hey guys i have an odd problem i baked my model and the normal maps seems fine but the problem is with the curavture map . it has a lot of wierd lines on it has anyone encountered the same problem ?
You are baking from a normal map or from a high poly?
Does anyone has come across a bug (?) when both your black AND white brush on a paint layer of a mask both resulting a white stroke? Tried selecting other default preset brush, all behaving the same way as mentioned above.
To be more clear this happen very rare and a simple restart of Painter will fix it, but thought I'd just ask here if anyone know something about it.
My Buff character Fully textured in Substance Painter and rendered in Marmoset Toolbag 3 Many more renders, poses, and breakdowns on my Artstation: https://www.artstation.com/artwork/3owmnv
I'd guess your only mistake is the ; at the end of the param declaration.
O man....haha Thanks Jerc. Btw is there any way of getting UV2 or turning off dilation inside the shader? I tried multi_tex_coord but seems all the textures get dilated by the uv1.
Edit: After a lot of debugging I managed to do it though is quite a hack XD. In Max, I detach the mesh by UV2 then assign the uvs as vertex color.
Hello guys, I'm having problems with stencils in Painter 2018.2.3 the thing is that I can't paint over a stencil anymore, not sure what is going on but I can't find the paint again with stencils, is is a bug for this version or something? Projection works fine but stencil doesn't. Hope someone have an answer to this. Thank you.
howdy folks, I'm trying to use anchor points in painter, even though you can clearly see I've made an anchor point for the top layer, the option to add one in the mask micro details is greyed out?
Does anyone have any insight on the creation of subsurface scattering materials for the vray fastsss shader via substance painter? It's really easy to setup a default vray material using painter but there is hardly any info about the maps you need to output for fastsss
Hey everyone, I'm back in Painter after a long time. I have use height as displacement turned on which is what I need for my project, but now I need to make a layer that doesn't displace the geometry, basically a photo to normal map layer. Is there a way to do this without using the height channel and causing displacement. I'm looking for a layer that you plug an image into and it converts it to normal map data.
1. Set shader to use displacement instead of height to displace geo.
2. Add a displacement slot to your texture set settings.
3. Make a layer and add a fill, in the fill you can use height to change the normal and displacement to displace the geometry independently, this gives you nice control to use bump maps for noisy details you don't want to displace your whole mesh.
Hey so I'm a junior user when it comes to Substance, could you please tell me if I'm missing something, there doesn't appear to be a way to copy paste effects between layers, and there also doesn't appear to be a way to copy all the text from one generator to another for example. If I can't copy the effect at least give me the ability to copy paste all the text all at once and paste it into a the same generator on another layer. Are these features really still not in the program?
Hey so I'm a junior user when it comes to Substance, could you please tell me if I'm missing something, there doesn't appear to be a way to copy paste effects between layers, and there also doesn't appear to be a way to copy all the text from one generator to another for example. If I can't copy the effect at least give me the ability to copy paste all the text all at once and paste it into a the same generator on another layer. Are these features really still not in the program?
Nope, the anchors just help you attach effects together. I'm looking for a way to copy/paste an effect between layers, not share it. Or at least copy paste the settings between layers.
Was trying to create a filter in Designer to use in Painter that uses the user channels to do some stuff with the normal map. I tried setting the inputs/outputs of the user channel to be in linear but seems I still have to manually setup the color space in Painter. Is there something I'm doing wrong? Just trying to make it less tedious since people could forget about setting it. Everything seems to be coming across and outputting into the right channels, just the color space issue
EDIT: Seems like its something to do with reloading the filter. Closed and re-opened Painter and that seems to now work.
Hi there, so I have an empty layer which I added a paint effect to and drew some displacement. I forgot to turn on roughness at the time of painting and so now I have no roughness information in that area, is it possible to somehow convert the painted displacement data into a mask or something. My only thought at this point would be to export the displacement as a texture and import it back in as a mask, just wondering if there's a procedural way to get the paint strokes into other channels if you forget to paint them all at once.
You should be able to use an anchor point for that? Create an anchor on your painted height, create a new fill layer and reference the painted height in the mask.
Is there any way to stop Substance Painter from including the texture set name in the exported file name, I'd like to explicitly name the exported texture and I can't figure out how to get a simple name to come out of it. It always wants to append some useless part of the texture set name or file name or some other random stuff.
Oh weird, I had tried that yesterday and it wasn't working. Thanks for your help, I think my issue was I had forgot to manually type the name in full after removing the mesh$ and texture$ from the name so it just put the model name in or something. This was user error, nothing to see here.
That looks like your model is projecting the high poly back on to itself, for concave shapes you have four options to fix this:
1. Bake those parts separately one at a time with the other parts of the model deleted (worst way)
2. In Max/Maya keyframe those parts away from each other so there is no overlap and bring the exploded mesh into Painter and bake it (also a lame way)
3. Adjust the baking envelope/cage in Painter to be smaller and reduce the overlap if possible (best way might not work)
4. Use name matching feature inside Painter to tag the parts of the model to not intersect with each other, the model needs to be separated and named correctly in Max/Maya (best way in my opinion)
That looks like your model is projecting the high poly back on to itself, for concave shapes you have four options to fix this:
1. Bake those parts separately one at a time with the other parts of the model deleted (worst way)
2. In Max/Maya keyframe those parts away from each other so there is no overlap and bring the exploded mesh into Painter and bake it (also a lame way)
3. Adjust the baking envelope/cage in Painter to be smaller and reduce the overlap if possible (best way might not work)
4. Use name matching feature inside Painter to tag the parts of the model to not intersect with each other, the model needs to be separated and named correctly in Max/Maya (best way in my opinion)
I think i'm going to try option 2 and just see what happens.
I already tried 4, 3 is not an option because i'm using default Painter without a cage file (used to always work, maybe not now?)
Yesterday I deleted my parent dummy object, and this seemed to have fix one artefact.
I exported one part of the mesh and created a custom cage file with only a 0.025cm offset and I used that to bake with in Substance Painter.
The artefacts are gone, so I'll try exporting all parts seperately together with their bake textures and reimport the mall as one part in Substance Painter again.
Does anyone know how to create this type of effect in Substance painter? This is a mermaid outfit from PUBG and it is reflecting the light the way a thin oily film would when you look it from different directions.
not me but i was thinking of this recently so i wanted to see a video on it and wow, its almost impossible for me to find but i got lucky i guess here it is in motion: https://www.youtube.com/watch?v=JjwBCo5C1s4 If anyone finds more that would be great, cool find.
Showerthought; it would be nice to have a setting for automatically enabling wireframe when in Mask view. Or even some alternate mask view mode that blends in a particular channel (default albedo) to make painting on a blank mask a bit easier, so you don't have to work with a pure silhouette.
When the brush is tiny it can sometimes be hard to tell where it even is in mask view as well, which this would help with a little.
Hello everyone, I wondered if there is a way to warp the projection of a texture by hand in substance painter?
It would look better for clothes but I have never seen someone talk about it, is there a way to use the normals (as in baked normals) of the mesh to do that or to hand paint where one wants the projection to be?
Replies
more renders here
https://www.artstation.com/artwork/GBl5a
Tried selecting other default preset brush, all behaving the same way as mentioned above.
To be more clear this happen very rare and a simple restart of Painter will fix it, but thought I'd just ask here if anyone know something about it.
More here: https://www.artstation.com/artwork/w1XoV
[GenericMaterial] Param auto 'channel_anisotropylevel;' unknown.
Im on 2018.2.1 atm. Not sure if i am doing anything wrong.
Fully textured in Substance Painter and rendered in Marmoset Toolbag 3
Many more renders, poses, and breakdowns on my Artstation: https://www.artstation.com/artwork/3owmnv
O man....haha Thanks Jerc. Btw is there any way of getting UV2 or turning off dilation inside the shader? I tried multi_tex_coord but seems all the textures get dilated by the uv1.
Edit: After a lot of debugging I managed to do it though is quite a hack XD. In Max, I detach the mesh by UV2 then assign the uvs as vertex color.
the thing is that I can't paint over a stencil anymore, not sure what is going on but I can't find the paint again with stencils, is is a bug for this version or something?
Projection works fine but stencil doesn't.
Hope someone have an answer to this.
Thank you.
howdy folks, I'm trying to use anchor points in painter, even though you can clearly see I've made an anchor point for the top layer, the option to add one in the mask micro details is greyed out?
It's really easy to setup a default vray material using painter but there is hardly any info about the maps you need to output for fastsss
https://www.youtube.com/watch?v=M3A36NYbzzk
EDIT: Seems like its something to do with reloading the filter. Closed and re-opened Painter and that seems to now work.
It would look better for clothes but I have never seen someone talk about it,
is there a way to use the normals (as in baked normals) of the mesh to do that or to hand paint where one wants the projection to be?