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I try to import model from staer but I get an error when I attempt. I have tryed obj and gltf file.How do I fix this? I sent orginal file from painter to stager, then modified and scaled the model so I can send back to painter but the model wont import.
I have a startup script in Substance 3D Painter that uses psutil, and I get the following error when opening the program: ImportError: DLL load failed while importing _psutil_windows: The specified module could not be found. I am using the embedded Python located at: C:\Program Files\Adobe\Adobe Substance 3D Painter\resources\pythonsdk\python.exe What I tried:Installed psutil using the embedded Python’s pip.Verified that psutil works fine in my system Python 3.11.Attempted to build _psutil_windows.pyd from source, but encountered linker errors (e.g., LNK2001 unresolved externals) because the embedded Python doesn’t provide all the required symbols.Question:Is it possible to use psutil with Substance 3D Painter’s embedded Python in a startup script?If not, what is the recommended way to check if a process exists (PID) or perform similar system-level tasks using the embedded Python?Additional info:Substance 3D Painter version: 2025.xOS: Windo
Hi, I am new to SP and trying to customize some Unreal Engine Metahumans.According to Epic guides the the needed SRMF texture is relatively Specular,Roughness,Metalic and Fuzz.I created an export template in SP in order to export spec and roughness but not quite getting the result.Metalic and fuzz is not important for me since character is non metallic and fuzz is another thing. Attached you can see samples from Unreal's original textures and the ones I got from Sp with the export template. Could you please help me with the export template which seems I am doing something wrong.
Maybe you can see what I’m trying to do here.I have a texture atlas I’m setting up of little textures for things like posters and such; what I’m trying to do is that as I create more posters in Blender and import those meshes in Substance Painter to work on them, I want the textures I eventually create on them to slot into a texture atlas I’m continually updating.Essentially;-Make poster in Blender, UV unwrap, etc-Import the mesh AND the master texture in Substance Painter, do my thing, the mesh is already UV unwrapped within the bounds of where I want its textures to sit on the atlas-Export the texture with atlas updatedWhat happens instead is that when I export a texture in Substance it just makes a whole new file. What I want instead is the image above to continually update as I add. Is this possible? Is this possible to work around if Substance can’t do it?
In Substance Painter, when baking, you can append suffixes like _low and _high to the mesh names to make them match. However, when I set up the rule for Ignore Backface Suffix (in this case, I used _igno), it seems to be applied to the _low and _high naming convention as well, which results in an error. Am I doing something wrong here, or is this a bug?The version I’m using is 11.0.3.
after baking, I apply the Skin Face material and I get these spots, there are such spots on Ambient occlusion and Thickness, help me solve this problem, thank you in advance
Hi, I am an educator at a university and we have access to the entire Adobe suite via educational/student licenses. It looks like I cannot download from the Substance Assets Library. Is this intended? or is there some kind of permission issue
if i buy the Substance 3D Texturing monthly subscription will i get access to Substance 3D Assets (not community assets)? i already bought it on steam ( Substance Indie Monthly Subscription)but i don't have options to link account to here. should i refund there and buy here then so i get access to it? can someone please explain?
Hello, im rather new using adobe substance painter. However ive been using blender for a little while and ive made a model recently with UDIM tiles and applied my normals with them. However when applying my normals into adobe substance painter. It seems the normals go wayyy off, and im not rather sure how to fix this? In blender its perfectly fine with the normals perfectly aligned. The purple one being the example of the model within substance painter. And the red one being within blender. Thanks!
I haven't really been keeping track of what has been going on with the Adobe acquisition of Allegorithmic but today I was trying to log in to Substance Painter to do some work and I couldn't log in since the Allegorithmic account does not exist any more and I've since updated my computer hardware. Furthermore I can't find a way to download a license file for my old 2018/2019 something Painter license.I logged in to my creative cloud account but there are no licenses to be found there. So does this mean Adobe stole hundreds of dollars worth of licences from me or am I missing something?The "old" painter versions have been working fine for my use case and I've had no interest in updating just to get features I don't use.
Here is a tile generator that has been applied to a black mask. I have already used tri-planar projection. I have tried modifying every parameter, but it still didn’t work.SPP file
Hello,I'm currently working on a project where we had to change the color management of Substance Painter several times, we started in legacy, then moved to ColorIO/ACES 1.2, and finally it's set to ColorIO/Substance.In our texturing process we need to validate our textures for our client with the PBR validate filter, but with each changes I noticed discrepencies and uneven results.A material that is perfectly fine in legacy, becomes totally red in ColorIO/ACES 1.2, and between ACES 1.2 and substance, there are some differences in the validation colors.In my understanding I was thinking that if it's valid in one mode, it should be valid in the others too, only the representation of the colors on screen should change depending on the chosen Color Mode. Is that correct ?Since the recents modes additions in color management mode, is the PBR validate filter is still suited or is it designed to function only in legacy ? Thanks for your help
for some reasons, just by importing a model to substance painter, odd shade marks appear on some parts of my model. You can see here, in the red circle, but also on the right of that same UV island. Yes, i checked for duplicate faces, flipped normals, non-manifold geometry, but i still couldnt find a fix
came across this issue with substance painter when trying to apply a blur filter.Substance is blurring it per UV, what results in a very ugly result and basically makes the blur filter worthless.is there any workaround that?It looks that someone way back asked about it, in the time when it was not owned by Adobe, but the post has disappearedThanks for the help
Hello, I am using a metal edge wear generator mask inverted to add some edge wear to this turrets paint. However for some reason the edge wear generator is not applying to certain edges of my model. I have highlighted what I mean in the image below, checkmarks are where it is applying, x's are where it isnt but should be? It will even apply to one side of the turret but not the other, despite the fact that it is a completely symmetrical model. I have attached an image of the specific layer set up. I would appreciate any help! Not at all sure what is going on. I have baked my mesh maps, so maybe there's an issue there? But I'm not sure how to fix if that is the case. Thank you for any help.
HII'm compairing PBR specular workflow with PBR metallic workflow and specificly the roughness /glossiness.They supposed to be the opposite / negative of each other. But when I use for instance 'Metal Polished' from Asset, the glossiness is a light gray surface without any structure in PBR specular shader setting. In PBR metal shader setting the roughness channel is darker grey but with structure. So not the negative of each other. Can anyone explain please?thanksRené
I was trying to take a render of one of my model but the render looks like is over expose, this only happends while enabling subsurface scattering, someone know why is this happening? This wasn't happening on older substance version. Currently using (Adobe Substance 3D Painter 7.2.1)
That is how must to be working:https://youtu.be/yP2ODQ5j5r4 and hier is my problem:https://youtu.be/IZWl2llZ9Z0
I need the ability to copy and paste stack nodes through the Python API so I can support changing a shader from using one type of shader definition to another without losing data. Here are the main issues. 1. If you switch between different shaders, the layer stack is cleared.2. If you want to copy over the existing stack data, there is no Python commands for copying and pasting stack nodes.3. You could theoretically do it using the python Smart Material functionality. You can create a smart material from a group node, save it as a resource, and then add it as a new node after you have updated shaders. However to be able to save out the contents of an entire layer stack you'd need to be able to group all nodes on the stack into one group. I see no functionality to move existing layers into a new group node.
Hello everyone! I have three models: Cape, Torso and Arms, and Pants. When I bake them, the shadow from the Cape affects both 'Torso and Arms' and 'Pants.' I dont want that. I thought removing the Cape from the texture set list in the baking menu and rebaking , but that didnt help. How can I eliminate the Capes shadow? When i baking textures:Im so sorry for my english!
Scenario - We want to batch re-export a large number of Substance Painter (.spp) files. The files have Output Directory and Output template settings saved into the file (presumably as metadata of some sort) which is shown under the "General Export Settings" in the export UI. However this data doesn't appear to be exposed to plugins or other scripts. If a user goes into "Export Textures" they can easily see the output template "(from cache") and output directory there and re-export manually. I would expect the same to be possible via code. Is there any way to access the values references by these fields so we can lightly modify them and then perform a re-export that is mostly identical to the last export?
When I edit a mask in the dirt folder, my scratch mask from a different folder rotates. What's causing this? Both are painted masks - not procedural or textures. Also, can I rotate a paint mask as a quick fix?
Hello, Is there a way to make the stylization filter work on objet with multiple uv seams ?thank you
Cannot mirror symmetry and radial symmetry at the same time
I need help with Substance Painter not loading my 3D Models to paint on.I'm running a Ryzen 7 3700K 8-Core CPUNvidia geForce GTX 1660Ti GPU32 GB RAMLatest Build Of Windows 10 Thie is my Issue Below: I select a New Project and I want to pain some 3D Models from these In-Game Models from the Video Game "Counter-Strike: Global Offensive". - See 1st ImageI select a 3D Model to open from the "Browse" - See 2nd ImageI get The Errors": - See 3rd Image[Plugin - resources-updater] No project open, resources updater discarded[Scene 3D] Errors have been found while splitting meshes per UV tile:Mesh 'weapon' has a face spanning across multiple tiles: UV tile 0, 0 (UDIM 1001) with vertex at U=0.4461, V=-0.001Mesh 'weapon' has a face spanning across multiple tiles: UV tile 0, 0 (UDIM 1001) with vertex at U=0.4493, V=-0.001[Scene 3D] Loading failed[Scene 3D] Failed to load 3D scene.Loading failed How do I fix this issue?
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