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I am trying to log into Adobe Substance Painter with my google account, but it keeps telling me that the browser is not secure. I don’t know what to do.
Unable to compute normals because some triangles were to small on high poly part I'm trying to bake my high poly from zbrush on to my low poly but these errors keep showing up and I'm not really sure why, some advice would be great. Never encountered them and my mesh from maya has no errors or ngons it seems.
When I set the Balance and Contrast value to 1 for any grayscale mask, a slight gradient forms at the edges of the mask, creating gray pixels on the metallic map. How can I avoid this?For example, for optimization purposes in some projects, the Metallic map should be made two-toned—either pure white (RGB 255,255,255) or pure black (RGB 0,0,0)—and no gray shades are allowed on the metallic texture.Regarding the example in the screenshot ^These are 9 rectangular polygons. in the UV map, they all overlap into a single one. I couldn't find anything in the Substance Painter settings, and various Google searches didn't turn up any answers.Are there any scripts or plugins that can remove this gradient?
Hello,I own a Steam perpetual license for Substance 3D Painter.I am employed by a company and I would be the only user of the software.I would like to use Substance 3D Painter on a company PC to create commercial assets for my employer.The license would not be shared with any other employee or user.Would this be permitted under the current Steam perpetual license terms?Thank you.
I’ve never used it before so perhaps I’m using it wrong, but when I put the Dripping Rust Generator ( not filter ) on a mask, changing the Drips intensity just gives these thin horizontal lines. Not drips. Can anyone confirm this?I’ve updated drivers, updated Painter, updated all outdated resources in the file.. Thanks.
And before you say it, I have checked my Spam multiple times. I've checked the forums to see that this is an ongoing issue, where once you enter your email for the Student License it just never actually is sent. I'm sending this out in the hopes someone from support can look into this issue for me. I've tried with another email and I get the exact same issue.
Should i mark Sharp edges on my low poly(Shade auto-smooth) or shade smooth for high poly to low poly baking?I did an experiment of baking into the low poly once with sharp edges and another without.1st image is with sharp edges marked.2nd image is without any sharp edges marked and shaded smooth.*No custom normals.**High poly(subd) ofc is fully shaded smooth.***Working in Blender.
When I open substance painter, it doesn’t matter what I do, after around 3 minutes, it will just close. It does not crash, as if I’m in a project, it will ask to save before closing. It was working perfectly fine a couple of hours ago. Please help me with this! I really doubt its GPU related as the program is not crashing, it literally just closes. I can just be on the home screen and it will still close.
Can’t change light source direction (shift+right click) or slide any of the control sliders. Makes the painter process extremely painful.
Hi, I cannot really know why I do not have materials showed in the right side of the bar, I have tried multiple times for finding solutions but no much usable information found.
Sub Surface Scattering isn’t rendering properly for me. I have tried almost everything from changing the shader to remaking the entire model Weirdly brightens up the model when I turn on SSSRenders fine without SSS. As you can see, it weirdly brightens up the model. It’s renders fine without SSS. I just can’t figure out how to render out the SSS. I have baked a thickness map and inverted that map for the SSS and it should render out without any problems. Any Help will Really be appreciated.
Hi, Substance Painter crashed and now I cannot open my project file. It gives me the "Failed to open projectsettings.ini" error and exits. I spent too many hours on this mapping work and I cannot redo this from scratch. Could you please check and fix my corrupted .spp file? Thank you.*This post has been moved by a moderator.
I read all threads and I’ve seen this an ongoing issue. Baking and artifacts on edges, where the Normals are bending over 90 degrees.Regardless, even when not using sharp edges, and having a clean seam underneath, the unwanted ‘warping’ effect around the edges is clearly visible, especially when using a pure high glossy metallic reflection material like pure chrome. I think I pulled very trick from the register, to avoid these lousy looking artifacts, but no success.I wonder, perhaps there is anything substantial I’ve been totally missing here?Thanks for any little help,appreciate it!
I have a substance 2025 perpetual license but I can't find a download link to be able to install the software on a new PC? Is it possible to download previous version of the substance suite for older perpetual licences?
With fit projection option like in 3dmax? Is there any sbsar filter way? The only idea I have is using position image as UV but Painter bakes only low res position. Is there any Painter native way? Also can I make a simple filter that works on both grey and basecolor . Should I just put one more filter on basecolor that do power2.2 ? Can generic filter have grey input for everything and specific input output only for basecolor? or should I just do another planar projected UVs on a mesh ?
Can anyone tell me how to compile a .pyd file for SP?I need to encrypt the source code of the large-scale tool I developed.I can't find any relevant documentation.After I used MSVC 14.44.35207 to compile the .pyd file for SP 10.1.0, it caused SP to fail to start.
I want to programmatically set the Output Template before export. So that when someone goes to export it is already prefilled. I am making a tool that opens Painter and does project set up and initial baking. It shouldn’t export anything, however I want to set which export preset should be used. Is there a way to set Output Template from Python (or JavaScript)?
Hi,I've got a folder with layers inside and i want to copy/instance it across a model consisting of multiple uv tiles. The main problem is when i attempt to do that using transform filter it gets cropped and i cant get to see it outside of the bounds of the first uv tile. with painting thou, i can do that across tiles no problem.The second issue is that i dont understand how to instance layers. Instance option is always greyed out.What is a general workflow of efficienty duplicating and moving multiple layers together aross uv tiles?thanks for any advice.
I am currently making a large hospital campus which will be a scenery for msfs2020/-2024. I have made the building complex in Sketchup while doing the UV-layout in Blender before texturing in Substance painter.I am recieving feedback that my projects are large in size, mainly due to the texture files. I have in the previous project set up the building with many different sized textures sets, but they have been too many resulting in a large sized project. With the current project I am keeping the number of texture sets lower to reduce size, but that results in larger UV’s and blurry textures.My question is: Creating a large building complex, how would you go about solving any resolution issue while also considering file size and draw calls? Sketchup model with predefined materials as texture sets. The assigned materials and it’s UV layout 2k brick textures assigned to the texture set in substance painter.
Hello!I bought the Steam version of substance painter and wanted to ask if there is any possibility to revert to the OpenGL version?My RTX 5070 ti has noticable performance issues with the Vulkan version but runs well with the older OpenGL viewport.I know that because I previously worked with the regular subscription version, where reverting was possible and it fixed the issues.Best regards,Philipp
It it possible to export textures with a transparent background instead of the default grey/white that’s always underneath? I feel like it should be. I want to use what I’ve painted as a decal of sorts to be overlayed atop pre-existing materials.
高さマップを含めたレイヤーにマスクを追加し、そのマスクに対しブラシやパスで描画するとブラシのぼかしの部分にポリゴンの境目が目立って見えてしまいます。バグでしょうか?バグではないとしたら、対処法がありますでしょうか。
I have a project in Substance 3D painter and i would like to export it for 3D print on a Mimaki 3DUK-553. I know it will have to be run through a slicer before printing on the printer. My question is, what is the best way to export the textures and mesh or is there a template that is the best to use? Thanks for you help
ive got this square around my alpha ive imported that is very easy to see when looking at the model does someone know how to remove this.
What does this setting actually change?I changed this setting to OpenGL as a test; imported an OpenGL normal map - and it looks wrong.the OpenGL normal map in question So if this setting doesn’t change how normal maps are displayed in the viewport, what does it do? 🤔 (Edit: I imported the DirectX version of the same normal map and voilà ; it looks correct - even though the project setting is set to OpenGL...mysterious)
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