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If I have UV maps like the one shown in the image (in the zoomed-in image you can see the very small/tiny UV islands circled red which will occur when using Auto UV solutions), is this really bad when doing a normal map bake substance painter? What problems does this cause for the bakers or is it OK to have these tiny islands? Any help in this area will be much appreciated!
Hello,what would be the best way to save settings from a custom python plugin ? In javascript I can see the alg.settings... ,but I don't see this being exposed to the python api as substance_painter.settings. I'd like to save some of my plugin settings without having to save them by myself. Thx F
Hi guys, hope you are having a great day. I have textured an old mobile phone model, it has a screen made of a glass material with the opacity channel set. This works using the PBR metal/rough with alpha blending shader. But now im trying to add subsurface scattering to the rubber buttons (on a different texture set) and this shader doesn't allow me to add an SSS channel. I changed the shader to PBR Metal / rough and can now select a SSS channel. I made a SSS material and it is working well. However my glass material for the screen has lost its opacity after changing shader. When i revert back to PBR metal / rough with alpha blending, the SSS doesn't show. Is it possible to have both opacity and SSS channels. Is there another Shader that I should be using for this or another setting that I have missed. Any help would be greatly appreciated, thank you.
Hi, Substance crashes when exporting in 4k. I found the issue, which was that there were many passthrough layers I made with clone tool for erasing seams. I'm wondering if I can export the maps without the passthrough layers first and import the tiff maps back into substance, and re-export with the cloned layers. This will be like baking all the layers into one map and the cloned layer will just need to sample one layer, which should be easier to compute.Will there be any quality loss with this method, since Tiff is technically non-compressed?
While working on 70 udim mesh with Subs, the area mask of all the layers I was working on became black. At the same time, a mask was also found where the area that was not selected as a white area was selected as white. This error was caused by working the area mask as a paint mask Is it because? No changes were made to the object. The above error occurred after turning 70udim to 512 size to see all and viewing all parts in the viewport.
Has anyone been able to use the car paint metalllic successfully in Painter? I've downloaded the .sbsar from adobe source but in Painter, the material just looks like a any material with metallic enabled. I'm using the Pbr-rough-metallic shader . thanks
hi friends! i've imported a tight, good quality FBX from clo3d into substance(and all the mesh fit together tightly here in clo). also output high quality UVs. in substance, i'm using a knit fabric from the asset library. any idea how i can stop these gaps from appearing between the seams? (i've seen this youtube video already but it didnt work for me: https://www.youtube.com/watch?v=axguS69rFT0&ab_channel=WesMcDermott ) any help apprecaited, still quite new to painter. thanks!
Hello.I'm having a problem because I can't even load the file now.Errors such as the above capture keep coming out.I don't know what to do. CLO3D has also been extracted in many formats, but none of them work.OBJ has also tried EXPORT in many settings.I've tried both 'thin' and 'thick' and checked if there are any overlapping UVs.I have also imported it in various settings from Substance Painter.I've done both openGL/directx, and I've done both check and uncheck 'USE UV Tile'. I don't know why the file can't be loaded. Please help me. Help me, please. I've been doing this for three days. I looked up all the tutorials, but I don't know why. The error message also says that you cannot just load the file and the reason is not written, so I can't even search.I'm going crazy. What did I do wrong? Please let me know if you know the reason.
I've recently updated to Substance 2022 (Designer and Painter). I've found that several of my Designer projects don't open, because it can't find some "alphas" I was using, that were part of the Substance Painter shelf. One example is: "square_rectangle.sbsar". I've tried searching for this, and although I still see this alpha within Substance Painter, I can't find the SBSAR file on disk to point Substance Designer at. Could someone tell me where these files ended up? These aren't my own custom alpha. They're built-in to Substance Painter, but I've having trouble finding them on disk. Thanks.
peut on utiliser un soft comme lightroom ou un plugin pour afficher les previews des fichiers*.sbsar et *.sbs car importer une bibliothèque dans painter consome toutes mes ressources (ram, proco) et ralentie considérablement mon travail?
HeyWhy do I get this artifact when baking AOThanks!
Hi, I have perpetual licences for Substance Painter and Designer 2020. Where can I download installers for these versions?Thanks in andvance.
Hello guys, hope everyone is doing Great!I have a question about GPU preference for Substance painter,Which will be good option for better performance? > RTX 4090 or > two RTX 3090 with NVLink Bridge? Thanks!
Hello good people, I am trying to make a SP python plugin which exports not only textures, but also parameters in a filter of the first layer. According to the python API document, I can access the UV tiling values or name of the layer, but it seems that the API doesn't have a method to access a parameter value of a filter. Is there a way to export those kinds of parameter values in a text file? I hope to get an answer.Best regards, Gregory Dongseok Kim
These lighting settings are messing my texture up in game, how do I make it so Substance doesn't make random parts of the model appear different? Here you can see it's made the top of the gun lighter.
Hi,I have a lot of substance materials. Fee ones, bouight ones. How do I preview these materials. If I add them to my Substance Painter library, it loads all of them . That is not what I need. It slows down SP.So how do you manage all your materials and preview them so you can find the right material easy? Thanks,Bart
Hello !It's impossible to paint anything by brush or by using a fill layer. Any color doesnt apply. Only green color (by default I guess).I also have such lines in a log:[GenericMaterial] The uniform 'alg_selection_tex' will never be set.[GenericMaterial] The uniform 'environment_texture' will never be set.[GenericMaterial] The uniform 'material_lod_mask' will never be set.[GenericMaterial] The uniform 'sm_tex' will never be set.[GenericMaterial] The uniform 'texture_blue_noise' will never be set.[GenericMaterial] The uniform 'uvtile_reference_sampler' will never be set.[GenericMaterial] The uniform 'alg_selection_tex' will never be set.[GenericMaterial] The uniform 'environment_texture' will never be set.[GenericMaterial] The uniform 'material_lod_mask' will never be set.[GenericMaterial] The uniform 'sm_tex' will never be set.[GenericMaterial] The uniform 'texture_blue_noise' will never be set.[GenericMaterial] The uniform 'uvtile_reference_sampler' will never be set.[GenericMaterial
Hello,I have a student account with Allegorithmic, but I think my student license has expired. I'm still a student at CGMA (CG Master Academy) and need to use the Substance Painter student version for my homework. Is there a way to get an extension or a new student license? Would you please tell me what the steps are to have my license renewed? Should I provide my proof of enrollment? Please let me know. I would truly appreciate it.PS, I also have an Adobe student account and I noticed you have Subtance 3D Painter...is this the same Subtance Painter from Allegorithmic? I tried to download it as I download Photoshop or Illustrator from my Adobe account, but it only gives me the option of trial or buying/ not downloading? isn't it included with the adobe student account? Let me know please.Jorge
I made assets in Blender, export them as FBX and import them into Substance Painter,However importing them into Substance Painter alters the UV maps and adds lines between vertices that aren't present in the Blender version.
New Update and noticed it just sticks/freezes on saving and I keep loosing that sessions work. These are 19GB to 20GB files.I also noticed this in the event viewer.Fault bucket 1434232854114703809, type 5Event Name: RADAR_PRE_LEAK_64Response: Not availableCab Id: 0Problem signature:P1: Adobe Substance 3D Painter.exeP2: 8.2.0.0P3: 10.0.22623.2.0.0P4:P5:P6:P7:P8:P9:P10:
Hello, Im currently working on baking my character model, doing the same workflow ive done dozens of times. This time I just cant figure out what the issue is. My bake loads properly in Marmoset and previews just fine, its just very laggy and Im more comfortable with Substance painter currently. When I go to bake my high to low, Im instantly given bake failed for all texture sets. Im given these errors: I have run through all possible issues I can think of dozens of times. My uv's are all in 0-1 space with no overlapping, I have 5 different texture sets which are all applied properly. _High/_Low suffixes are all applied properly. Low Poly is 70k tri's, High poly is 70 million. There is no Ngons. High Poly is exported from Zbrush as an FBX with GRP turned off. Again, The bake works in Marmoset, so I dont understand why it instantly fails here in Painter.
Hello, I am new to using the Substance Painter application and encountered a problem while using it. When baking the Low Poly Mesh, strange issues appeared in the maps. How can I fix this?
I have a horrible bug. One of the hundreds of layers has only height information. (No masks) After restarting, it has some dots (1-pixel size). Some gradients are looking like 8-bit images. This only happens after I close Substance and restart it. I tried everything please help.
When the painter exports the UDIM model into Maya, the UV will be superimposed to 1001, and the UDIM model cannot be exported correctly
I am using ZBrush and PolyPaint (Vertex Color Information) for furthre use as a Masking ID when baking within Substance Painter. Screenshot below shows clean Polypaint (Vertex Color) When baking inside Substance Painter, I am getting everywhere "Color Bleeding". For example, the rope should be only blue, but green color from the sack is bleeding into it. What am I missing here, what am I doing wrong and how to fix that issue?Thanks for any thoughts, ideas and help,appreciate it!
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