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So we pay for the software for years every month and there have not been a single meaningful update for 3 years +.The moment adobe bought substance is the moment I stopped seeing any updates to the substance painter.there are some stuff nobody uses but I'm sayingNEW TOOLSNEW MASKSNEW PROCEDURALSNEW ALPHASnothing.
Platform: windows 10 64-bit I tried to install the newest update for substance painter, the issue being it gets error code 113, i tried to unistall adobe creative cloud and re-intsll but that did not solve the issue, i have noticed that when i try to install other software like substance designer it works, it seems to be a substance painter issue. I followed the steps of error code 113 to the best of my ability on adobe help, but it was not my firewall, as the error apears when it is both off for a download and on. I am installing via adobe creative cloud.
Hey!I keep running into a weird issue when creating Smart materials for a project.It seems that whenever I create a smart material the generators, in this case dirt and metal edge wear, doesn't update their input maps when I apply it to a different texture set.I haven't been able to find anyone having this issue or talking about a fix. I've added both a picture and a 30sec video showing the issue.Video in the loom link belowhttps://www.loom.com/share/f92f46f3097b4d0e90c79b5327009cf3Thanks for your time!
How do I open the console for substance 3d painter? I have been trying to look for it in all the top tabs. Been trying to follow this tutorial https://substance3d.adobe.com/documentation/spdoc/environment-variables-172823292.html and it says everything but how to open the console.
It would be nice to be able to select rings and loops of polygons for painting or masking.
The thumbnail of the mask is displayed differently.What is the difference between this?I want the masked part to appear.(I'm sorry if the sentences are strange because I'm not good at English.)
Guys, I'm surprised at myself that I am suddenly unable to use stencil. As a thousand times ago, I have a fill layer which I want to reveal only partially, so I add a black mask, a Paint layer under the mask, select a brush and a stencil, and try to paint on it with white color. Nothing is painted unless I select H+V tiling (which I don't want, but it could be a trade-off). However, the painted area is not the one bordered by the stencil, but it's a little bit shifted to some directions. I've tried tri-planar and UV mode for the fill layer, as well as Tangent wrapping and planar (if I remember well the names of the paint layer's modes), with no change in the result. I've recorded a short video. Can you spot what the basic thing am I miss or do wrong? (Substance Painter is up-to-date, and I fight with it on Windows 11.) Thanks,Gus
create custom shelf and agdd standard bevel materials from library exported and add in my shelf missing thumbnails?help me
Hi all 🙂 Even though it seems so straightforward, I have always had a bit of trouble with the templates and exporting textures, so apologies if this has been covered but I couldn't find the answer anywhere. I'm having trouble exporting with the correct names... if I am using ACES color management, the exporter adds on "Utility" and "Raw" to the texture names. I duplicated a preset and deleted (_$colorSpace)(.$udim) from the output template, but that didn't work. I had to switch back to default color management to get the texture names exported the way I wanted them. Any idea what I might be doing wrong here?
算法_ 项目。保存( "文件:///c:/project.spp" )当我再次使用此功能时,它不会产生任何结果 版本 7.3.0 / 8.1.0 / 8.3.0
I made a test material with thick industrial paint, using a basic mask on the height channel. Trying to export the mat's height as a normal. What's the preferred method? Currently I'm trying to convert the height mask to normal data using the "height to normal" filter, but selecting it closes the menu (see attached). Is it broken or is this user error? If broken, is there another way I can convert the height data to normal? Using Substance Painter 8.3.0
Hi, I know this issue has been around and I've read and tried all the posts I could find on this.Yesterday my Substance was actually working for the entire afternoon after not working for a week, and today it's not working again. It freezes and shows white screen after launching.Here is my log in the attachment, I hope there is a solution to this.
Workflow question. What is the best aproach when texturing large objects like terrains. I am always having the issue where I use a material and I tile it to get the scale correct but then I start seeing the tiling. To combat this I usually copy the layer and mask with a different noise which helps but is a bit laborious. For example I am trying to texture a pyramid like buildng which is 50 meters but I am struggling to get the scale corret.
Only 3d mesh. What happand??? How to brinng it back??
I have a Fill layer with the Displacement channel active and Displacement enabled in Shader Settings. Notice in the image that the tiles don't line up at the seam. Is there a way to apply displacement and have UDIMS line up? I tried other projection modes but no luck so far... Thanks!
Can anyone list the steps for making a Displacement Map in PShop and import it into Substance? So far I made one in PShop at 2K and imported it into Substance via a Fill Layer and set it to Height, but the result was low res and not a true Disp Map when viewed along the edges. Either my PShop image is wrong or I'm using it wrong in Substance
I'm running SP on Intel(R) Core(TM) i7-4790 CPU @ 3.60GHz 3.60 GHz, 16GB RAM, NVidia M2000, Win10 Pro. I adjusted TDR in my registry editor, and followed all the other suggestions at https://substance3d.adobe.com/documentation/spdoc/substance-3d-painter-doesn-t-start-on-the-right-gpu-182266570.html. I'm still getting the GPU error message when I launch SP. This is the log:[Resources List Model] Icons memory budget set to 100MB.[Plugin - resources-updater] No project open, resources updater discarded[GPUIssuesCheck] Your operating system may automatically shut down Substance 3D Painter during long computations because your GPU doesn't support preemption.To avoid crashes, you can try increasing the TDR (timeout detection and recovery) delay(Learn more: https://www.adobe.com/go/painter-gpu-drivers-tdr-crash-long-comp). I don't know where to set Icons memory budget - my local cache budget, in preferences, is set to 3000MB. Suggestions? Ignore the error
When creating e.g. models for games, it is sometimes the case that some of the mesh objects which comprise the model as a whole need and have a high res version, but some not. Assuming the objects which do have both high res and low res form use the proper _high / _low naming convention, how should the rest be handled? Can this be handled in a single "pass" by citing the _high objects in the High Definition Meshes list, but then also turning ON Use Low Poly Mesh as High Poly Mesh? I'm hoping to convey the multi-mesh object model via .FBX.
Unless I'm missing something, there's a fundamental functionality missing in the way that texture placement works. If I bring in a nonsquare texture, obviously I want to retain its correct aspect ratio. Substance automatically makes everything square. That would be fine if there were an easy way to set non-uniform scaling (e.g. X=1, Y=1.5), then LOCK that relationship, then be able to continue scaling the texture. This is not possible -- unlocking then relocking X and Y values will simply make them uniform again (in this case, 1.5 would be reset to 1). This is ridiculous. This wouldn't be such an issue except for the fact that textures ALSO interpret alpha/transparency into channels where I don't want it, e.g. roughness and metallness. There is ALSO no easy way to disable this. So the textures that I necessarily make square to avoid problem number 1, then go on to create problem number 2. Either give us a way to keep the correct aspect ratio on nonsquare textures, or an
Substance Painter 8.3 has a support for reading in USD files.User can specify things like variants, subdivision level and frames from UI. Is there a way to specify these option when creating a project from python API?
Hi everyone,I'm having a bad shading error in Iray render that i cant explain.Is visible only in Iray, in paint mode i do not have any problem.The mesh has benn exported from Blender with the faces smothed and in fact the same mesh in blender does not cause any shading issue. Aloso if i give one more subdivision level to the mesh and i apply it, the mesh still give this weird shading issue in Iray.As you can see the mesh is rather dense, so i cant figure out which could be the problem.Thanks in advance to everybody.
Hi!I need to make my dirt work on every edge of my Color ID selection. Problem is, my dirt uses the mesh-edges for calculation.Can I make the dirt work along the ColorID edges? Or the Edges of my UV map, instead the mesh edge?In the example, I want to see the dirt along all red outer edges.Thanks,Peter
Tk2 Not sure if my post went thru so here it is again. I'm working on a High poly model that has a low poly version of it. Is it possible to transfer all that I've to to that low poly model? Cheers!-Pablo
I've updated to a brand new RTX 3060 recently, and after wrapping up my model and UVs I took to SP to do the texturing, but I've found that I'm having constant, seemingly-random crashes with no real way to repeat them. For example: Last night I worked on SP for about a total of 4 hours and suffered no crashes. But today I haven't been able to even rotate my object without it crashing, it'll either crash the moment I load the object, the moment I open SP, or really at any point during use from idling to painting a texture. I've attached the logs generated by SP, hope they help someone figure out what's going on. This is a fresh install of windows, as well, and I'm using the latest NVidia driver (Underclocked core memory by -75 mhz to see if that helps, it didn't.)If anyone can tell me how to fix this, I'd greatly appreciate it!
Please add linear and point texture filters to the types of filters that are available for the camera viewport. I need to hand-paint textures that are at or below a resolution of 512x512. I will be importing them into Unity and will be using their point filtering texture setting. Currently, I am unable to see what they actually look like while I am in the process of painting them in substance without stopping to export the texture, which is not a practical solution. This is making me consider possibly migrating to a different 3d paint program that does have this filter option such as Marmoset, etc., but I would much rather stick with Substance these features were added.
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