Is there a way to make your brush alpha align to the direction of your stroke? I couldn't for the life of me find any way to. If it's not possible hopefully it's in a future release. Align to stroke is super useful for getting a wear direction, or scratches, or just painting along a surface. I'd say more than half of my…
Hey, I just picked up one of these today... and was really disappointed to find it didn't work at all with the Substance Painter beta. Are there any plans to support the 3D Connexion 3d mice?? I think a 3D mouse is probably ideal for sculpting and it would be great to be able to tumble and navigate around while…
Thanks for the fast response. Well yeah i do get them in to the program and see them in the shelf but i can't find were to put them or the location to configure them, Has Wes a video on that maybe ? And to clarify my question a bit, I am trying to paint with an SD material with no inputs, like needed for the fill layer…
I have a quick question. I tried to google that but was unable to find any info. I have lower amount of generators for masks in SP2 compared to SP1. Did generators got collapsed/removed or have I done something terrible? Even current substance documentation and official youtube videos for SP2 shows bigger amount of…
I feel stupid right now, but i cannot find this option :( Also, +1 to being able to hide/rip the 2d out. Would be cool on a second monitor or moveable from the main image. (or tabbed 2d/3d) I work with the viewport as big as possible in everything else, feels wierd to compromise on the thing where i need to see as much as…
This may have been asked already, but I can't find it. Will there be a "non-PBR" workflow setup by any chance for painter? I am still atm working on a game where PBR isn't our standard right now. So Diffuse, Specular, Normals, Opacity Masks, etc are the norms. Along with not needing the whole PBR material preview. Rather…
I am finding that when I export my metalness and roughness map and un-check srgb for UE 4.7 and above that it breaks the node in the material editor. I have tried packing on export and individual maps out of Painter along with TGA and PNG. The only fix I have found is to go into photoshop and re pack the maps for the fix.…
You can find the toggle here: Also, you can use this mode to auto mask based on UV islands as well: You must create a white or black mask for the layer first, then use that mode to fill in UV islands or even unconnected geometry with a white or black value. I concur with this to some degree. The solo channels are fine, but…
Can someone please explain the 'Quality' setting under the pbr-metal-rough shader? To my naked eye it seems to mostly make things more/less shiny, which threw me off as I discovered the setting only after finishing a model with it set at the default low and realizing Toolbag's renderer much more closely matches the shinier…
Holy cow SP is growing so much so fast, I need to dig into those videos of new tools and shelf UI... Is there any levels/curve filter adjustment equivalent that can create contrast for a stack of layers in SP? Tried looking for it in Share and couldn't find anything...I need to create several versions of the same map in…