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I found a "Car Iridescent Paint Nacre" procedural material in Adobe Substance 3D assets.The asset is an SBSAR procedural. 1. I dragged it into Painter and flagged it as a procedural and put it into the current project.2. How do I get it onto a Fill Layer?
Is it possible to sample the result of a paint layer and send it to custom shader? I'm trying to build a matcap shader in substance painter. which lets artists can see the matcap result while drawing it.
Hello,I would like to verify in what color spaces are different types of textures exported in different versions of Substance Painter.Last somewhat comprehensive answer I was able to find is from 2015/16 and things may have changed since then.If I understand correctly in some version of SP between 2020 and now "color management" (ACES etc.) was also introduced, that overrides original hardcoded system.Please correct me if I understand something wrong.I am mainly interested in how it works in SP versions 2020 and above. In a forum post from 2015 and some other, it was described that texture images are exposted like this:color texture - sRGB (gamma encoded)emissive texture - sRGB (gamma encoded)metallic - linearrougness / smoothness - lineartransparency / opacity / aplha - ? - I presume linearnormal - linearIs it still so in version 2020 and above ?And if not, can you please list the new system ?Thank you very much.
I'm trying to do something that is quite common practice in 3d software as long as I can remember (15+ years experience)..simply use two or more different shaders for one object. For example I'd like to have one object with one or several faces using the first shader/texture and then the rest of the faces using another shader/texture. I don't need these to tile or layer, or anything fancy. It seems substance painter only allows one shader per mesh? Or am I missing a checkbox / option?
substance painter version 2021.1.0(7.1.0)build 804 Hi I have a docking window that I created in substance painter with java code and I want to access it's text field through another python script.There is some difference into how python is reading the docking windows that python code creates compareds to the docking window from java scripts. for example the docking window I created through a general gui script that is doing the interface gives me the title of the docking window as the object name and I can access to the Text field main_window=substance_painter.ui.get_main_window()for child in main_window.children():print ("these are all dock windows"+child.objectName())if child.objectName() == 'Hello Plugin2':for subchild in child.children():if subchild.__class__==QtWidgets.QTextEdit:bla = subchild.toPlainText()with this sort of code I get a bunch of gui windows.I find my python one[Python] these are all dock windows Hello Plugin2and I find this:[Python] these are all dock wi
I'm wondering if it would ever be possible to create a custom dynamic stroke brush in Designer that outputs specific colors based upon the brush stroke orientation in Painter. Background: I set out to make a Bend Direction map for some VrayFur splines in 3DS Max. However, the plugin that is supposed to facilitate that has not yet been updated for the 2021 or 2022 versions of Max. As a result, I'm going to attempt to paint the directional map in Painter instead. The Bend Direction map works like a normal map where the RGB values correspond to vector directions based upon the UV layout of the model. I will have to set my brush colors manually based upon the directional information I intend to paint on the mesh. Obviously this is not an easy or efficient way to do things. So, I was wondering if it would ever be possible to make a brush for painting groom directions for this purpose. My guess would be that Painter could work off mesh maps and brush stroke direction, output
HeyThis is the scene im having problems with:https://drive.google.com/file/d/1kOzfpaMXz4c2_v949wF8ANmnuJrZC46F/view?usp=sharing im trying to bake the "reciver" set.any idea whats going on? CPU: Ryzen 5800x; 3060TI; RAM 32Gbs
New to this all so I apologize for quite possibly explaining this entirely wrong/similar to a child. I am importing a helmet from Blender to Substance painter and in blender the UV looks completely different. Some parts of the helmet (separate UV's for a visor and interior padding) turned out great. The main rounded helmet part is A) HUGE comapred to the others and much bigger than the space it looks like it should be within (that square area), B) in material view it looks like the UV is chopped up and on top of itself (also is a darker gray on the 3D view), C) in the curvature view it has a grey waffle-like texture. I'm unable to paint on the helmet, only drag materials on it. Any help is appreciated, even if the suggestion is to go outside and scream for a bit, that seemed to help the first time.
I can't make substance to run on my laptop. I have a 48MB RAM I9 Intel processor NVIDIA RTX 3080. I don't know what to do
Forgive me if this is a complete amature question, but I cannot figure out how to bake a normal maps information into my color map. Making an asset in hopes to contribute to our department in my free time. One of our artists told me we can't use normal maps and to bake the detail into the color. (Bolts and such) Can anyone lead me in the right direction?
Hello there,I was wondering if anyone here might know if it would be possible to implement in Substance Painter a feature via scripting that'd allow the toggling of a select-few environment maps by just pressing a single hotkey, somehow?I have no idea of even how possible it'd be to achieve something like this, and what would be required in order to do so.Thank you for reading, and I hope you're having a nice day.Justo
Hello, I am brand new to painter and this is my first post. I am trying to create a simple material that is made of 2 colors and is driven by a noise map. Can someone please point me in the right direction? ThanksDean
Hi, I am a student. Currently facing a problem with my project U can see that there has some weird stuff on the UV after I baked them.It very affects the result I want Hope someone can help me or teach me how to solve that.(My way of doing this might be wrong)
HiI have a cube without sharp adges therefore i can't make unwrapping along these sharp adges to hide seamsAfter baking you can see seams in the left pictureHow to solve it? Thanks
Hi. I'm creating models that will move and interact within a game environment. Along with that means that they should not have very specific ambient shadows baked around where objects move frequently. To alleviate this problem, I have relocated most animated parts (and transparent parts like widows). The result is that there is not, for example, a shadow of a door in the doorjam when the door is open. Similarly, relocating glass areas prevents over-darkening of interior spaces. The model going into SP is not the model that ends up in the game, since its parts are all disjointed and strewn about. The game model and display model (eg: for Sketchfab) are assembled and look complete. I think this is a typical workflow situation, but could I be wrong? When doing vehicles, I try to minimize redundant work whenever possible. An example of that is making tire textures independent of the main body so that they can be used on several other vehicles. All I would have to do is to ensure
Are there any examples, for what purpose Substance Painter is calculating and using World Space Normals?Smart Materials? Smart Masks? Effects, etc?Thx for any little info on that.
i need help for this problem.I'm importing my low poly model into subtance painter , no porblem here but I get this error when baking high poly mesh
I exported a dress mesh .obj from marvelous designer into substance painter. I watched the stitching tutorial on Adobe youtube about creating anchor points and practiced using the sneakers provided. When I tried to add stitches to my .obj the result is blurry, it doesn't look like stitching at all. I took the sneaker substance file provided in the tutorial and tried the same stitching and it looked fine. I don't know what setting to use or what file type I need from marvelous designer to get the stitches looking as they should. I was trying the complex stitching that looks like overlock. What program was used to export the mesh in the tutorial here: https://www.youtube.com/watch?v=dIO6cJiE7JM Can anybody tell me what file type or maybe it's my export settings. Export Settings: Single Object, Thick, Unified UV coordinates Import setting I tried OpenGl and DirectX Thanks
Hi everyone.i sculpted a high detail model in zbrush and want to paint in subtnce painter.(i use subtance painter 2018), i export FBX from zbrush and i import to subtance.when i want to bake the maps, resualt is the black and empty map. i searched in internet and find same problem like this. and solutions like scale.Thanks if you can help me. Pic 1:sculpted model with 3.6 mil total point in zbrus. i decimation it and reduced to 30 k. Pic 2:Black maps in subtance
When doing "send to stager" the object shows up invisible.
Hi everyone. First post to the community from a probably somewhat confused guy.I am kinda lost in the Adobe magical universe and would like some workflow advise from people that actually know what they are doing haha. First of all I'm not a pro at any of these tools so talk noob-level to me please, I appreciate it. This image above is what I created. I use it to create 2D external panels for Flightsimulator 2020/X-plane and code them in Air Manager 4. Now the question is: "How would your workflow be to ad the grunge (edge wear) effect?" It's currently still missing from the rotary knob by the way. - would you just paint it on with grunge brushes in PS?- would you somehow do it in substance? What I did is:1. designed the dial with Photoshop2. designed the bezel in Blender and UV unwrapped it3. imported into substance designer4. created the edge wear effect with mask editor and grunge texture5. exported the color map6. imported the map into PS and aligned it and set
I want to open the UDIMs that I have exported from maya in Substance Painter. But when I open the file I get an error. I attach a couple of images in case someone has the solution. One image is of the configuration of how I create the project, and the other of the error that it gives me.
After i import a mesh from Blender to Substance Painter i get this. I've tried many different ways of exporting a mesh from Blender and changing it before exporting, but in the end i always end up with these glossy faces in Substance Painter.
As it says.. on latest version of SP 7.4.1-1418, latest NVIDIA GPU studio drivers 30.0.15.1109 [uninstall with DDU in safemode/fresh install and removed allegorthmic/Adobe prefs] , latest windows win 10 v21H2. any ideas? thanks
3D edit modeStandard view modeThis isn't isolated just to this material, some other shiny materials act in the same manner. Has anyone else experienced this issue?
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