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The seams on the base colormap when using the baked lighting material are being drawn and exported.Dilation at full.Seams I've tried hard edged, avaeraged.Not sure what else to try.first image base color texture, Second with just a fill layer , third,baked lighting material on. all default settings.it worked around January time.
Hi I have a question about Substance Painter. I was wondering why there isn't a Text tool available, similar to the Text Node in Substance Designer so that you can choose your font and adjust the text.
After using Painter for over a year I still get lost in the menus.I find the UI in Painter much harder to read than in other Software, and here is why, let's take "World Space Normals" as an example:The properties panel is a very long list of options without subdivisions, meaning the only visual indicator for another type of parameter is a bold text setting with a little arrow.So jumping around in the menu is not very intuitive, because what really stands out are not the categories, but the sliders and the "Invert False/True" buttons, which don't help finding what I'm looking for.The distinction between a category (in this case "World Space Normals") and a subcategory (i.e. "Right to Left") is merely a little offset, otherwise they look completely identical. Again, this is hard to miss, especially when you don't want to collapse the category you're in and need to go back and forth between categories a bit. These issues get much worse with more complex generators like the mask gene
Hi, I have this layer with planar projection which should apply dots all over the mesh, but it does just for the left side. But if I preview the mask It apears correctly. The layer is at the top of the stack too. Please let me know if someone has an idea of what happening.
This may not be considered a bug, but the texture category in the World Space Normals generator (and probably others) feels buggy to me:When I set "Use Texture: False" the texture settings disappear, suggesting that they become irrelevant and won't apply.But clearly the texture opacity (while not being accessible anymore) still has an effect.
I've done some looking around on this issue and so far nothing has worked. I'm relatively new to Substance so I may be doing something incorrectly in my workflow. Here are my specs: Substance version: 9.0.0CPU: AMD Threadripper 1920X 12-Core (also have the issue on an i9-9900K)Graphics card: RTX 2080 Super (also have the issue on an RTX 3090)RAM: 64 GB The issue: incredibly slow performance. Toggling the visibility of layers takes several minutes. Paint strokes are the same way. I'm working at 2k resolution. The workflow I've been doing is decimating my character model out of ZBrush and working directly on the decimated mesh in Substance. Typically these meshes are around 3 million polys. According to Adobe's website, Substance should be able to handle 10 million polys. I've worked on multiple projects this way and it seems like only lately I've had extreme slowness. And since Adobe, for some goofy reason, doesn't allow files to be opened in older versions of Substance, I'm s
So i've been a following a video on how to create a stylised Tree using Maya and Substance Painter (https://www.youtube.com/watch?v=hMK3op3IpNM&ab_channel=3dEx), I've followed along as best i could it being a super sped up video. Once i got to the baking part (6:33), the final outcome did not come out clean at all compared to the video. His is very clean and has that 3d illusion look to it where as mine is very flat and there seems to be some stretching and mis alignment throughout. I'm new to baking so apologies if this is all very straught forward but i've found it awkward to research what the actual problem is. I've attached my baked mesh in substance painter as well my UV's and meshes from Maya. If anybody could help me out i'd be really appreciative. Happy to answer any and all questions in detail
Hello everyone, I have a problem that I can't solve. I created a 3D model with Fusion 360 and exported the files in STL format to assemble it in Adobe Substance 3D Stager and later export it to USDZ format to work on it in Adobe Substance 3D Painter. In Painter, the objects are indeed imported, but they appear invisible. When I try to apply Mash Maps, I can see the presence of the object, but the screen doesn't show any objects. What could be the problem? How can I resolve this situation?
I have been using micro details for certain generators with anchor points for a while now and for the most part I left every option in the mico details tab default as it was working fine as is, but now when I do the same thing I did hundres of times before I get this weird effect where the lines don't match up.I included an image of a very simple scene: I used a hard surface texture and added an anchor point to the layer, after that I added a fill layer with a black mask and finally added the edge wear generator. In the generator's options I turned on the "Micro Normal" and in the "Image Inputs" I set the "Micro Normal" to the anchor point and I got this result. I et the same result if I use the "Micro Height" option. A couple days before this worked just fine with the same settings that I use now. (I use the Steam version if that matters.) Not sure if I am doing something wrong or if it was the last update, some help would be appreciated.
Hi there, When setting up my substance project, the texture set names are being created using the obj material shading group name, as opposed to the material name. I am exporting meshes from Autodesk Maya 2022 as an obj file. In the export options I have Groups, Point Groups, Materials, Smoothing, Normals all set to On. Is there a setting or option somewhere in Substance to change how the texture set name is created or derived?
When I export a full character as an fbx and then make a change to part of the mesh (eg adding buttons or buckles to the shirt with a small amount of extra uv space used) the patterns I have applied to both the pants and the shirt using physical size and instancing, which were a consistant size across both, break and become larger on the shirt. I expected the scale to change when I updated the mesh but I would have thought it would have been consistant across the entire model not just part. Only updating the scale on a single part/material breaks all instancing with physical size as you cant adjust the tiling. Changing the project physical size from mesh internal scale to a custom unit does not help either. How can I iterate on my mesh and keep the tiling consistant using physical size?Thanks
I have a model that when I bake the texture set underneath is having problems. I need to have my texture set separate so that I can reference it in Unity. The model was done in ZBrush. I have many other models that will have this same issue, so I need to figure out for one model first. Kindly advise. Here is the view with the overlap: Here is what the map looks like for the texture set. The repeated sections above are quite odd.
I’m hoping someone can help me. Arnold for Maya export issues.I have been trying to figure out how to export textures for a simple bottle with a label.I am doing this purely for the purposes of understanding how to setup the texture exports, so the textures are not great.In Photoshop, I know how to get the results easily. I’m including a render and the Shading network I used to create the render. The images were created using Photoshop.The other image shows output files that were generated using Substance painter. I have tried to modify the Output Template. I created an Opacity output. One with Grey, one with RGB Alpha. But I can’t get results that I can use. I’m including an image showing the textures and the image in Substance painter.Here are the Specs: Bottle with multiple texture sets: • glass – Clear glass/plastic • label – Metal and Paper • lid - Plastic Single UV layout – Not UDIM I want to have a single shading network.I’m not sure what I’m missing, if it is with the text
Newer versions of substance are not creating the .sp folder and the ts folders inside of it anymore, so I am not able to use the material importer option in keyshot it just creates the textures on the root folder , tried deleting my settings , uninstalling and different substance versions: 8.1 , 8.2 and 8.3 . with both keyshot 9+ and the keyshot output templates, people are even commenting about this on the official susbtance to keyshot tutorial (https://www.youtube.com/watch?v=oUZxkS6Y9A4) and no one has posted a solution. I usually have to render things with may parts, so is a pain to manually input every single texture node for all the parts.All my susbtance files are 8.1 + so I have no option to roll back to 7.1. thank you for your time
When I draw between islands in Blender, everything is fine at the seams, but in SP, artifacts appear there. I understand that this is because of the Bleed settings that are in Blender but which are not in SP . How to fix it, or are these settings somewhere else?
Edge Wear works for an Edge but not along a line from Polygon Fill. Is there any way to trick it?
I can not open substance 3D. It was fine a few weeks back when I was working with it. I have made sure my GPU drivers are upto, windows is upto date. I swapped to studio drivers as well. I rolled back substance versions and also made sure old substance painter version where not installed. I have sent a error repot through the software, but I need to use this for work in a few days. Thanks
Hello, everybody. I want to ask you for help. Not so long ago I started using Substance Painter, so I don't understand a lot. At first everything went well, I finished two projects, but the last one caused a lot of problems. Starting with crashes, which is not as problematic as the constant appearance of artifacts. Beginning from the very start of the program, as in the screenshot above, where the textures are in very low resolution, until I change the resolution to any other (although it was originally 4096 by 4096) and ending with artifacts during the work itself.Artifacts appear absolutely randomly, they can change their form from a simple turn of the camera and any manipulations with the interface.I also had problems with texture baking, as in the screenshot above. Creating a new project does not help, the problems remain, I did the export from Blender according to the Adobe
Hi,I have a PC: i9-13900K+RTX3070Ti+64GB DDR5 and my Substance Painter is same slow and laggy than in my 8 years old PC: i7-4790K+970GTX+32GB DDR3. I have version 9 (2585), I think the baking is faster, but the average performance, changing layers, viewport usage, many seconds long lags, etc is exactly the same than in my old pc. So I do not feel too much difference. Is this normal?
Hi guys! Is there a way turn off a fill layer or a group upon export instead of manually turning off the layers? Like is there a command that can be put in an export preset? Regards,Andrew
Is there any way to map an HDRI as a Specular / Reflection texture?
Can we have a option to ignore meshes that do not have a matching mesh name when baking mirrored geometry?When baking a character with mirrored geo using the same uvs and material (eg. boots or gloves) we dont always have a left and right side in the high poly. What we do is just export one side and bake that side and the other side should use the same bake as they share the same uvs. For example I have a glove_l_low and a glove_l_high in my full character fbx export but I also have a glove_r with no matching high as I only want to bake the one side. I then use match my mesh name to isolate each part. I would think that anything that doesnt have a mesh name match would not get baked, however what seems to happen is the right side is still trying to bake but because there is no matching high poly it ray casts into forever but conflicts this bake with the other side with the matching high poly causing baking issues.One way around this is to export a baki
Part of the texture did not bake, I baked hp on lp in substance, the UVs are not overlapping and the mesh is symmetrical so I have no idea why it baked only on one side. I symmetrized the geo on lp and hp but the problem only occurs on one side. Thank you for your help 🙂
I have applied for the free 3D Substance Painter license, but have not received an email with the link to confirm eligibility. Is there a way to have it followed up manually & sent to me?
Hi, The way we are currently working at our studio is we do a lot of our surfacing/lookdev with our assets in their dressed postion, ie. not at world 0. We then want to publish these assets at world 0, with the likelyhood of adding further surfacing updates later on, now with the asset at world 0. Frustratingly as far as I understand Substance stortes all of it's paint strokes in 3d space, unless we paint in the uv viewport then its stored in uv space. Is there a work around for this as preserve brush strokes tries to reproject back in 3d space, is there the possibility in the future to be able to convert 3d brush strokes into a UV space at any point? Thanks, Olly
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