For example in blender i assign materials to different parts of the mesh like shoes, gloves, face etc - when i open it in quixel mixer i can create a layer and choose which group of materials i want that layer to affect. Is it possible to do the same in substance painter?
Hi guys,
I'm using right now substance painter and it crashes almost everytime I change a texture set.
I am not sure what is causing this problem as my computer is in the optimal category of the system requirements in the documentation.
the file is quite heavy but i'm not sure if it's that heavy (4.53 gb)
it usually happens when I made a change and substance needs to update it and then switch texture set while the bar is still "loading", especially after I work on a file a lot. it's sort of annoying because I need to save the file every time I want to switch texture set, which is not terribly bad but it's still pretty annoying.
If there's a fix I'd be extremely happy, as I need to finish my work in 2 days...
Thanks guys!
I been using an older substance painter for months now cause I dont want to deal with going into display setting and turning off extend display to 2 of my monitors opening substance up then going back to display settings turning back on extend display to them both. This is to time consuming the last version that worked for me was 2020.1.3 the one that still had the substance logo not adobe version.
Well last time I posted on the old Substance forums a staff said it was a know issue and will be fix with a next patch was months ago nothing. I have a 1080ti and only one gpu so the 3 monitors are plugged into that gpu. Turning off screens in setting then turning them back on after app opens is the only fix and it sucks. or using older version of Substance painter.
(view in My Videos)I have problems with exporting the model from Max to Substance painter. When I export is as a fbx it states that there are no mesh maps and with obj. it is weird as you can see in the video. I did UV Unwrapping, baking mesh maps even assigning different IDs. I watched more tutorials on YouTube on how to do it but it left me confused. Do you have any suggestions about where could be the problem?
hi 3ds max I have problem I use mirror for my model with unwrap uv but when I export my model to rizom uv for modulation unwrap uv I notice my model bleu faces ..... I cant export my model mirror to substance painter I use flip faces but nothing help me
I am a little problem with textureset settings in substance painter, I have changed the dimensions of a helmet texture set to what i am hoping is 2048 wide by 1024 high, but as their is not even a "w" and "h" and as the texture or canvas in the 2d view is still a square when I had thought it would change into a rectangle and their are still rectangle pixels on the helmet in 3d view.
Hi guys im a bit confused. Ive modelled a game environment in Maya LT and in Unity its fine no culling issue and my normals are definately the right size.
When i bring the mesh i want to play around with textures for into substance painter though, it appears transparent in most parts which i find odd.
For an example, when I open this one -Sample-Models/tree/master/2.0/AlphaBlendModeTest in substance painter it has several materials (texture set in substance painter) but there are only one set of textures in the folder.
I made a Roulette wheel in Blender, texturing is done using Substance painter
I have a problem regarding texture looking in PlayCanvas, even I use the same template map that Playcanvas use , the final look is not the same at all, I will show you results from Painter and Canvas
I also used similar cube map inside Playcanvas from SP
Not that anyone asked lol, but I prefer baking in Max with materials created in substance (diffuse, roughness, normal+height and specular) and lights set up as I want them to be cause Max offers much more freedom and realism in that sense (you can dl photometric data from professional lighting web sites)... alternatively, export 2d view and just bake light maps then make composits in PS (works well with natural and monochrome lights)
If you need more help, Substance painter has their own channel on youtube and a very good tutorial series that covers pretty much everything you could possibly need, I believe they even offer file download so you can learn with the same object (you can find links on their web site under tutorials). It is made with a slightly older version but nomenclature is the same so you shouldn`t have any issues following the series.
Alternatively, don't generate PBR maps at all, setup diffuse/normal/specular outputs in substance, configure them to auto save on change, hook those textures as temporary textures in your viewer, and use SL itself as your preview window, rather than substance's preview
When I import my model (.fbx) to draw a texture in the substance painter and export it to the .gltf format, I find that the metal I paint is gone and replaced by the shiny black, and then when I put the exported model in the three.js/examples/webgl_load_gltf.html case, I found that my model was dark and needed to be added a directLight can only see a point, the effect is not very good, but the case of importing the painter painter does not have any problems.
For a majority of the .SBSAR you will work with, setting it to basematerial will be optimal. The location you import your resources to will depend on your workflow and how often you plan on using this particular substance.
Shelf, Shelf: This is the general shelf used by all projects, importing to this location will ensure that the substance is able to be used across all projects and would be the best option to use for .SBSAR files that will be used often.
"When I import a substance to substance painter, it seems to hang - What's going on?" -This is fixed through a registry edit as suggested by Allegorithmic.
yes they prob are cheaper but substance painter bakes everything and u can even change texture scale easy if u change your minde and also have loads of great generators and filters to help speed things along to create highlights on textures and stuff i hoppe in the long run it was worth it
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