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I'm having an issue with this model - I've baked all maps in Substance, and the maps are looking fine in the texture set list, but when I export I only get blank image files with no details at all. (I didn't experience this with other models yesterday and I don't think I changed any settings, but I'm a new user so it's possible!)The error log is attached - thanks so much for any suggestions!
The heat tiles on the Space Shuttle and similar patterns have always stumped me when texturing. It's easy to create and apply a tiling texture, but that doesn't come close to matching the many differently angled areas, unique shapes, and irregularities in real-life tile patterns. It seems like creating each tile by hand would be the only option, but I imagine that wouldn't be very precise and would require making thousands of tiles. So what is the standard way to do this? How do you create a pattern that has both extensive repitition but also small, precise details and devitations from the pattern? Not actually looking for Space Shuttle texturing advice specifically, but it's the best example of this kind of pattern that I can think of so, that's why I put it in the title. And this isn't actually a Substance Painter specific question, if there's other software that better for this that's fine. Would be curious to know how this could be done in Mari as well since that's w
Hello! When baking normals, and with the low poly mesh phong set to 180, I am getting hard creases in flat surface where the edges are. If I set up phong breaks, or a set angle of like 40degrees, then this error is fixed but I then have "sharp" edge seams and on 90 degree corners. I am curently working out of C4D but, I have tried re exporting out of Blender and get the same results. The mesh has no errors that I can find. I have never had isses like this in the past. Please help this error is holding up a time sentive project. Thanks!!
Hi everyone, I am working on a stylized salmon filet and I have an issue with the directional warp. To create this effect, I am using a gradient linear 1 which is tiled. Then, I add a direction warp with an Gradient linear 2 rotated of 90°. The issue seems to come from the fact that substance painter should calculate pixel only if it is in the UV of the object. So when I make the warp, it takes the pixel of the border and extends it instead of taking the next pixel outside the UV. If you have any idea of how to fix it, I would be greatful to read it.
Hi everyoneI created a seamless pattern set in Substance Designer, and when I import the sbsar files into Substance Painter, the edge of each tile is lined like this.I didn't have this problem before and recently I encountered this problem when I updated the graphic card driver.How can I solve this?
The materials are exported with the Unreal Engine 4 (Packed) preset, and are 4096x4096 (Same size in UE). Is there any way to fix this?
hello, I have opened substance and I have encountered this problem where when I open subtance, it comes up pink or without any shaders. I have viewed on adobe website and I have followed the advice which adobe gave me but the advice doesnt work. Can you guys please help me.
Hello, I'm making a toon shader using the Shader API, I'm trying to recreate a material we use in Unreal Engine to help our artist better visualize the results they'll be getting in engine. I was able to recreate most of what we need. But I wanted to check if its possible to create a toon outline by accessing the Depth and other buffers. Basically I'm trying to use the bufferes to compare adjacent pixels and calculate the difference to create an outline. Is it possible to make a custom Post Process effect to calculate an outline? or access the buffers directly in the GLSL shader code? Thank you in advance.
If anyone has a solution to this I would be extremely grateful. I'm having an issue where I cannot open files that I need to work on in my install of substance painter because the files are "data too recent for this software version"then another error message comes up saying: "substance painter has encountered an unexpected error and is now exiting. please restart substance painter 3D and send a crash reportreason: null object access"I can supply any other details if needed I just hope someone has run into a solution to this issue.
I've exported this FBX from Blender and I'm trying to bake the mesh maps. However I end up with these polygon edges all over and I can't figure out what the issue is. Mesh is set to smooth, there are no custom split normals, and the UV's aren't split except where they should be. The normal map I baked inside Blender looks fine. I don't know what else could be the issue
Hi everyone,I'm having an issue with curvature map. the issue that is not showing any details. This is the model after baking. Normal map seems to work fine. Yet, the issue is with the curvature map is not showing any details. Here is the seetings I use for the baking HELP ME PLEASE !!!
I've got a layer group, I added a black mask, I added a generator layer to the mask, and Painter will not let me add a generator to the empty generator layer. I click the Generator button, get the mini shelf, I select a generator, and the generator layer remains empty. No matter what generator I pick, none will actually take.I've got baked mesh maps that all look good. I really need to find out what's going on here.
Is there really no way to break the connection between instanced layers and the original?
I just downloaded a fur texture brush for this avatar, but now each time I open any project, the right 3/4 of the texture turn this pink color while the rest of the model is the proper color. I also tried using a default substance painter model, and most of the model turned pink. The texture breaks as soon as I make any change to the model such as painting it or deleting a layer. I've tried re-installing substance painter and the model, and deleted the texture file I downloaded but the issue still persists. Any ideas how to fix this?
The same metal layer reflects the correct and incorrect environment on the model, and the reason cannot be foundEdition:2019.3.3
Substance will not shut down, crashes on both "red X" and "quit"
Hello everyone, I have been having this odd issue all day when exporting my textures. It seems to be losing its quality once exported into its destination file. In substance, the 2D view has much more quality and detail. But once exported it doesn't look the same. I export it as 2D image. Can someone please assist? I am new to subtsance , I've re-installed substance paint 5 times today, and im still have the same issue.
I am exporting my meshes from blender to adobe 3d painter and when I do some parts get darker than others and I dont know what I did wrong someone plz help
I recently downloaded Painter to my Macbook Pro running MacOS 12.6.4. I had to do this since my Windows 10 machine went down. Now, Painter was working smashingly on that Windows system. But, in my Monterey environment, I am getting all sorts of weirdness, not the least of which is pink preview balls. I went into Shader settings, changed one of those options in the top menu / field, and now the project looks like it should. But, those pink previews are still in the Assets pallette (though the shaders work fine when applied to a model). Also, when I went to sample a color from an image in the Preview application, Preview disappeared. In fact, all of my apps, except for Painter, disappeared, and I was not able to sample the color in the image. Does Adobe not concern itself with Apple users? This is ridiculous.
We would like to automate our work in Substance3DPainter.Is it possible to change the blending mode of layers and folders using the JavaScript or python API currently provided?
Parts of my models are turning dark grey after baking the mesh. Consequently, the textures appear darker then the rest of the scene. What can I do to fix this?
Hi, What export settings need to be used for Unity 3D to show the material textures the way they appear on Substance Painter? Would request you to help out ASAP since my team is stuck with this issue since 7 days now. Thank-you. Best,Team Zeyka
Its be cool if Adobe add special levels with the possibility of inclusion only for this mask.because if I use a grunge map not from the library then I don't have the option to increase the mask level. and also I have a lot of mask levels in this structure, I don't want the levels to be used on all other layers except this one.
Hey guys i have a question i need urgent help 🙏..we can bake and export fbx with materials from 3d modules like max or maya but can we do it in substance..i mean i need to export baked models in fbx format.. can i do it in substance or do i have to take the assets back to maya or max after painting and bake the model there and export.. i have no experience of baking assets i used to render and make videos ..the models should be viewable in ar or vr that's why i need to bake fbx..can anyone please help 🙏
I just went through one of the tutorials Adobe has on their website for Substance Painter (https://www.youtube.com/watch?v=_j27AS0VQOw) and I got to the end when I noticed something weird on mine. In Blender, the textures were all wavy. When I looked in Substance Painter, the 3D view looks straight, but the 2D view looks wavy! It affects all the maps from what I can see.I'm not sure what I can do to fix this. Because the maps themselves are wavy throughout it, any software I bring it into looks wavy. But in SP it looks straight in the 3D view. I thought maybe there was some sort of smoothing on, or the map was misaligned, but I can't seem to find the culprit.
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