Hii'll try to explain in a better way than the title, but it won't be easy as i myself don't understand what really happened.
Basically when i opened Substance Painter today something weird happened: as soon as i click on the smart material section of the library, half of the materials won't load, cpu temperatures starts rising up, it's impossible to save projects and the software itself won't even shut down properly like usual.
Last time i worked with SP it was fine as always so i honestly don't understand what's causing the issue and how to sort it out.
It had happened something similar previously and the cause was the last smart material i had created so i was able to sort the issue out by deleting it. But now i really don't understand.
I hope i explained myself in a clear enough way for any of you to be able to help me. I can't work with SP in these conditions. I already tried uninstalling and reinstalling the software but nothing changed of course.
Any help would be muchly appreciated.
EDIT: somehow i think i might have sorted out the issue by deleting quite a few of the smart materials i had, which i had created within the software and they used to work fine, so i'm still pretty much confused about how and why this happened all of a sudden. Any suggestions?
Hi Cyril,
i honestly wouldn't know the answer to your question, as the few times something similar happened was straightforward after trying to save a custom smart material, possibly made out of other smart materials + custom bitpmaps. But this was the first time that it happened in a different situation, after starting a new texturing session, with a new model and without having saved any new smart materials, basically as some of them corrupted themselves all of a sudden. Luckyly deleting them wasn't that much of a big deal, as sometimes i create smart materials not to use as real smart materials but more as a way to "backup" textures i already made on a model, in case i'm not able to reimport a modified asset for some reason.
Is there a simple way to properly rotate a Smart Material? This was asked (here) before, but the suggested solution using a filter is not working at all for the "Wood Ship Hull Nordic" smart material (maybe it works on a simple quad, but not a model with multiple UV islands).
Having to orient all UV islands to match a specific orientation (such as for wood grain) can be a nightmare, especially since there is no standard for this. It also limits how well we can pack UV islands. Some wood smart materials are oriented with grain running vertical while others run horizontal is seems. Trying to find all the places that need rotating inside a smart material is a also nightmare and that requires us to make rotated "duplicates."
No simple way unfortunately, and you are right in that using a transform filter does not work with islands, it just rotates the smart material off the islands. I normally just unwrap with this in mind, ensuring that unwrapped islands align with each other in the direction of the material to be used. If they are all 90 degrees out, it is often quicker to rotate all in the modelling software and re-export then update the project configuration in Painter than it is to find all the necessary rotations in a smart material.
I recently switched from Substance Painter 2020 to 2022. When I apply many smart materials to objects, you see no color on the parts. You see the normal affecting the surface, but it just looks grayscale. This happens with woods and other smart materials. For example, one called Wood Planks. You see the planks, but no colors. Other smart materials, like red painted steel shows red, but looks extremely "flat"... like a 2d cartoon. When I examine the component layers I see many of the thumbnails look transparent.
When I load the same model in Substance Painter 2020, the smart materials work fine and as expected. I uninstalled SP 2022 and reinstalled it, but still have the same problem. I don't know if I'm doing something wrong, if a parameter is whacky, or if there is just a problem with SP 2022.
Hi all - I recently started learning Substance Designer, Painter, and 3DCoat. Usually one would take their materials generated in Designer and apply them in Painter, but after using 3DCoat for a couple of weeks, I'm just about convinced that 3DCoat's texturing setup feels much more accessible than Painter (lots of little 3DCoat advantages, like Zbrush-esque navigation which works wonderful with a tablet, able to quickly freeze/unfreeze UV shells, etc. but still learning both). I'm having a lot of trouble exporting my material maps from Substance Designer and importing them into 3D Coat while retaining the same look and feel of the original.
Here are my current results, with the material applied to a cube in Substance Designer on the left, and those maps exported and applied to a cube in 3D Coat on the right. I have quite a few questions.
I made sure to generate the "CurvatureMap" layer in 3DCoat. With the SmartMaterial selected, I also used the buttons in the "Preview Options" window to adjust the size/position/rotation of my smart material being applied to the cube, but I still couldn't get it to look correct. In Substance Designer, notice my material intentionally has a large raised circle in the center of each face, but it's completely missing in 3DCoat, despite using the same texture maps. Just to note also, the default Smart Materials in 3DCoat work beautifully - it just seems to be these custom ones I'm making that just won't work.
That's such a coincidence, right before you posted that I was continuing to search for the answer some more and came across a post you made some time back on here, with a link to a youtube video that explained exactly that - I was using the wrong map for the depth. Thanks!! It does look better now, I'm sure I'll have more questions though but for now, this works!
I made a chair model and divided into 2 parts of the chair leg and all the rest and made a sweep I suppose I wanted to create so that in the game the player could choose how to paint his chair legs and the top part I made different kinds of materials in the Substance Painter and like there are two ways exactly unsure the first one to tick this in the Substance Painter I need to throw up the material and if I take this material and I can throw it in the Unreal Editor and there he himself protskusturit or not?
im guessing that your trying to use materials from substance painter in unreal engine. if thats the case it is possible but im not experienced with that, im sure there are tutorials on how to do it online.
here for example the sword he has 3 parts I throw it in the Substance Painter and there I am setting up smart materials here is such a question and I can take smart materials from Substance Painter and apply it already in Unreal Editor so as not to waste time just to arrange 5 materials for 3 parts long and could not show how to transfer smart materials if possible
doesnt the things from substance get baked into textures which you can then import into unreal. then you could setup a master material and a instance for each item. you could also look into using the livelink which enables you to make changes from substance apply in ye4 in real time.
no I do not mean this way I mean I can here this smart material to move in the Unreal Editor 4 and there Prosna to impose these smart materials or Ani are not supported in Unreal Editor 4, I will have on each part of 6 materials to build and save and get a bunch of textures and then push them in Unreal Editor 4
Yes, there are several smart materials that have the ability to change their weight. These materials are known as shape-memory materials and they can change their shape, volume, and weight in response to external stimuli.
A smart material changes its weight through a process called "shape-memory effect". This effect is triggered by a change in temperature, pressure, or other external factors, causing the material to change its molecular structure and thus its weight.
Some examples of smart materials that can change their weight include shape-memory alloys, polymers, and gels. These materials are used in a variety of applications such as aerospace engineering, biomedical devices, and consumer products.
No, a smart material cannot get lighter and heavier at the same time. The change in weight of a smart material depends on the type of external stimuli it receives. For example, if the temperature increases, the material will get lighter, but if the temperature decreases, it will get heavier.
Yes, there are some limitations to the weight change of smart materials. The amount of weight change depends on the type of material and the external stimuli it receives. Additionally, the weight change may not be significant enough to be noticeable in some applications.
Food contact materials (FCMs) refer to materials and articles intended to be in contact with food, such as packaging and containers, kitchen equipment, cutlery, and dishes. Some materials and articles enhance the foods they contain or give information on the condition of foods and/or the surrounding environment. These are known as active or intelligent food contact materials.
Active materials and articles absorb or release substances to improve the quality of packaged food and/or to extend its shelf life. They may consist of substances, for example, that absorb oxygen or liquids.
Intelligent materials and articles monitor the condition of packaged food or the surrounding environment, for example, by providing information on the freshness of a food or the temperature within the packaging.
Our scientists produce scientific advice for the European Commission and national legislators on the safety of substances used or intended to be used to manufacture materials which come into contact with food.
Our expert Panel on Food Contact Materials, Enzymes and Processing Aids (CEP) is responsible for these assessments, which are based on a review of the scientific evidence and data submitted by applicants as well as the scientific literature.
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