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Topics - freedomfries

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I just purchased a susbtance package with Adobe, I'm hoping you can refund the monthly subscription that was charged last week. Please advise.

I attempted to post a request through your contact form, but the submit button is disabled. Strange...

Thank you

I painted all these brush strokes onto a new layer with only the diffuse component active. I realized later that I wanted these strokes to be part of height information, but alas, the way Substance works there's no data in the height buffer because it was not active when I painted. Is there a way to retroactively paste the data from one buffer of a paint layer into another one?

For instance, taking what is in the diffuse channel, turning on the height channel and "pasting" the brush strokes into it?
This would be very handy. Is this already possible?

I loaded a bunch of textures into a project and would like to remove them. Is that even possible? I can't seem to delete them from the textures browser.

For some reason, Substance Launcher showed up twice in my apps list. It must not have properly removed an old version while updating itself. I ended up manually uninstalling the app to clean up the entries, but now I'm wanting to reinstall the latest version. I cannot find an installer on the website, where the other products I am licensed for can be found. Where is there an installer for Substance Launcher?



So I musn't be the only persoin trying to do this:

Importing cavity, displacement and AO maps from Zbrush to use in fill layers in substance. The catch is the object has UDIM tiles, so the naming convention has to be specific to Substance. How do I do this?

Is there a way to name the exported textures from Zbrush? Or does it involve a manual rename step before importing into Substance. As far as I know the two have different naming conventions for UDIMs.

Workflow question: Is it possible to import textures from zbrush (like a displacement map or ao) that have a UDIM set and assign them to a single material? I tried importing resources as textures and was not successful.

It's simple enough to pick 1 texture file, and then assign it as a texture in the import resource window. This imports only the selected file. If you select the entire UDIM set, it only recognizes the textures as separate elements. How can you import a UDIM set from zbrush to then assign it as textures in a fill layer?


I haven't used painter since the UDIM workflow was rolled out this summer. I now find myself struggling to update a project using UDIM tiles. I brought in a material consisting of textures exported from Designer. When this is applied, I remember that I used to be able to see a control widget to control the triplanar projection in viewport. Now it doesn't exist anymore?

[Script] file:///C:/Users/  /Documents/Allegorithmic/Substance Painter/plugins/substance-source/MainCategories.qml:20:3: QML Rectangle: Detected anchors on an item that is managed by a layout. This is undefined behavior; use Layout.alignment instead.

I'm getting this message repeatedly in my scene. Wasn't happening at first, maybe since Substance updated? I'm not using any anchors that I know of, so I don't know why this is coming up. Should I ignore it?

Thanks for any suggestions.

I just finished my first month of subscription plan, and my software was deactivated because it seems I can't reach your server?

In the meantime, I was able to log on to my account through a browser and manually download the license key file and point substance to it.

Is there a way to automate that so Substance launcher, which is logged on to my account, can find my subscription? Or will I have to manually update every month?

Thanks for explaining what is going on.

I have a fairly simple shell shaped object that I tried to apply a substance material to. The material is set to tri-linear projection, with only 1 repeat, although this does not matter.

I get unexpected seams and stretching on parts of the model, for no apparent reason. This model has 9 UDIMS, all on the bottom row. As you can see, part of a UDIM has the material applying correctly, and some parts stretch horribly.

The object works fine in Zbrush, and Mudbox, and Maya, giving no such artifacts. Only substance seems to be unable to properly make it work. I tried importing as FBX, or OBJ, same issues. I tried applying a different material, same issue. I checked the UV's in Maya. They don't overlap, they are not flipped, they don't extend over the tile edges.

Also, creating a paint layer and trying to paint across the surface repeats the stroke on every UDIM tile, rather than painting across the tiles. And when I try to export the textures, it only exports the first UDIM.... Is this some kind of bug?

Any suggestions would be greatly appreciated.

Hi all, new to this forum.

I baked out the textures out of my project geo, so I have the AO from it. I also have a flat png file that I brought into a fill layer to use as a part of my metalness channel. What I am trying to do is use the AO to multiply over the metalness map to darken the cracks to reduce it's reflectivity. I tried bringing the AO map into another fill layer on top, and setting it to multiply. This works for the color channel, but not the metalness. When I view the metalness only in the viewport, it is all black.

It seems to not be working correctly. Is there some proper way to do this? I also tried adding an ambient occlusion generator to this metalness layer, and setting it to multiply mode. All it does is show the AO, but it doesn't layer it over the map. It simply overtakes the layer output for this channel.

Thanks for any suggestions.

new to substance here and wondering how your libraries are saved over time. Let's say I built a bunch of substance materials in designer and have all these custom materials in my library. If I need to reinstall windows, how to I backup/restore my library?

Can I create a custom directory for my library that I can point Substance to? Do I export my materials?

Would be great to know the best app settings for this.
thanks for letting me know

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