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I'm trying to get a full precision 32bit float exr out of substance painter. Whenever I write a 32bit float exr, it normalizes data in the 0-1 space. Worse it appears to truncate data below the .5 midvalue to black. My height channel is setup to process in L32F, and I'm working with imported 32bit heightmaps. I can get decent 16 bit TIFF files out but there's some stairstepping on the displacement due to lack of data. So I believe the internal L32F processing to be working correctly and that the issue is occuring on output. It appears that there was a bug report acknowledged by a developer a while ago https://forum.substance3d.com/index.php?topic=36799.0 but it doesn't appear to have been addressed. In the attached image you can see what I'm describing. Please please please fix this bug!
Hello! I'm not sure if I'm missing something but it's been years since the layer editing API was discussed and I still don't see it anywhere in the API docs. Since it's quite shocking that this basic functionality is not available, I'm wondering if it's there and I'm just not aware of it? Thanks
Sorry for the lengthy post but I'm trying to be descriptive and it's a bit difficult to describe the workflow on this tricky subject matter. In the latest version of Substance Painter I know there's the ability to color manage the viewport using an OCIO config. But I'm finding it confusing to be able to use an ACES workflow from SP to UE4. Ideally, I want to be able to work in SP with ACES workflow and ACES-sRGB output transform enabled then have that look exactly the same in UE4.27.2 The way I've been able to get the closest look from SP to UE4, is to use an ACES workflow in SP but to disable the color management so I'm viewing the linear/ACEScg colorspace. I then do my surfacing without viewing the typical ACES-sRGB transform, or whatever output transform is applicable to you. It seems like Unreal is in linear color space and I have no way to manage a texture's color space, except for the standard sRGB or linear workflow. When attempting to view ACES-sRGB as my monitor
This post may be better suited for "Idea: Share and vote for app improvements," however, I'll try Discussion first to see if there's a lesson here to be learned. I'm fairly new to Substance Painter, so this question may already have an answer. I searched, but I couldn't find anything. Intuitively, noticing that SP doesn't recall a brush's setting or a tool's setting (e.g., size, flow, stroke opacity, angle, jitters, spacing, etc.), I right-clicked on a layer wondering if I could add a note. But I didn't see a way to do that. So, I've been keeping a text log of all of my layers and the brush or alpha I used and all of its settings. This just in case I lost something and wanted to repeat it on another layer. I am surprised that there's no way of making a note within SP. I believe I saw a place to create presets. Is this the only way to do this? Thanks to everyone for their consideration.
Substance Painter 8.1.3 build 1860Recently have been developing a versioning tool for Substance Painter. (Python)One desired feature is for it to add the file to the Recent Files list.substance_painter.project.save(substance_painter.project.ProjectSaveMode.Full) substance_painter.project.save_as(filename, substance_painter.project.ProjectSaveMode.Full)does not seem to add a new file to Recent Files.Does anyone know what the trick would be, or if it is possible yet to progmatically add the its Recent Files.?
I am planning to buy substance painter from steam. But i have few queries : first if i buy license today will i get updates till the same date next year or i will only get updates till december. Second can i use that license for commercial work
Substance Painter Support,How to fix this triangle like artifact which appears after the bake ? Is it in the baking settings or in the mesh/topology ?
I understand that one of the design principles of Substance Painter is to be procedural, non-destructive workflow and to allow the user to adjust resolution and to be able to modify the mesh UVs at any time. The requirement for this feature is that the mesh can not change. This is a MAJOR issue when working in a production environment.Never once have I received feedback from an art director asking for a UV change. What I have been asked to do is make a proportion change or to add some geometry to a character. When I bring it back into substance and update my mesh…well there goes all my hand painted masks. Sometimes the masks vanish from assets that are in the exactly the same place and have not been updated. The work around for this? Export your masks and import them back in as a mask fill layer. So much for my non-destructive workflow. ¯\_(ツ)_/¯When working on heads, you typically use the same base mesh with the same UVS. 
I might want to submit this as a bug if nobody can offer a solution here. Still, I've used two versions of Substance 3D Painter, and both of them have this issue, so maybe it's not a bug. Here is a picture. There are a few things to note here. First, those clean stitches down the side of the You can see the badly rotated cursor if you squint, but a more easy thing to note is that the more fancy stitches I drew from right to left look just fine on the rare surface where the mouse aligns correctly, but go awful everywhere else. Oh, and before everyone asks, adjusting the Angle and Alignment settings does absolutely nothing to change this. So what else might be the issue? I can provide more pictures or files on request.
Hello everyone, i have a problem with baking outputs. Bake looks great in substance painter but after the export, there is a lot of issues and bugs. What can cause this artifacts?Substance painterExport
Hi,I am exporting my mesh as fbx from blender as low poly and high poly.I load the low poly fbx to Painter and bake with the high poly using these settings:Apply DiffusionI use the high polyDistance (0.004 or 0.1) same results for both.Antialiasing 4x4 The backing with the high poly is applied however, the low poly is still show over most of the model.Why is that?This is part for the model before baking: This is after baking, note the marks of the low poly.
HelloI'm trying to bake something using bake by mesh name. Without bake by mesh name it works fine. When I try and use bake by mesh name I get "Highpoly scene was required when baking normal map from mesh but could not be loadedI'm using blender and zbrush Any help would be great thanks Chris
I bought the substance painter perpetual license in 2020, and has a license key that works for versions up to Painter 6.20. However, I can't seem to find a place to download the installation file. Problem is that I recently switched from Windows to Mac, and therefore only have the windows installation file. How can I find the Mac installation file?
Hello - I'm trying to add a decal to this wheel. I've tried adding color and alpha both a fill layer and a paint layer and can't get it to stamp where I want. Centered on the wheel. If I click on the side it stamps just fine but if I click center nothing happens. I'd like to be able to have control over roughness, normal, and height too - effecting only the areas within the decal. It's a full color decal if that helps. I'm able to get it centered where I want it with a projection but then I lose control over roughness, height, normal and those effects apply to the entire model instead of only the areas within the decal. Any advice? Thanks!
Hi..this is really odd to me having used Substance not too long ago with no issues.When I open or import in an asset it is pink. The material menu has most of the shaders as a pink color.Any suggestions on this??This is not a problem on my PC. Just my Mac.I am on a Mac Mini (2018) OS 12.5.1PT ver 8.1.3I'll attach some screen captures.Thanks,Bryan
Hello Everyone, I Have problem. I have several spp files of a project but my adobe cloud just updated my substance painter and i can't remember which version i was using before, is there any way to know which version of substance painter my files were saved?? I opened them via notepad to try to find if there was any mention in the file about the substance painter version but I couldn't find anything. Can anyone help me?
Hi,is there a way to obtain the color management setting of a current project via python?
My layer is blending to smart material whenever i paint any reason or any solutions?
Hi,I am a student of the Think tank training center.I have got the (Student or teacher's version)redemption code from adobe to install the substance 3d applications. I also redeemed it and got a mail stating that the redemption code was accepted. But I don't see any substance applications in my plan and I can only install trial versions of them. How do I install the student-licensed version?I wish that someone could help me out with this.Thank you [Screen images removed by moderator at request of poster]
The link to download the default LUT linear_to_linear.exr from the documentation is broken.https://substance3d.adobe.com/documentation/spdoc/color-profile-154140684.htmlDoes any have that exr lying around, or can somene from Substance Painter support fix the link please?Thanks!
I've Been trying to get a custom alpha to use for my brush, i want to stamp it around my model, and i imported it like tutorials do, as an alpha mask, it's exported as png, but when trying to brush it just shows a white square, as if completely ignoring the transparency of the alpha.
Hi all.I’m currently trailing Substance Painter and I don’t know if I’m missing something. I’ve tried exporting from both Cinema 4D and Blender and get the same results. I can’t seem to get the smart masks to work. I’ve got a basic cube. I’ve tried both UV unwrapping in Cinema 4D (not up to speed with Blender yet), and I’ve tried Substance’s own auto unwrapping. I’ve exported the cube as an fbx. Imported it into Substance > New Project >Nothing selected in the template,Resolution 1024 (also tried 2048),Normal map (tried both OpenGL and DirectX),UV Tile workflow (again tried both),and tried Auto-unwrap checked on unchecked. Loads un and seems to recognise the UV layout. Apply a smart material (eg. Copper Worn), all ok. Add a fill layer on top, again all ok. Then apply the Edge Damage smart mask to the fill layer.And get this result. I then tried baking the material before applying anything, with the following results
Everything was going OK but decided to change UVs on one part (not the one affected) and suddenly when baking AO map, two objects wont show on AO map when baked. I did not touch the affected area when redoing UV (it was done on different part) I even tried to load old file, reexported from blender but the problem persists.Any idea why when before it was working?
Hey, I keep experiencing crashing as soon as I open substance. It will load for 5 seconds and then crash. I tried adjusting my tdr multiple times but it still doesn't work. I have a Dell Latitude E7440 i5. My graphics drivers are up to date too so I am not sure what else to do... does anyone have any ideas? Thanks!
I have student licence, but I don't download licence key file. Now SP's website is closed. I can't contact any support. What can I do?
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