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So i found this material: https://substance3d.adobe.com/assets/allassets/d69c124a23418d8b5ad1e7091823f8023d853591?free=trueor this:https://substance3d.adobe.com/assets/allassets/c0d346554a8b58df98efef5afa25ae5056d28657?free=trueI understand that i can put them on my model. But what can i do next? I dont have same walls material as in this windows, so how can i make house look like it made from same stuff? I cant replicate same walls as used around this window, so they will stick out.
Hi, i'm using an old version of both softwares cause my perpetual licenses head up to those two.I installed and evaluated both on a new laptop and i can't get them to work. I already done all the suggestions written on the help pages about this issue, like check other softwares compatibility or about drivers to update, and tried solutions founded in other forum topics. Nothing works.I'm attaching both logs to see if someone can figure out what's happening. Seems to me that the only thing that goes wrong is that both software are tring to load something from a folder named MDL in Nvidia Corporate Files, but that folder not exists.
Hello, is there a Substance Painter tutorial that describes how to create proper hard surface SSS for Unity? I would like to create a proper SSS with Substance Painter and export to the HDRP material in Unity. I would like to get an SSS that looks similar to this embedded internet reference.
Why a filter with just transform node in sbsar turns L16 Height channel into looking like 8 bit one with stepped gradients? What am I missing?if set the filter off it's back to normal .The filter is basically input>2dtransform>output. Same sbsar works just fine in Designer or Sampler with perfectly smooth height gradients. Same happened when I tried to use fx-map to control transforms instead of transform node.
Hi,I really need to figure this out once and for all. I did have some notes on how to do this but I have a new computer now and I think I may have lost those notes as they are not where they should be. So here I am asking again. I have a male figure from Poser I want to make some character maps for. He has UDIM UV set as most do these days. So I got him exported from Poser and he comes in with quite a few UV's that only show when that UV is selected. Not sure if that's going to affect how I paint over seams or anything else and quite frankly I'd like to see this whole set up simplified for future endeavors. As an example he has lips, head and inner eye on one UV but in SP those all come in as seperate UV's and I don't want that. So my main question is how do I merge these three together? If not from within SP then how about a UV Mapping program? If that's the ticket then I just need to know how to go about doing
Hello.I'm a student very new to all things 3D including substance, so forgive me if this is a stupid question. I found it necessary to make a sculptural amendment to part of a character model I'd already baked and textured in SP.I was really pleased with the highly complex paint job I'd done on the head and wondered if it were possible to use that texture from the original session in the .spp of the revised model?Any help would be really appreciated.G.
How do I get the layer opacity to work if there is a texxture plugged into the Roughness or Metal channel?1. I created a fill layer.2. Plugged a texture intoo the Metal channel: turned off all the other channels.3. In the Fill layer Opacity control, tried to adjust the Opacity, but nothing happens.
Tried many options. Fbx exported from Maya.everytime I import substance painter will throw an error [Scene 3D] [FBX] : Mesh normals are invalid (some values are null) and will be recomputed never had this issue before. seems like a regression to me.
When I create a new paint layer the materials automatically become the same as the previous paint layer. IIf I make changes, they change for all paint layers.I made a video.
Hi, I'm trying to use the Substance plugin in Unreal Engine, but it does not appear as an option in the Add/Import menu. I have installed the plugin, and have activated in in the plugins menu in Unreal Engine. I'm working with Unreal Engine 4.26, and I have both the older Substance Painter, as well as the Newer Adobe Substance 3d Painter. I am on Mac OSX. Any ideas? Would love to get the plugin up and running!
I just downloaded and installed Substance Painter and when I'm about to open it I get some notion/issue/error (I don't know how to classify it). It says: Sorry, something went wrong this is lkely issue to our end, but it could be that you're not connected to the internet. Please check your internet connection and then try again later. I don't understand what went wrong since I am connected to the internet. I checked it. And I also disconnected and then connected to the internet again, but with no changes. I'm still getting that message
If I currently use the soon to be discontinued Photoshop 3D functions to wrap labels onto propducts for comping, which Substance product best covers that basic function?
Hi, is it legal to use the Steam perpetual licence for business/commercial use? Or is the version on steam only for private usage? ThxStefan
I want to create space ships in Blender and use painter to the do the texturing but I'm unclear if I need Stager or not to do that? I also see there's a plugin? Is that needed as well? Do I need the collection bundle, or I can get away with the cheaper subscription if I create the models in Blender and do the texturing with painter?
When I set the output to less than the texture output and exported it, I could not confirm Dithering on the display.Also, when I exported both with and without Dithering and compared the difference in pixels, there was no difference. Is there some other setting I need to enable Dithering? Texture Export SettingsFile type"tiff, 8bits + dithering"OutputMaps"BaseColor"
I am having this one concern on where I want to use a smart material on 1 of the 2 meshes that I have, the other one being exactly the same, but with a different position. The thing is that the smart material has textures as layers (from the Assets tab), so when I import it to the mesh, some parts of the original texture that were in the other mesh didn't appear correctly on the one that I imported it to, I've heard that this is due to Substance's smart material behavior within Layers. Correct me If I am wrong, but is there a way to fix that? I did find one, but it's manual and doesn't fix everything in the texture, since some are layers and can't be adjusted.
Video: https://www.youtube.com/watch?v=1p1l-cAd0Nc I am getting pretty nasty edge bleeding, and I can't resolve it.I tried so far all all different Alignment methods.UVCameraTangent WrapTangent Planar and all different Siye Spaces:ObjectViewportTexture None of it could resolve the bleeding. What am I missing here? Thanks for any little help, appreciate it!
I have been using 'pbr-metal-rough-with-alpha-blending' to apply opacity.However, it was insufficient to express materials such as jewels. Finally the asm shader has been updated .I thought the public image had the solution I was looking for.The surface of the coat and sheen completely satisfied me. But I added a translucent channel but no transparency applied.What conditions are required for translucency to be applied?In my substance painter, only the 'asm-asm-metal-rough' shader exists and no other asm shaders for alpha blending are visible.
Hi,I recently got Substance Painter through Steam. Depsite my computer not meeting the minium specifications the program still opened and ran normally for quite some time until it stopped responding due to a roughness slider input that probably asked too much of my computer. Since it seemed to be permently stuck in a non-responsive state I manually ended the task in task manager. After this, the program would open, but, whenever I tried to create a new project or open a previously created project (even projects that come with Painter) the program would crash. I uninstalled the program in Steam and reinstalled it, but the issues continue. Strangely enough, when I opened Substance Painter after reinstalling it, the program somehow knew that it had crashed on its previous launch before it had been uninstalled. I also tried validating the program files in Steam. This showed that 14 files had problems and would be fixed automatically. Despite this, the program still crashes when creating or
I've been working with Adobe Substance3D Painter ver 7.3.0-1272 using the remainder of my Allegorithmic license. Now that I've transitioned to the Creative Cloud launcher, it says this software version is not compatible with Windows 8.1 and I'm blocked from installing it. On the CC website, I was given the option to install a trial ver 7.1.1. Unfortunately I'm in the middle of a project, and substance scene files are not backward compatible. I'm curious if there's a work around for this since it seems to be a superficial compatibility rule in the CC App. Especially considering I was just running the software on this machine 2 days ago. Any help would be appreciated, thanks for reading...
I'm making a combat knife in blender 2.83 but my problem is when baking the blade part of the knife. Everything else is baking as it should with no artifacts. I think it's an issue with my Uv unwrap but cant be sure. The only thing that shows some result is when i'm setting the max rear distance values but even then it doesnt look right. the normal map is somewhat distorted. I will post screenshots and try to upload the mesh if anyone care to look at it.
I was wondering if it was possible to pause my subscription in the event that I will have less work?
topicCan you use them in games and such? I guess you can't sell or distribute them. Link - https://substance3d.adobe.com/assets
Hey there! I'm working on a new model, but I'm having issues with edge wear in Substance Painter. For some reason after baking all my texture maps, curvature just doesn't seem to work. When baking, the preview for curvature is entirely black, and when I view the mesh map in the 3D viewport the edges are very faint. The only way I've been able to get edge wear to work on this model is by using the deprecated "Generate from Normals" option in the curvature baker settings, but this results in a jagged and overall poor-quality map even with max antialiasing. I've never had this issue before and I've spent hours now trying to find a solution, but nothing works. I've even sent the model to a friend to try on his end in substance, and he hasn't been getting any edge wear either. No matter what smart material or mask I apply I can't seem to get it to work. I've applied the smart material "Steel Painted Stained" here, as you can see there's no edge wear. Same pov, viewing t
Hi all!I feel like I might have done this the wrong way but I currently have an Adobe for Teams Account with my current studio. I went ahead this morning and purchased a Substance 3D Texturing plan on the same account myself but using my own personal paypal. However, it isn't showing the plan anywhere (No licenses/subscriptions under my account) all I have as proof is my paypal reciept/email. Was this supposed to be done through my studio instead?
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