirmation that the developer was able to reproduce said issue) on the old substance forum - and yet there is still no fix for this in place?I have two 4K screens but my colour picker only works within the Substance 3D Painter window, and only when using the "P" hotkey. When trying to use the colour picker just for the base colour, I am given completely random colour, and not the once that are shown on either screen.Similar Issues have been reported here:https://forum.substance3d.com/index.php?topic=32323.0https://forum.substance3d.com/index.php?topic=32923.0Seeing that 4K monitors aren't all that uncommon anymore, a fix for that would be much appreciated!Thanks a lot!
Hello, I am relavitely new to Substace Paiter and this is the first time encoutering this issue and I am curious as to how I may be able to fix it aswell as preveting it in the future, If you nned more info let me know 🙂 thank you for your help in advance !
I've followed the simple instructions for working with UDIMs supporting painting across tiles, enabled Preserve UV tile layout when importing mesh and seven textures in a new project, all seven tiles show up in the project and map correctly to the mesh, alas each tile split into a separate Texture Set, not grouped as in the video tut. I'm attaching a log file and screen capture, thanks for a quick response. I'm in a trial version, considering moving from Mari to Substance Painter, but need to validate a workflow. Big thanks.
Hey thereI have a 21M tri model in painter, it's suprisly going well until i try to give a displacement to the mesh with height channel.Question: Can i turn OFF tesselation completely and just displace the vertexes with the height channel?If i can't turn off tesselation, then subdivision count means "tri of my mesh x 4"?Because then that's an u'lala but no go baby situation! 😛 Thank You for your answer in advance!
Hello, have left Mari (no expert there, but fairly competent with the basics) in search of greener pastures. I've imported an fbx with cameras and pure diffuse color UDIMs linked to a Texture Set, but not seeing the color applied. Under Texture Set List I see all seven UV tiles, so how are these applied to the mesh? I've searched for a tutorial for working with photogrammetry, nada, also need help with how to work with Projection. The fbx has cameras written into it, see upon import to Substance Painter that the undistorted images exported from RealityCapture did come along for the ride, and maybe this belongs in a separate thread, but casting for a twofer to solve both issues here, if someone can throw me a bone on how to paint through these cameras with tight image alignment from source photography. (Yes, RealityCapture already provides the diffuse maps, but comparing the source photos, it appears I'm leaving far higher quality on the table, wish to paint from source and compare the
When I am trying to paint with a dynamic brush I created in designer, I get this type of height blending for each stroke. How do I remove this type of borders?In the first picture I made no Alpha mask. In the second one I made an alpha mask. But it still is producing a border where the height is suddenly going all the way down. I want to build up the height map from the existing height level. How do I fix it?
Hello, I'm doing a lot of tests with Substance painter and I'm looking for the best way to texture a label, text with gold, silver etc... I already have results but I would like to hear the opinion of the pros in the field. All this is for bottle label, packaging and all the things like that . Thank you
Hi, I'm having issue with baking maps. This specific mesh gets greyed out when I bake it and I can't paint on it. I've attached FBX file (building geometry) that contains the problem. I'd really appreciate it if someone could help me solve this... thanks!
Hello !I thought it would be something very straight forward since its a pipeline very comon in shaders but the way I do it doesn't do what I need.So I made a material on designer that have a parameter to control an height blend node and my goal was to be able to paint on the mesh where I want the sand to cover my tiles like so :But to be able to have this result and controle the scale of the material I had to put some tiling nodes inside my designer file before the height blend node because the texture I feed inside the parameter through an anchor is stuck in the UV space.When I use the scale parameter of the fill material the painted mask is tilling too.The process is very clunky in my case but I thought it was something essential for the designer/painter pipeline. I think I'm missing something here, do you have a better way to just paint a parameter inside substance painter ? Thx
я купил программу в стиме как мне скачать текстурки?)https://substance3d.adobe.com/assets/collections/01d9222154f89ff925f08850ad98b32166226374/asset/4c5b914779525f750dd10c96d13cc6cdda7378cd
I started learning Blender, Substance Painter, and Unity and have a very basic low poly model that I UV unwrapped and baked a high poly to it. I then painted random stuff on it in order to test my workflow before trying real models I want. With this in mind after doing this and using Unity Universal Render Pipeline (Specular). After doing this and applying the texture to my model I noticed the different colors besides the skin are gone and I lose all of my detail and baking. I am pretty new to this process and mainly program so sorry if I am missing something obvious. I've been trying different things for 2 weeks and am still stuck. I attached the image of my model in Substance Painter and Unity for reference.
As the title says, I've encountered this issue where some UVs appear dark or inverted. It only looks "off" in Substance Painter (when using the "Baked Lighting Environment" filter); in Maya and UE4 everything looks fine. I checked in Maya to ensure the normals are facing the right direction, the UVs aren't flipped, there's no overlap. Tried Freeze transforms and Unlock normals but the problem persists.This thread describes exactly the problem I'm having, but there doesn't seem to be a definitive solution. I tried the methods listed but they didn't solve the problem either.https://forum.substance3d.com/index.php?topic=12806.0It seems like the problem lies within Maya and using the Mirror tool, since mirroring meshes requires Scale -1. In that case, how can I change my workflow so that these kinds of bake issues don't occur in SP?
Someone who could solve this problem with corner normals.From front view look good but from side you see.Any tips how can I solve this?
Hello, there is manual how to update a shader: https://substance3d.adobe.com/documentation/spdoc/updating-a-shader-172824076.html but when i change my PBRMetallic Roughness to Non-pbr-spec-gloss, i have wite textures. Here is example:what do i do wrong
Hello, I have a Nvidia 1050 Ti (for a laptop, so yes weaker than the PC version), and up until now i had no issues with Painter when it comes to GPU usage, but after starting on my latest project, which is 5 texture sets, limited use of smart materials and mainly fill layers and paint filters, 2k document resolution, ultra low shader settings and.... loading time is 10 minutes. It's extremely difficult switching between texture sets and god forbid you hit the undo button. Does anyone have any idea what i might be doing wrong? (updated to latest driver on GPU)
Hello, I have a fairly big object, that I split into multiple UVs for better Texel Density and I want to apply a Smart-Mask on it without the seams being visible. The Tri-Planar Mode in the Layer properties works for that when it comes to a simple Material (As can be seen in Pic. 1 & 2) but I'm kinda lost when it comes to Smart-Masks. I tried turning on the Triplanar option in the generator which didnt seem to bring about any changes (Pic 3). I also tried adding a generator and a filter with the Triplanar Advanced option which neither gave me the desired result. So I am now linda lost on what my option are.I should add that I'm fairly new to Substance Painter so I may overlook a basic function. I have found a lot of people on forums having the same problem as me around 2015 but those questions seem to have died out around 2016/17-ish, which also makes me think that there may have been a simple solution introduced to this? Does anybody know&
So creative cloud says my trial has expired despite the fact that i own a year long student license. its been pretty frustrating because this popped up out of nowhere and i had midterms today, and finals end of next month. im going to implode and die, help soon please thanks 🙂
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