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Heya, as I've stated in the title, I'm wondering if its possible for me to export the texture files for each material as one texture sheet? I had a friend tell me its not possible and to do it in Photoshop, but surely not. Below are the material ID's and their own seperate textures, if it helps. Everything is unwrapped, and one one UVW sheet too.
I have exported a mesh from Maya to use in Substance. The mesh looks different in Maya than when it is displayed in Substance. I had deleted history and frozen transformations. I used fbx but also tried obj. Did the same thing. I then reset transformations and still have the same problem. Please see attached photo. I have imported many meshes in the past and never had this problem. Thanks in advance for any suggestions or tips.
Just downloaded the new Adobe Substance Painter after buying the Substance 3D Texturing subscription, and it doesn't recognize that fact, asking me either to start a free trial or buy now. When I click "Buy Now" it sends me to the purchase page, which then states that I indeed already have purchased the subscription. Wtf is going on? I can't even use these apps I'm paying for it's ridiculous.
Hello Everyone. I have been learning and experimenting with Blender and Substance Painter for a few months now and I have run into a problem that I just cannot understand. I've been modeling objects and using images as planes to create leaves, petals, and insect wings ect. I am now trying to make some feathers using a similar technique and I put them all on one image so that they will be using the same texutre. Right now it is super simple, just a plane. The process has worked flawlessly for my petals and leaves and I am not doing anything different. I export my OBJ with the one unwrapped plane, bring it into SP, bake my 4k texture maps, SAVE, bring in my image I sketched out in Krita, and begin the processs of creating the height, metallic, roughness,opacity, ect.(saving frequently between brush strokes) For some unknown reason, before I even finish the second layer of my feathers (the height map) the file becomes unresponsive and continuously crashes. It won't even load if I try to o
While baking AO from highpoly to lowpoly such things appear. Could it be:very large scene - some mesh parts are translated 100m from the center32 secondary rayssome meshes don't have "reset xform" (they have been translated)?I would very appreciate your help guys
I have been diagnosing this problem for so many months now. At this point, I can safely say that I've ruled out all other software. Here's the issue:After a bit of painting, SP lags (obviously). After any really rough lag, there is a chance that my CTRL-key will suddenly lock and I lose all control over my computer. To the point where I need to shut down/restart in order to gain back the use of my keyboard. This is the only program where this problem occurs. I have waded through nine-million useless MS-posts telling me to look at keyboard drivers and other ancillary nonsense that I tried many months ago. Has anyone else encountered this? I keep my video drivers up to date, but this problem continues to rear its head on the reg. I've rebooted four times today thanks to this. Thanks in advance.
When I start a new project with an FBX file from blender 2.83 and I then bake the mesh maps the ambient occlusion map texture has a strange pattern as shown in the picture below. The pattern bleeds through tany materils that I apply and smart matterials follow the strange pattern. Anyone have any ideas as to what is causing the strange pattern?
Hi I need help with substance painter baking. For example: I model a low poly cube in Maya with supporting edge loops to make a defined edge. I then take this to zBrush and use sculpting brushes like Trim Dynamic and hPolish to create a nice edge / worn out corner. When baking the high poly to low poly in Painter, the corners of the low poly cube stay at a cube and does not dispalce or deform to the zbrush model. I'll attach pics here to help/
I work with Substance Painter 2019.3.3. When I bake normal maps for modular assets I often run into this problem, where the normal map gradually darkens one side of the mesh like as if a light source is placed in the opposite direction. This becomes very strange when multiple modular assets are placed side by side. I have tried my luck resetting and unifying face normals on the mesh but that does not help. Any help to resolve this issue is much appreciated. I have attached a screenshot describing the issue.
Hi. Is it possible to fix this seam in substance without remaking the uv map? https://youtu.be/WjC2AnM8OnM
Hey i have a file that ive been using for months and i never had an issue with the camera. One day as im using it, i notice i cant zoom out father than a certain point. Its like the walls of the scene got cut off super close to the object. Its not a focal length issue btw.
Hi - I am baking a hi-poly model to lo-poly and I am getting these square edged lines on the UV seams as well as a diffence in the normal colors where the uvs meet. I have tried various settings as well as playing around with the smoothing options on the models before exporting from Blender but no luck - any idea of a fix here? I suspect it may be because I have had to scale some of the UV's to focus on some important elements of the model to make best use of the texture spcae - I cant get around that and it is where the two scales meet but this does not seem to be a problem on any of the other texture sets layers when baking. Any ideas of a fix/workaround to this? Thanks
I try launch the aplication and it dont launch.
I have made my texturing in substance painter by using metal roughness workflow. Then I exported my textures with "Vray" config. So I got "diffuse", "glosiness", and "reflection" maps. My object has some metallic parts and because of that my "diffuse" map becomed black on those parts that were metallic. At first I was very confused why this is happened, because previously I used "metal roughness" config and it was exporting not "Diffuse" but "Base Color" map and on the "Base color" map the metallic parts of the object dont become black. But then I googled it and its turned out that this is not a bug but an expected behaviour (probably to confuse as much people as posssible). But anyways my question is what am I suppose to do now with this Diffuse map that has the black color in the places which supposed to be metallic and not the black! How do I setup this in the 3dsmax in vray correctly now? So i have this wrong "diffuse" map and also i have "glosiness" and "reflection" map. How do i
With the new 7.2 update AMD is no longer supported in Substance Painter.An old bug came back that made the software useless.Old fixes/solutions no longer works.Whenever you try to paint or adjust anything in Painter it just instantly crashes.Great work guys!
The material I have put on my UV's fades away at certain areas. Not sure why this is happening.
is there a way to replicate the "selective color" functionality from photoshop in substance or maybe its possible to make a custom filter with similar functionality? is there such tutorials on how to do that in substance design? I want to color correct specific colors in substance
I'm trying to access the thumbnail images used to render previews for materials in the example Layered Shader custom UI. The path to these images is formatted like so: "image://resources/resource://texture_source_painter/3d_printed_mesh_lattice/3d_printed_mesh_lattice?version=bad26bc3263a81f1fd8010e8e7d64375c4eb096c.sbsar" I can't get that same path to load in any window (QML or Python) other than the Shader Settings window, even when using the same code from MaterialPreview.qml in a second QML window. Is there anything else I need to do to be able to load these images? The same path returns success loading in Image QML widget in Shader Settings window and returns error in any other one.
Hey everyone!I'm creating textures for Unity and I have a problem with the templates when creating a new project:So far, the normal textures on export work only properly with the "Unity HD Render Pipeline Metallic" material. If I want a specular material I need to start a project with "Unity HD Render Pipeline Metallic" and change rough and metallic against specular in the Texture Set Settings.My question: Is it possible to save this texture set of my workflow as a template to start a new project with? Just like I can do when exporting textures.Also: Why don't the export templates for textures match the import-options for new projects? While Unity has only one shader option to start with, I got 5 on texture export?Thanks for your help!
I'm wondering if this is a known issue and how can I turn it off? My normal map appears fine inSubstance 3D Painter, but on export, the resulting OpenGL RGB normal map has noise in it derrived from the triangles on the mesh. It is very faint but when angled so specularity is seen, the extra normal data is visible on flat surfaces. This effect is unwanted, currently I am removing by hand in photoshop. Is there a way to stop Substance 3D Painter from adding this extra normal data?
can we use 32 bit displacement textutre in painter and how can we adjust the properties of this map
Hi All, When creating custom filters in designer when it gets to painter, painter appears to map all image inputs into UV space, I can't see a way to tell it to leave the input image alone unless I want it uv mapped. Thought there might be something in User data | Substance 3D Painter (adobe.com) but can't see anything (as a side note where can I find all the options I can use in that like padding etc. would be useful). I'm taking the base color from painter baseColor channel, that's fine to be uv mapped, but the gradient image I want left alone so I can remap the values to the basecolor channel via pixel processor which works great in designer but as soon as it's in painter it looks like it re-projects the second input image and leaving black cutouts etc. I just want this left as is as a lookup for pixel processor. You can see here, this is basecolor that I want to remap to a color gradientIf I drop a square gradient image in it uv maps
Hello. I baked a normal map (a piece of geometry with transparent backgorund) and it is fine at the viewport in painter. But when export de textures, the normal is aliased at the borders only. What could be wrong?
I use "Saved searchers" frequently, but I am having trouble changing the order of them. I would like to know how to change the order. If there is no such feature, I would like to see it added in a future update.
Hi everyone, I was wondering is there a way to convert a substance painter steam license to a stand alone license like before. I can remember that there was a way to link the license from the substance 3d site to the steam version. But unfortunatelly it doesn't work anymore. How can I convert my license to a standalone version?. Any help is highly appreciated 🙂 thanks in advancePhil
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