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Hello,For those who don't know the stamps feature in Substance Painters is amazing!All you need to do is drag and drop your 1:1 square image to the shelf as an Alpha (I used to do like that and it works).After that, I can drag and drop again to my mesh in any position and select a few options like use it as a mask, base color, etc.But the thing is, if you drag and drop to UV Viewport, you are limited to it.Same thing with 3D Viewport.But I often want to jump from one to another and can't. Because instead of warping in 3D viewport I can follow the UV So please, both viewports have different options and both would be much more powerful together.Peace!
I have been looking through https://substance3d.adobe.com/documentation/spdoc/shader-api-89686018.html but can't see any way to do this. I have a number of custom shaders that all re-use a lot of functionality. This means that if I find a bug or want to update one function, I need to update all my other shaders too.Is there a way to just create a 'library' of my own and import that? Currently it looks like the only files we can import are the ones that come with substance. Is there a way to get this working without having to maintain around a dozen files containing many of the same custom functions?If not - is there any plan to allow for importing our own library files?Thanks! PS:The docs do say "Please note that you can't edit it nor create your own at the moment."but they've said that for a long time so I'm not sure if anything has happened on that front since the last time the docs were updated.On that note - the docs do seem a little out of date as th
Hello all,I'm making a material in Designer to use in Painter, but would love to have access to masks that I create. For example, I have a curve map created from the material's procedurally generated normal data, and I'd like to use that curve map in various generators in Painter. I created an output node, set it to mask, and named it curvature.- It seems I can add an anchor point under the material and then later call a specific channel (base color, normal, height, etc.), but there are no options to select an output mask. Is this possible with anchor points? If not, is there another way I might do this? I could have complete control within the material, but I'd rather have separate layers so that other artists can modify masks as they see fit.Let me know if anything needs clarification, and thanks!- Michael
Hi! Im working on a school project. I made a high-poly (decimated) mesh with polypaint in Zbrush. I then made a low poly retopo as well as a UV unwrap in Maya. I ended up with 3 UV sets. Now I need to bake my maps inside of Substance Painter. When I import my Low poly as FBX it doesn't show my UVs at all. Importing as OBJ does show the UVs, but when i bake my highpoly polypaint onto it it doesn't seem to work. (see picture) Im still very new in substance painter and have never worked with multiple UV sets inside of it, so that might be where i go wrong.
My uv looks like this in SP, idk why, I have 7 texture sets, everything else baked good and this one didnt... Normals are recarculated and everything looks ok in blender & marmoset. it causes the white edge artifacts along the uv borderit causes the white edge artifacts along the uv borders
hey, can i export Bent Normals that baked by painter to use them on other DCCs?like as Unreal Engine ... thanks.
Hi all,I looked at the FAQ for old substance3d account and it says if I was not able to download the license files from my substance3d account before they shut it down, I can use the help center to request them if I have an adobe account and access to the email used for substance3d. I did not find any way to email Adobe so I'm posting here for help. Does anyone know how I can request me license files? Thank you.
Maybe I'm missing something, but there seems to be no way to view a cloned paint layer on its own. If I have just two layers, one a source layer and another a paint layer that is cloning the source, if I turn off the source layer's visibility the cloned layer disappears as well. Obviously this is not ideal -- at all -- for workflow. It should be possible to view ONLY what's on the cloned layer to look for issues. Is there some way to do this? If not, this is another strange, unintuitive Substance behavior.
Hello,I purchased some 3d models from cgtrader. 1)They come with maps/textures that I cannot apply unambiguously to the substance stager/painter material surface properties. diff(usion) = base surface/color and opac(ity) = opacity is selfexplanatory.But I also have reflection textures: To what property do I apply this?There are also trans textures... trans = transparency? Which property would that be? 2)The models come as obj and different fxb files.The v-ray+fxb files have the largest file size. Is it always recommended to import the vray-fxb files or which one would you choose? Thanks for clarifying some beginner questions 🙂 Warm regards,Markus
Hi, I've made some embroidery patches with the embroidery filter in Sampler per the tutorials on YouTube. They look fabulous in Sampler, but when I test them in Painter they're completely flat and they take on the properties of the material in the layer beneath. The first screenshot shows the embroidery in Sampler, the second shows the result in Painter. The Sampler file is attached. (The rendered view in Painter looks the same.) This is on Mac OS X Ventura 13.2.1 (M1 Ultra). I've tried this on my Windows 10 (Ryzen + 3070) machine as well and the result is even worse, but it's a whole different problem I'll deal with another time. I'd appreciate any help. Thanks!
hey,how can i clean these messed up on baking? :]i tried to change Max Frontal Distance by case, but can't get good results ...
Hello,I am wondering what specific OpenColorIO 2.x version Substance Painter 8.3 uses. The most specific information that I could find elsewhere is that Painter uses OCIO 2, but I need the specific API version. Thanks!
OCIO environment variables added for other programs cause problems. Since we are working together, we cannot arbitrarily delete environment variables. Is there any other way? (I used a translator.)
Today my Substance Painter has started crashing when in the file dialog trying to import my OBJs. I should mention this is my first new project with the Adobe release of Painter, I just switched my licensing from Allegorithmic and updated to use the Adobe version. My previous Allegorithmic versions of Painter worked flawlessly, but now I can't switch back. Basically, when making a new project, everything is fine until I open the file dialog to load my model. If I select, or even hover over, a directory or file in the file dialog, it will randomly lock up. When I say randomly, I mean about 95% of the time. I have only successfully gotten all the way through the project creation process twice since upgrading. I have dug through the FAQ's and Docs and found something about how Dell and Alienware have some file overlays that need to be removed as they cause issues with Painter, but I have neither of those. I do have s
Does anyone know if the current API for Substance Painter supports setting all channels in a paint layer to Passthrough. I do this a lot (when using the clone brush) and it would be a time saver to not have to switch to each channel and switch the mode from it's default to "passthrough". I have been wanting to get my feet wet in scripting with SP (scripting in 3ds Max has been a huge part of customizing and improving my workflow) but I could not find support in the API simply creating a new paint layer and setting each channel to passthrough. Actually, while texture sets are supported, I could not find any support for Layers or blendmodes at all. Probably I am just not looking in the right place, so if anyone can point me in the right diredtion I would appreciate it. In pseudo code, my desired simple script would be something like: Create New Paint Layerfor each existing channel in New Paint layer set blendmode to Passthrough&nb
I bought the 2022 Version of Sub painter and have a little Problem.Every few Minutes Painter saves automaticely the Project. From Time to Time i have a crash. I have not found the option to deactivate Austosave. Where is it ? Will there be a additional Perpetual for a Higher Painter Version as well, or do i have to activate a Subscription ?
Windows 11-Home. I use Steam Edition of Substance Painter, It crashes if used on a monitor which is not the main monitor. Easy to reproduce Bu simply clicking on environment on a slave monitor. Crashes randomly on other features. If I use it on the main monitor the issue goes away.
HiThis issue has happened after I tried to export .fbx from Belnder. I was trying to bake from low to high. Does anyone know what to do?
Hello there Ladies and Gentlemen! I come with a question that might critically affect the way me and others texture complex objects. I started experimenting with usage of UVs with different names while importing FBX files into software. My goal was to solve a problem of ineffective texturing when i was modeling a well. I firstly chose to model base, backet and 3 types of tiles but soon discovered that importing single elements, exporting maps, duplicating them (mostly tiles) and finally setting everything in game engine is long and annoying process. I discovered that assigning UV map with one name to one object, next to next etc. allows me to import all necessary assets and texture them all at once. I want to clarify my theory.
In the 1e picture I use Triplanar projection, But it is still using my UV maps. they are Generated with SP.but also I have this problem with the UV made in my 3d Program.What is wrong?
I've built a new system to take advantage of the fast baking potential here, and sometimes I don't get a crash, but it seems to routinely be the case nowadays. Painter will close without notice as soon as it attempts an AO bake. The annoying past is, I have the same GPU on my work machine with the same version of painter and don't get these issues I do here at home. Is this something to do with my work machine being Intel CPU and home being AMD? Because I'm on all latest firmware and drivers and bios for my machine and no other raytracing applications give me this kind of issue, just substance painter (painter also gives me loads of problems with wacom unlike other software but that's another issue)I'm on version 2021.1.0 (7.1.0). Specs:AMD Ryzen 9 5900X 12-Core32GB DDR4 RAMNvidia RTX3060 - 12GBI've been apprehensive to update to the latest Painter because often I don't like to update software unless there's something it fixes. Is this issue fixed in the latest version? If no
Upgraded my GPU from GTX 1080TI to RX 7900 XT. Updated the driver.Now, I just see the splash screen before it closes. No idea why.
Hello, My highpoly won't load when baking. I'm using by mesh name, and the names do match, but still it won't load. I'm using Maya for the model and filetype is set to .fbx. The Self Occlusion on both Ambient occlusion and Thickness baker settings are set to Only Same Mesh Name. The positions of both models are set over each other. My poly number is well below 2 mil and my UVs seem to be spaced well enough from each other. I'm not sure what's wrong here. Below are some screenshots of my model and errors. Please help! https://imgur.com/a/uPPY0jR
I seem to be having trouble with a black mask I added to a layer. I saved and exited and when I later reopened the program I tried to continue where I left off of painting a black mask and noticed I had acciendtly took too much of the material off when I lasted worked on it. I tried to add it back but I was only able to erase the material of the layer I was unable to add any of the material back. Is there a way to fix this?
Hello, I found such a problem as cubic artifacts in the preview window, I tried 3 different versions of Substance Painter 8.3.0/ 7.2.2/7.1.0 everywhere this problem was repeated. My computer has an Intel iris x graphics CPU, how can I fix this issue?
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