Hello, when I import the Substance Painter pbr texture into blender, there are errors, what could be the reason for this?
this is at normal map strength 1 time
and
this is at normal map strength 0 time
Hello, when I import the Substance Painter pbr texture into blender, there are errors, what could be the reason for this?
and
this is at normal map strength 0 time
Maybe flipped normals ?? Or look at the normal map might show something… IDK
textool not found
What does this have to to with
?? And i wrote normal map not wireframe not UV map, becaus eyou showed us with normal map strength set to zero there is no problem.
It might also be helpfull to see the result in Substance ?
At least seeing the seams… the seem to fit to the different shading… so proberly flipped normals.
Try top right circle/disk–icon Show Overlays → Face orrientation… and everthing blue ??
Okay… why using then ???
I used this texture but still have the same error I posted here to ask more people
But there is no normal info in the normal map… so the culprit may be based in/on flipped normals.
( Do you technically understand what i’m talking about ?? We seem to speak crosswire…)
If the file you posted is the one you’re using as the normal map… then I suspect there’s a slight error in its values…
In this scene, I used your texture as a Normal map; and, as it’s supposed to be flat (0.5,0.5,1.0), it wouldn’t matter if I set the strength to an high number…
To show it even better, the plane’s grid, has half of the polygons with a rotated uv coordinates around 90º…
Two other things come to mind. They could be the actual edges in the mesh. Also in substance painter applying UV projection can remove edges in the images.
I am doing the texture in substance
I don’t use Substance… but it’s clear that the file you’re using has a tiny discrepancy in its values. That may be from using the wrong settings when exporting the texture.(you may try saving it with a higher bit depth, to see if that fixes it)
If all your UDIMs for the Normal maps are flat, just like the one you posted, then I suggest not using a normal map at all.