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I get this error.[EngineBitmapLoad] Failed to decode bitmap.resource://project2/Curvature JaggedCliffFace_02_2_m?version=bac74d3620f356d68c754f6932800eed964f8da0.imageI get it with each of the UDIM tiles except the first one which is named Curvature JaggedCliffFace_02_1_m that one comes in normally. I saved the material as a smart material from layering manually getting what i wanted, then saved as a smart material so I could apply it to each tile. Maybe its something to do with the First UDIM? I made it into a line. from left to right.Thoughts? Using 11.1.0 Build 4950 so far.Something to note, the 1st UDIm looks also different than the other Tiles. not sure what is happening here. like its not applying something to it.
Hello, my world space normals are completely off when baking. I have no idea what might be causing this issue. I am currently using Maya to model and UVExporting as FBX file Here is what it looks like.
Hello I created a material with substance designer that uses flow maps to rotate the instance tiles. In theory it works, I tested it with downloaded flow maps like this And the tiles turn as expected but as soon as I try to paint the flow map in SP it doesn’t work.My setup is to have the material on top with the anchor to a paint layer below where I use the green normal brush to paint the flow map. using this as a normal inputAs described here https://helpx.adobe.com/substance-3d-painter/painting/advanced-channel-painting/flow-map-painting.html . Even though I am following the tutorial to the letter the material doesn’t react as expected and that I think is because the resulting flow map reads more like this Where the color ranges don’t match the flow map values.Why is that? What I am doing wrong? Could it be my material set up incorrectly?
I am attempting to projection paint or tile procedurals in the height channel to use as displacement in my dcc. Coming from Mari, I am used to setting a base colour of 0.5, otherwise 50% grey. In Painter, I have configured my height channel to 32f, and loaded a tiling image that is already set to a 0.5 mid value. However, when viewing the height channel in isolation, everything is black and white, and similar on export. How can I appropriately configure my height channel and painting so that it is representative of a 0.5 mid value?
How is the Opacity effect in Painter consistent with that of Stager? The transparency adjustment in Painter is quite different from that in Stager.
I accidentally paint two diferents colors in the same layer in my texture painting, i need help to separate them, or at least remove one specific color from the layer,I would like some help; no tutorial or forum has helped me so far.
I just got the newest version of substance painter (9.1.1) and i'm having trouble with the screen recording option.I have a mac and it says that I have to allow substance painter access to the screen recording option. However, it just simply does not register. Which does not allow me to start the early baking process...I have restarted my computer, gave it access multime times, I have restarted the program multime times as well. But still the problem persists. Does anyone know how i could be able to fix this??
I’m trying to find the right workflow for my project. I have an ipad where theres several materials and im using vertex colors to add my materials but I just want one texture set. I’m working in Cinema4D. Does anyone know how to accomplish this?
Hi! I don't see anywhere which version is Substance Painter (checking latest, 11.0.2) of pxr USD is using.Also, I'm unable to find any python modules, so I guess it is compiled without python support, probably because it doesn't seem to have use since usd scene manipulation would break a lot of things, but it would be handy to do queries inside our pipeline for example.
I am trying to make a GLGS shader for SP that looks Toon/Cel shaded and shows the diffuse textures but I can't make it work, I also downloaded a buch of shaders but they either don't work or are not what I am looking for.Does anybody has a link to a good Toon shader?
Hello, I've encountered a problem with the layer and layer mask display. In the previous version of Substance 3D Painter, the layer and layer mask display was a 2D unwrap. Now, the layer mask is displayed as a mask icon, meaning there's no mask preview, and the layer itself is displayed as a 3D sphere with a UV map applied. Could you tell me how to adjust this display? Here are examples of how it was before and how it's now.
Hello fellow creatives. I'm new to Substance Painter (like, very new) and have recently begun experimenting with texture baking models, which I typically create in Maya. The issue that I can't seem to overcome involves the high-to-low poly baking process in Substance Painter: the texture maps don't seem to be getting applied to my low poly model; no matter which settings I use, or solutions I've tried to implement upon watching YouTube tutorials, nothing seems to change my results. I'm at my wit's end and not sure what could be the problem beyond a possible issue with my PC specs? Would love to get some pointers on how to resolve this issue. Thanks in advance!(I've included some screenshots of my models in Maya and Substance Painter [pre/post-bake])
Hello, I am new to Substance, I need to make approximately this wood texture. I know that I can manualy hand paint it but I but I would like it to be done automatically.
I have set the Height Map export to be .exr 16f (also tried 32f) in an output Template while the other output maps are set to either 8 bit or 16 bit .png files. (see image) below: However when I select this output template for a mesh, the "List of Exports lists all of the outputs as 8 bit .png files. (I also checked the exported textures and they were all .png's) So, either I am doing something wrong or you are not allowed to mix output types for maps in SP? I also checked the exported textures and they were all .png's Any guidance would be appreciated. My objective here is to get the best quality output for the height map as I want to use it in 3ds max with Arnold renderer as a displacement map. I would like to keep color and roughness and the other maps as 8 bit as that works fine for them.
Hi, I'm having a problem with textures in the 3D view. When I add or paint them, they look fine, but when I move my object or rotate the lighting, the texture quality drops. I can disable and enable any channel, and it works, but when I rotate or change the lighting angle, the quality drops again. Does anyone know why this happens and how to fix it?
Greetings everyone !So, im kinda new to Maya and modeling and texturing and im having an issue right here and i can't find anywhere why i have this issue.Basically, i did a very simple mesh, did the UV's properly (i think) and saved as .fbx but then i cant load in this mesh in substance. Please help me :')
Hi, where can I find the EULA for Substance 3D Painter 2025 (Steam edition)? I need to know whether I can use it for commercial work as a freelancer or a small company. I didn’t find it when purchasing the software (I only saw the Steam License Agreement), and it didn’t appear on the first launch either. Thank you.
Let's say I have a UV unwrapped model with multiple texel densities: 4 [base Td], 8, 15, 20, 25, 30, 35, 40 px/cm, and I want to perfectly equalize their effects on normals-height using Height Adjust filter:- what is the precise formula that I should calculate to put its result into Height Adjust filter?
Hello all,After trying many times now, I still cannnot get every channel listed to export after my paint session. Usually it is the Diffuse ( Base Color), Specular, and Glossiness that refuses to export. I use Vray, and I have the same issue exporting a Vray output template as a standard PBR template. Please help!Paul
it keeps crashing its the steam version
When im Selecting Faces in Polygon Fill Mode its bleeding outside Images Attached any help is appreciated!
Hello! I am totally new to substance 3D painter and I find it facinating and great software, like a new Photoshop for me! I am very good with lights and cameras & rendering in NVIDIA Omniverse, I am the worlds first Omniverse Ambassador and also now Dell Pro Max Ambassador. My question is about the golden stripe in the wine glass of the restaurant example scene.When I export the scene as USD to Omnvierse, I get that glass as one object, so I cannot just replace the material for the glass part with native Omnvierse RTX2 rendering engine glass material, since then I loose the golden stripe. How can split this golden stripe to own object so it exports to USD as 2 separate meshes? restaurant demo scenein Omniverse
Hi!I'm looking to use Substance 3D painter 2025 and Substance 3D Designer 2025 and freelance for larger companies in Sweden. I was wondering about the licensing differances between the Steam perpetual version and the creative cloud non-perpetual version. Can I utilize the Steam perpetual version for business/commercial use? Are there any limits to the perpetual license? (Amount of seats?, Earnings?) A link to the Steam version EULA would be great! As I cant seem to find it... Thank you in advance!Best wishes!
What it says on the tin, really.When I use 3D Worley Noise, 3D Voronoi, and 3D Voronoi Fractal, the resulting export has nasty seams every time. Theory goes that all of the 3D noise will cause horrid seams.I feel like I'm doing something wrong to cause this.Included is how things look in Substance Painter, what the export to Unity looks like, and my export settings.Please get back to me on a solution as soon as possible.If it helps, I'm on the latest Substance Painter and AMD drivers as of writing [Dec. 2025].This situation has been diving me mad, as it makes no logical sense, and I wanna put my computer out the window in frustration.Thank you for reading.
Hello! This is my first post on this forum, so apologies if I'm posting it in the wrong place or in the wrong way.So I'm following a tutorial where I'm creating a skin material, and I've gotten to the section where I'm painting darker spots where the pores are. In this tutorial a generator on a black mask is being used. But for some reason, when I select curvature from the generator, the result looks completely different from my curvature map I baked. Why is this? Baked curvature map: Result:
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