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That was it. Thank you so much.

Substance PainterSubstance Painter - Technical Support - Unwrap upon import
 on: February 24, 2021, 06:38:02 pm 
Using Painter 2021.1.1.0

Importing  geometry from Maya LT 2109.3 , The unwrap is not importing into Painter correctly.

Thank you for the responses. I am using standard connection mode. I am attaching the sbs file as requested. I just updated designer also.

I cannot move forward with my material because I have nodes that will not make a connection that should. If I make a new node, It will connect, however, THAT node now will not connect to another preexisting node.

Has anyone else run into this and how do I fix it?


SubstanceSubstance - Purchases & Licenses - Perpetual to Sub
 on: March 20, 2019, 06:08:36 am 
So, I have perpetual licenses for SP & SD. I was at the Keynote today and NEED to get my hands on Alchemist. If I was considering switching to subscription, how does this affect my perpetual? Do I forfeit that license and no longer own the software? Or do I still own it perpetually, but am now in monthly maintenance mode? If I subscribed and for some reason needed to cancel, What becomes of the license at that point?

Thank you

Welp, I've been baking the same mesh over and over to test, and even with a 2014 high fbx, it's inconsistent whether the bake will succeed or not. I got it to work a couple times, and then it just stopped working.

Please fix this as it is even affecting rolling back versions. I am having the same problem when I go back a build now.

I was able to confirm this as well. ZBrush FBX exporter only goes as high as 2016, which for some reason only breaks Painter's AO and Thickness bakes. Setting the exporter in ZBrush to 2014 seems to work ok in the current version of Painter.

Im having the same problem with Thickness and AO. Aslo, should it be using 100% of my cpu??

Thank you for the reply. I have never used the resource updater before. Do you have to update every time you add something to the project? I will update (MAT Finish Raw never updates), then add some new materials, check the updater, and like 4 more things need to be updated.

Just wondering if this is by design, Some smart materials respect any stamped normal detail when applied, like Brass wear. Some do not, like aluminum red. BUT, if i create an empty folder, and drag it into the folder, it then respects the normals. Bug? Feature?

Thank you for any input!

I am enjoying 2017.2's anchor points addition. However, it seems that all the smart materials that have masks, or even the smart masks are outdated, and thus do not have the micro detail panels in them. This means that i cannot use anchor points unless I start a mask generator from scratch. Is there a way to refresh all the existing generators to include the micro detail?


Hi everyone.
I am trying to bake a color ID map from a mesh. I have a high poly for all my normals/ao etc, and am using a clone of my low poly to bake an ID map using material color from 3dsmax 2018.

All the maps bake correctly, but the ID bakes a black 8x8 map. (see image)

Am I missing something?

Thanks for any help.

PS, this worked fine in Painter.

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