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I noticed when trying to bake out maps (at any res) Painter will crash to desktop w/no error. Even when unchecking the raytracing and live preview options. My system is an 13th gen i7 with 64Gb of RAM and an Intel Arc A770. When I try the same bake on another system with an nvidia card it works fine. I've reported it to both Intel and Adobe, but wanted to see if anyone else is experiencing the same issue.
I've seen this posted in multiple places a couple of months ago. I just got a 7900xt myself and suddently Painter won't launch, I only see the splash screen for a brief moment. What gives? Has this still not been fixed?I've tried old and recent drivers with absolutely no luck. Now I can't work and it's a problem.Any ideas?
Hey, I dont know if this is the ocrrect place to make this post but im trying to make a steel material (reference included), does anyone have suggestions for how to make this? Ive been trying to mimic the material for a couple hours and im stuck, any advice or suggestions would be great!
If any layer has metallic values enabled, that part of the color in diffuse map turns black on export. I've started multiple projects, different models, various presets for export, can't figure out why this is happening.
Is there a better way to add the edge wear to the painted section? I used a basic setup to hopefully show how the current folder structure is. The Normal detail group has its own folder with an anchor so it can be referenced by the edge wear generators etc. The trouble is if I add Normal (or Height details using the same separate group and anchor setup) you can't (or I can't think at the moment) how to reference the edge ware with some added paint to the handle in this example?
When baking with the Intel Arc A770, after doing nothing for a few seconds, Substance Painter closes with no error message. Baking textures worked fine previously with a GTX 1660 SUPER.Driver updates did not do anything to help the issue, I even tried downloading the newest beta ones.I attached the crash log, and a video of the issue, if those have any uses. System specs:CPU: Intel i510400FRAM: 64GB DDR4GPU: Intel Arc A770Windows 11 Build version: 8.3.1
Hi! When using a 4k screen, I am having a problem with the resolution of the 3D View section.Not that textures would be bad resolution, or the render output, but the viewport itself of the painter (window in which I paint onto the model). Everything else is of correct resolution, all the thimbnails of materials, or the UI. It almost looks like the 3D view would be running at something like 420p. It's really bad, blurry, I can see pixels of edges. I can fix the pixelish edges by turning up temporal antialiasing but then its still very blurry, even more actually. Its very unusable. This started to be happening since I switched from educational license to the paid license. I tried reinstalling, but that did not help.This issue seems like it's not happening when using a Full HD display. Using an FHD display is acutally sharper (even if at same size).This issue is happening only in Substance Painter. No other 3D software is doing this. Thanks in advance for any help
So i used Substance painter to bake high poly details onto a low poly mesh. I'm curious how i could export the new lowpoly/high detail mesh back into blender. Thanks
Lookign to add Specular map in my general asset chair. But i found that it is under "Unsupported by Shader". what does it mean?
So decided to export my textures as I THINK I can finish up little details in Photoshop but when I export most of my maps are empty so I'm obviously doing something wrong. I need a set up of Diffuse, Specular, Normal and Height, that's it. So I cobbled together one from one of the PBR setups, duplicated it and renamed it but it's not working. I did remove the opacity channel as it's not something I need but then put it back in as it seems to piggyback on the Diffuse channel but neither exports gave me anything for the Diffuse channel! I've done allot of work and I feel like it's stuck in the program. Doesn't do my any good to have all this work not export correctly! I have all the maps in my output folder but yea, no details, no diffuse, no specular, no height so I'm really confused.
I got this project that's gone a bit too heavy for my system to the point that sometimes it crushes when I change the texture resolution from 2k to 4k. Last time I changed it to 4k and saved it without crushing but now I'm stock since I can't open the project anymore and it crashes every time.
what can I do to stop the layer underneath from showing in the seams?
HelloPainter has become unusable suddenly.Materials have gone pink on me, including some from the starter assets which i never used.I have tryed a fresh install, [including removing everything that read Painter on th ecomputer [Mac 11.6.6] it did not help.I think it has started after i deleted Blender Folders with materilas maps created from the Substance plugin .the clean install removed all the materials i added to the library, but not the pink ones from the starter assets.opening a new file now. i don't see the mesh object , just pink stuff. I did tryied to follow the instractions in the Docs regarding updation materials... but it does not work. Again the materials now in pink were never in use. please see the screenshot and log[in text bellow]. here's teh log: [Resources List Model] Icons memory budget set to 100MB.[Plugin - resources-updater] No project open, resources updater discarded[Shader Helpers] ----- shader compile log -----[Shader Helper
I have issues when I’m baking my 3D model from Maya. Map resolution 1024 •The UV’s are good, with space in between. •cut the UV’s differently • adding material to each object •adding a cage •separate parts in Maya export and then project configurated the “exploded” fbx file to bake and see if that helped. I am confused and hoping someone can spot my mistake(s)?(Last pic is the AO)
Hi! I was working on an fbx. I am using UDIM workflow. But after exporting I realized that my texture maps are quiet wrong. No volumes in albedo maps etc. Can someone help me please? I don't understand what is the problem. I am also using and have to use this export preset because it's my test for application. So it's a little urgent. Please HELP!
I'm having a strange issue with my position map, when applying a texture to my model that uses the map it creates these blocky artifacts all over the texture. I'm baking my maps in Marmoset, and I've tried messing with the settings and nothing has worked. This is testing with only the position map applied, it makes no difference if I add all the other maps. I've linked what the artifacts look like in the paint window and the position map that I am using from Marmoset. Any help would be appreciated!
So i want control over the color of the screws, and i want rust/ edge wear to maybe affect them [soo i guess anchor points?]. How do i do it? I just want to simply click the hard normals over the paint layer
Hi, there! Let's say I'm building a castle for a game environment. I'll have to author a brick wall tiling texture. But I'll also need stairs, individual bricks, pillars, etc, which will be actual 3D models with unique UVs. The thing is, they'll be made of the exact same type of stone, and ideally I'd like to make some sort of stone smart material (or base material in Designer), that will be used to texture all of these things. I'm looking at adding a bit of rocky surface noise since I don't wanna sculpt microdetails, and some extra cracks perhaps. The problem is this: from what I understand, tiling textures would be built in Designer using height data. But for 3D models, the height data is sort of useless, right? It seems to me like tiling textures vs unique UVs are completely different workflows, and I can't find a way to properly author materials that can be reused between them. I see lots of people using Designer exclusively for tiling textures and Painter for 3D models w
Since Adobe doesn't want to make it so we can export textures into Photoshop using "Paint Across UDIMs"I started to export the masks one by one, copying the hexdec color and making the layers in Photoshop.But when I get to a layer that uses Overlay in substance it doesn't function the way Overlay functions in Photoshop and wondering if there is any trick that can be done to get the correct Blending in Photoshop to match the texture I am exporting.Thank you so much for any ideas and Adobe if you could I would be so grateful if you could make exporting to Photoshop work across UDIM style Substance Painter files.Here is what the texture looks like from Substance.Here is that layer's setting in SubstanceHere is how it looks in Photoshop as Overlay means something entirely different between the programs and how they display.As you can see the Photoshop Layer is as you would except a since the color is light displaying as it should be in Substance Painter it makes it dark and the desired eff
My company require me a metalness map in RGB 240/240/240 and no metalness map in RGB 5/5/5 and heigh map in RGB 128/128/128, is there a way to get out of Substance maps with these values?
I am having an issue with my curvature map not detecting many of my edges. I have messed with all of the curvature bake settings, checked and unchecked GPU baking, and my UVs/ Mesh dont (to me) seem like they have any specific issue that would cause this. Many edges just seem to be completely unbaked or recognized, and some are spotty and die out. Any help discerning what could cause this would be extremely appreciated.Here are some examples of my models and UV's within substance with the curvature map view.
Hi. I found a video talking about how to make viewport in Painter be the same on Unreal: https://youtu.be/Yu8wR4df0IE But I noted Painter 8.2.0 has a new option:So, how to tweak Color Profile using the latest version of Painter and Unreal 5.0.3?
I haven't found any good beginner stress on beginner videos on how to make a decal. Assuming The Adobe team runs this community, can you post a video on your youtube? I'm trying to make the following effect and have not found a good solution in the substance library. Actually, you can actually add more ripped decals to the library for people like me who subscribe. Or do both add more and do a video.I'm trying to achieve this. Any help is much appreciated. Thanks
Substance painter already has the functionality to mask by mesh name using a Geometry mask however there is no way to search for meshes or any kind of system to mask "all meshes that include X".A lot of VFX studios work with material names in their mesh naming convention e.g. metalCopper_pipe_GEO and having the ability to simply create a material in substance painter and mask it to every piece of geo that has "metalCopper" in the mesh name would be super useful and would unlock a much-needed workflow. Desired functionality:In the geometry mask window, add a search bar for mesh names.1. A user clicks on the search bar and enters a string2. The list of meshes now only shows any meshes that match/ include the string3. The user can then click a button to "Add all matching to selection" or "Select only matching"4. The geometry mask will either add those items to the existing selection or deselect everything and only select the matching meshes.(An alternative could be to just have
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