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Hi. I am trying to create a texture or height map maybe from a alpha that can be made transparent but reflect the material underneath on the mesh like the crystals reflect the color on the shoe that they are on.Example is attached(Crystal gems)Does somebody know how to do this?Thank you.
Hi there, im new in substance. So while working in my second model (never had an issue with the first one), I´m trying to export the textures to an AiStandardshade from Arnold, but every time i getting this message: [Library agent] Failed to save updated preset 'Arnold (AiStandard)': The default library 'starter_assets' is only available in read mode because you don't have write permission on it. I just checked and none of the presets are available to export. So I reintalled the program two times and deleted all files installed in documents and nothing, this continues to happen every time. Any one knows how to override this? Thanks!
Hey guys, I am trying to use the substance painter vray shader for the first time, but when switching to vraymtl metallic shader the material (which is not even a material yet, just a standard fill layer) looks very reflective. When I take the roughness all the way up (as in no reflection at all) I am getting this weird cartoony look. Why is that? am I doing something wrong?BTW if I am using the VrayMtl specular it looks fine
Hi – evaluating Substance Painter (Substance 3D Painter, version 7.4.1Build 1418 - 7c8c2fc4fdff1f8e3d4000066a023321898b6277) and I am getting a consistent error trying to bake maps. Using the Adobe Spiderbot demo file or any of my own FBX files created in Maya – the baking fails 100% of the time with the errors below. For spiderbot I’m using the bake defaults as in the tutorial video – his works perfectly, mine fails every time.- screen grabs below...https://gyazo.com/7b09ba4827b5ce9e065d17d9c4e6cfdehttps://gyazo.com/39ac0037067cfa030ed1f322bd16354f I’m intending to buy but would like to know is this a 30 day trial feature removed, a bug…….? Many thanks
Hi there,Substance Painter 30 day trial edition crashes to a white screen on startup. I had a temp fix - turning off my Cintiq and using one monitor would let me start the program for awhile, but even that seems to have stopped working. Both versions (Allegorithmic's 2020 version on Steam and Adobe's 7.4.1) have both done the same thing - they'd allowed me to use the program once or twice with no problem, then started crashing one hundred percent of the time past that point. Solutions tried:- I have two monitors (one cintiq, and I've tried moving the monitor cables as suggested and turning off one)- Device manager says I have up to date drivers for my NVIDIA GeForce RTX 2070 SuperI don't have a lot of technical skill so I'm having a hard time knowing what to try next. It's a brand new computer and a super simple low poly model. I saw that their might be a fix coming shortly, but in the meantime any kind of work around would help.
Hello,I'm trying to texture a character with Substance Painter 3D - I've been having issues with rendering my textures in Arnold with Maya. The metallic texture shown in Substance isn't appearing in Arnold - I have the metallic node plugged in, set to raw color space and alpha as luminance is checked, there's also an HDRI illuminating the scene so I don't think it's a lighting issue. \ Any ideas?
Hi all, I am developing same pipe tools for my studio and now I am implement inside subustance but I have same issues to find Python API to set and query Project settings , above all , what I need is to set UDIMS UV Tile Settings when create a project via API.Is that possible or we dont have API for this?Thanks in advance
Substance Painter hangs on the start screen and doesn't load.
I am struggling to understand the purpose of ID maps. I have a substance project with 10 pottery objects and 3 UDIM tiles. I have multiple materials per tile. I don't have a high res mesh. I don't need one. Do I need baked ID from Maya for the textures to export right?
Hello, I wanted to try Substance 3D Painter so I started a trial in the CC app, but it already says that the trial has ended by the time I finished downloading it. What's up with that?
1. Cusotm linear to sRGB conversionIn the documentation it states that: You can override the automatic linear -> sRGB conversion in the viewport by putting this line in your custom shader:#define DISABLE_FRAMEBUFFER_SRGB_CONVERSION But using this flag inside my shader doesn't seem to work. Is this flag still supposed to work? 2. How is the Normal+Height+Mesh computed?I know that I need to use the normalBlendOriented function to blend 2 normal maps and also normalFromHeight to get the height normal map. I managed to get to a pretty close implementation but there is a problem if the normal channel is just partially defined (so checking is_set is not enough). I kind of solved this issue using mix and the length of the channel_normal to lerp between (texture_normal+height_normal) and channel_normal. If there is the exact implementation somewhere it would be very helpful.
At the moment my Substance 3d Painter is version 7.3.0. (In creative cloud)A few months back update 7.4.0 got released but I have not recieved the update yet.Was wondering how to get the newst version on creative cloud. Thanks.
I need to instal version 7.1.1 of Substance painter. Is this possible if I haven't installed it previously?
I am exporting UDIMS from Substance to Mari. I am using the Spec Gloss work flow, wondering why can't you add an opacity channel and if there's a way around this? When there is dilation or padding around the UV islands the textures won't show up right in Mari. I have tried selecting No Padding (passthrough) but this doesn't work without an opacity channel
Hello everyone, I've been wrestling with a problem for hours, trawling through youtube etc and can't find what's causing my problem here. I have a model(s) I've built and UVd in Maya as low poly with the idea I subdivide it later for rendering. The issues being when I subdivide the mesh and take it into Substance. Following Substance training videos I use "convert smooth preview to polygons", load into Substance and all appears good.It's when I bake my mesh maps (4096) that I get the first indication that all's not well. If I view the mesh maps I'm getting horrible stretching and seams at the edges of my UV shells. I don't see anyone else having this problem? My UVs in Maya are not overlapping. I'm pretty green to Substance so if someone could point out what's going on that would be fantastic.
Hi o/ I try to bake a .OBJ sculpt on a .FBX low poly before start the textures and i tried all i know but impossible to succes the bake. My sculpt is rlly high poly so i separate it in several parts, and do exactly the same on my low poly.Each time i try to bake a part, substance take its time, it's ok but it give me empty map or map with nothing on it.Here : thickness, diffuse (it's ok here i didnt put color for now), curvature and normal maps I checked all files, and all high poly and in correct position on the low poly.I tried to import again both high and low poly files, to reduce resulution, to reduce weight of file by separate again some parts.I had some error some time like "mesh normals are invalid", "unexpected illumination model" or the last one this morning : "no object detected to attach a new mesh instance". Some time Substance tell me that the bake failed but even when it didnt failed, i'd the same problem of empty maps.I tried to bake a differents ol
Hello all.I'm somewhat new to SP. I'm having issues with something and thought I'd asked here. I don't know if this is a limitation with SP or with PBR in general. So I have my roughness tuned down all the way so my reflection are sharp. What I'm trying to do is turn down my reflection a bit, or have the diffuse come through a bit more. I've played with the layer opacity with the roughness selected and it just turns the roughness up. I'v tryed playing with the reflection, spec level layer option and nothing seems to be working. Any help whit this? Thanks.
Hi all, beginner question. Like it says in the title I don't want my base geometry to show but I still want to paint on it. Creating an effect like the brush marks are floating. Haven't been able to figure this out yet.
Hi and thank you in advance! I've been having such a difficult time finding a solution to this online, so hopefully someone here can help. I'm trying to import ORM textures I made for an UE4 project back into substance painter for editing but I'm not sure how to extract the roughness and metallic values correctly. What I'm doing currently sort of works but I'm unsure whether it's actually correct. The current workflow: The workflow is almost identical for metallic values so I'm only writing on how I do the roughness. I add a fill with a roughness of 0.5. I'm going with 0.5 for roughness because that's what UE4 defaults to. I now add another fill above it with only roughness, and on the roughness slot I put the ORM texture. I add a black mask and a "grayscale conversion" generator on the mask. I change the grayscale type to green channel, which is the color of roughness in the ORM map. I then put the ORM texture in the grayscale generator's image input. I leave everything else
I'm working on the outside of a custom top and bottom box(es) for a product and trying to learn!(packaging). (attached example)The "real thing" has printer embellishments - embossing, gold and silver foil effects.I am attempting to re-create and learn how to create the same effects.In Illustrator, I exported all the text, pieces and part of the logo as separate PNG assets.I have the 3d box objects set to go! (top and bottom).I imported and placed the PNGs (text, pieces (graphics) and logo) in the right places.Part of the logo is gold foil, raised (embossed). It's a unique shape, thus PNG imported.Alot of the text is matte white - flat or raised and some of the text is silver foil and gold foil embossed.How can I apply gold foil/silver, foil (metal, shiny) materials to the assets?Can that even be done? Not PNGs? A different file format? Wrong approach?Desperately trying to improve and learn...Emma B! :-)-------
how to fix it?
HiI try to use Live Link in UE4.27.2But It's not work. Some object can send to Substance Painter, other is not. I try basic cube which is unwraped. But in Substance Painter they show there'no UV.They also did not live link.Please check this plugin soon. ThankTravis
Hi, I have a question...I added a smart material to a model I have...which should show as solar panels.But as you see in the image, from one angle I cannot see that added material...and if I rotate the model I can see it.What is the problem? (I prepared the model in Cinema 4D)I am new to Substance Painter.
Hello Painter Devs, Is there a way to have Python be able to specify color mangement settings when creating a new project or respect new project settings that are already set in ui? I'm writing code to create a new project using Python, our pipeline needs to have Artists enable OpenColorIO with an Aces sRGB viewport (so that color match between Painter and Unreal). I was able to set the default new project settings by modifying the registry, however when I create a new project using python it doesn't respect those settings.
Does anyone know how to recreate the reflective striping / tape like in the picture I added?
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