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# note that this bug only happens after you first open the scene# if you perform operations that modify the file during the same session, the error does not reoccur# oddly, this seems to happen with large numbers of meshes with only some of them being enabled# my test scene had 9 meshes, and if I enabled anything less than 4 of those 9 meshes in the# geometry mask on the group layer, it generated a ‘vector too long’ errorimport substance_painter as spcurrent_stack = sp.textureset.get_active_stack()selected_layers = sp.layerstack.get_selected_nodes(current_stack)for layer in selected_layers: if layer.get_type() == sp.layerstack.NodeType.GroupLayer: enabled_mesh_names = layer.get_geometry_mask_enabled_meshes()
import substance_painter as spcurrent_stack = sp.textureset.get_active_stack()selected_layers = sp.layerstack.get_selected_nodes(current_stack)for layer in selected_layers: if layer.get_type() == sp.layerstack.NodeType.GroupLayer: # this always returns an empty list, regardless of the number of effects on the group layer layer_effects = layer.content_effects()
Hi, hope you’re good 👍🏾I’d like to request an option to point at a specific After Effects installation for the Export > Send to After Effects command.Use case is that I have a bunch of different versions installed for older project/plugin compatibility reasons, plus I’m working in the AE Beta for testing most of the time. The current functionality seems to automatically send to the most recent release version, and it would be a big timesaver to be able to specify which version of AE to send to, especially as this command can generate just and GLB file without all the maps as well.I’d imagine the most straightforward place to put this would be in the config options for Send to AE - there could be a dropdown with all the recognised installations, and a checkbox to enable selecting a version manually.With all the good work that the AE team are doing with substance and 3D integration right now, having this flexibility would offer quite a big quality of life upgrade.Cheers!
The UDIM numbers are not useful for game engines, yet they are essential for painting and baking across multiple parts of the mesh in Substance Painter. Instead of having to look up what part 1004 is, it would be nice if I could export it with the name I put on the tile within Substance Painter.
Hi all, I am getting the following error over the last couple of weeks and I have no idea what the issue is. “Critical error can't build edition context. Invalid edition target”This pops up on different models and models that have worked with no issues before. I have updated to the latest edition but it hasn’t fixed the issue. The error pops up randomly when I am working on a model and I can pin point it to anything one thing that I am doing. Any help would be amazing as this is preventing me from completing work.
i am getting this error message [Resources List Model] Icons memory budget set to 1OOMB.[Plugin - resources-updater) No project open, resources updater discarded[Scene 3D] Unable to open file "(Scene 3D] Failed to load 3D scene.unable to open file
Inside Painter, MacBook trackpads only control zoom when two-finger swiping and nothing else. Swiping zooms, spreading fingers does nothing, shift+swipe does nothing.I would expect it to work the same as the 3D view inside Designer, in which two-finger swiping rotates, shift+swipe pans, and finger-spreading zooms in/out. That’s how all other 3D applications I’m aware of also handle trackpad navigation, so this doesn’t seem like an intentional design choice.
im pretty sure its not a brush or alpha or whaterver... perhaps a smart mask? not sure. i have provided a screenshot of what im talking about below.
Hey! Had to leave the PC for a bit. Saved the project, exited Substance and turned off the PC.Cameback and I can't open the project? Getting errors:[Scene 3D] Unable to open file "".[Scene 3D] Failed to load 3D scene.Unable to open file "".Please tell me there is something I can do to fix this. This is literally 20 hours of work wasted if it’s corrupt beyond fixing. I have no idea how this even happens?
allow multi axis mirroring. I think it would be better in fact to just remove mirroring at all and have it as an effect, which gives better control and avoid having to repaint if your forgot to put the mirror on, or remove the mirrored side if you decide it is better but have to use some workaround as the mirror is destructivefor example texturing a sword, I may need to reflect details to the other side and back for the blade, which is impossible and I need to use a lengthy workaround such as using shared uv space and then baking or something else, which is not really ideal... would much appreciate an update like this..
I'm a verified student and i'm paying for Adobe Creative Cloud, i would like to have access to adobe 3D Painter as it's free for student, but when i try they ask me to pay. How do i get access to it for free, as a registered student ?
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?
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??
When painting textures, there are situations where I need to add a new channel (for example, Opacity) at a later stage. Currently, when a new channel is added, it is automatically enabled for all previously used materials, even if I do not want those materials to use this channel. I would like to have control over how new channels are applied to existing materials. Specifically:An option to automatically enable the new channel for all existing materials, or Have the new channel disabled by default for existing materials and allow the user to manually enable it per material. This could be implemented as:A confirmation dialog when adding a new channel, or A project-level preference that defines the default behavior. This would prevent unintended changes to already finished textures and improve workflow flexibility.
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.
Hello. I added some plate polygons to add some flair to the model. Then I added a color material to the plate polygons and baked it again. However, doing so caused the previously normal drawing to collapse.I checked it several times, and it was the exact same model except for the plate polygons, and there were no problems with the color material. Therefore, I consider this a bug.
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?
I need help fixing issues with the latest version of Substance Painter.It's becoming almost impossible to work.The first bug I encountered was objects becoming transparent when I scrolled. Annoying, but not too much.I also have different channels that disappear randomly in certain places, but hiding and redisplaying the materials is usually enough to fix it.The most annoying one is this: when painting in a mask, visual bugs appear, but more importantly, what I've done randomly disappears. (see in the video) Sometimes it suddenly becomes very pixelated with no way to go back. Substance Painter 11.1.2Windows 11
1.gifFor bake maps imported at file creation, the auto-updater doesn't do anything either by itself or when manually clicking update assets. The only thing that reloads that map is the old method of right clicking and choosing Reload. Substance Painter Version 11.1.2 Build 5115Windows 11
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