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Hola a todos,hace 2 meses instalé la versión de estudiante de Substance Painter, por mantenimiento desinstalé la aplicación, pero ya no me permite ingresa el código de canje de nuevo. No sé cómo volver a ingresarlo sin que salga que ya ha sido canjeado.
Hi, guys i have an unussual problem. Project that im currently working on requires me to create textures for models using only base color which is really hard considering amount of detail that mesh maps can offer. That means end product from substance can only be one texture .png that will do all the work. Is there any way in substance (or maybe another program using mesh maps from substance) to render my uv preview in material setting to one png file. Substance already shows me how uv presents in given setting but i want to additionally export/render that preview to png file.
Hello, i'm using Substance Painter 3D to draw a pattern onto a 3D model.So far i've been drawing my shape outlines and filling the shape in manually, this is very time consuming and inefficient.It seems there is no simple way to fill these shapes I have drawn. Is there a bucket tool option? Or some way to auto fill the shapes once I have closed them off? Hope to hear from other users, thanks.
I've run into an issue where the alpha for the normals is being ignored.I've tried to force the normal to publish with the alpha channel as seen in the image below. The out put does have alpha. And the settings are for RGBA. However as you can see when the SBSAR is brought into Painter the normal is not utilizing the alpha. I've alpha made an output with Opacity, Mask, Translucency but it doesn't seem to help. I'm bassically bringing in the SBSAR using Add Layer (not add fill layer) and changing the Normal blend to Replace. I place to decal, change Normal back to Normal blend and will get the full square of the decal not the shape.Is there a better way to do this? It seems odd having to change back and forth from Normal/Replace/Normal in order to get somethine close to what I need. I wish there was an option in the SBSAR to force Replace or perhaps have a toggle for it so the user could turn this on for the brush instead of the layer. It also seem bad that an empty layer
like in photoshop. it's sometimes necessary to keep layers in sync and I miss this simple way from Photoshop a lot
I keep getting this error when trying to export textures from substance.Not exactly sure what its telling me [MapExporter] Could not save //uapfs2/Profiles$/lvongmany/My Documents/Adobe/Adobe Substance 3D Painter/export/ligaments_diffuse_0_Height.jpg map: No archive found to open a device on file://uapfs2/Profiles$/lvongmany/My Documents/Adobe/Adobe Substance 3D Painter/export/ligaments_diffuse_0_Height.jpg
Currently attempting to start painter with the default executable makes it crash silently with the last line in the log: [INFO] <Qt> "[DBG INFO][Plugins]" "Enable plugin resources-updater located at file:///C:/Users/adamkelsey/Documents/Adobe/Adobe Substance 3D Painter/plugins/resources-updater/main.qml"[WARN] <Qt> QFSFileEngine::open: No file name specified[INFO] <Qt> "[DBG INFO][Plugins]" "Loading plugin "[WARN] <Qt> QFSFileEngine::open: No file name specified[INFO] <Qt> "[DBG INFO][Plugins]" "Enable plugin located at qrc:/plugins/pythonjsonserver.qml"[INFO] <Qt> "[DBG INFO][Plugins]" "Reloading plugin "[WARN] <Qt> QFSFileEngine::open: No file name specified[INFO] <Qt> "[DBG INFO][Plugins]" "Enable plugin located at qrc:/plugins/pythonjsonserver.qml" Switching to a modified executable with --disable-python the program loads properly, but obviously, python is not available. This is a problem since much of our codebase is
Hello! I know this is probably just a little simple option I need to change, but I'm having a problem where my fill layer with black mask is "leaking/bleeding" to another UV shell. I was doing some tests regarding t-shirt texturizations and then this happened:How can I change this so the fill layer will be only, 100%, applied to the shells with white color in the mask?
I have a steam version of Painter, it works fine if I open existing projects. But when I'm trying to create a new file, I press "select" to select a file, painter just crashes with no log info. I found in windows logs that Qt5Core.dll module causes this crash. Tried reinstall painter and C++ Redist. Nothing helped
Hello all,I have a model with three parts. I use the same texture settings in all three models. The problem that I have is that the pink texture looks different.Regards,Jochen
Can I export a UVMap?
Good afternoon, will you continue to release a personal version on steam for home use? I sometimes use the program for myself, at home, not at work, I can open it for personal use, teach something, train, study updates or paint a model for myself. I do not know if you will continue to release versions on steam. I would really like you to continue to release and support the steam version.
with the recent Painter updates my objects have turned pink, I have updated my drivers, switched shaders but no joy. I have tried all the fixes I could find online. Th eonly fix was to roll back 5 versions before things looked OK. Any ideas?
Please correct any misunderstandings here, but let's assume you set your document size to 512x512 and import an 8192x8192 texture for an object. You then clone a portion of this texture onto another part of the model and you export at 8192x8192. What you end up with is an 8k texture that looks "correct" (meaning, the proper 8k res) on all parts of the model except the part you cloned, which looks as though you cloned it from a 512x512 verion of your 8k texture; which you did. (because your document size was set to 512). You then go back and change your document texture set size to 4096 in the "Size" parameter in General Settings. The cloned area now looks like it was cloned from a 4k texture, which it was, because of Substance's non-destructive workflow. You then export again at 8k. Now you have 4k data inside of 8k data. (the cloned data was cloned from a 4k source.) Better than 512x512 data inside of 8k data, but the cloned areas are still only 4k.4096x4096 is the maximum resolution
How to make this plastic material? Maybe someone can help me, it looks really amazing.
I've had this issue for the pass while where blank spots would appear missing when panning around the viewport.What I know so far-Strictly viewport display issue (Doesn't affect the exported mesh or in IRAY)-Tends to happen after i create a fill layer-Possibly has something to due with baked layers (Thickness,Curvature etc) Only issue with it being the baked layers, the uv maps for it seem fine in the images below.What I've tried-Reinstalling substance-Updating shader-Reimporting mesh and re baking-Checking the normals and scale
It seems like you can`t eyedrop colorpick a color through a hotkey while painting if the colorpicker menu isnt open.This makes it very tedious while trying to do more painterly things inside of substance painter Currently whenever i switch to an eraser or smudge the colorpicker menu will close because its not dockable this means that when i switch back to a brush i suddenly can`t colorpick anymore using my hotkey. I think having both the ability to lock the colorpicker menu to stay visible and be able to colorpick outside of it being open would make life a whole lot easier painting inside the app.If the issue is that you don`t know what channel the colorpicker menu would be for then you could implement a dropdown for the channel inside of the colorpicker itself and make it dockable. By default most painting outside of masks will be done on the Albedo/Diffuse in my experience so having that set as the default sounds like it could work just like the viewport dropdowns work
The current gradientfilter is hard to manage and visually unintuitive while both photoshop and substance designer have proper implementations where you can add color on a gradient and visually move them around.Just the base functionality of the gradientbar with its colors would be great , all the additional features like the presets and fading between points would be even better,current one from the Gradient filtersuggested one from photoshops GradientMap Substance Designer implementation
I don`t seem to be able to disable this dotted line, it would be great to disable its visibility . Adittionaly it would be great to be able to toggle the gray overlay for the Lazy Mouse
Hi,I hope you are well. Is Windows Ink necessary to be on in wacom settings for Substance 3D Painter to have pen pressure sensitivity detected? My issue with Windows Ink is that it makes this annoying little circle then I draw. How do you go about it? Thanks,Artur
HiI hope you are well fellow artists. Does anyone know how to export custom shortcuts to a file or what's the path to the shortcuts file? Kind regards,Artur
I reently signed up for the full Substance 3D Collection but have not had much time to try any of the apps. I assumed that because I was able to download and install that my Mac hareware was adequate. Now, I'm not so sure, from reviewing the FAQs for minimum hardware requirements. Some of the minimum requirement are met; others not or I'm not sure. Can somone please make an educated guess as to the problems and limitations I will likely encounter or if will I need to upgrade to a more recent Mac to use the software at all? I'm considering a MacMini - m1 which I can't really afford, right now and would that be an adequate choice for future? Here's what I have - will it work? MacBook Pro (15-inch, 2017)3.1 GHz Quad-Core Intel Core i716 GB 2133 MHz LPDDR3Intel HD Graphics 630 1536 MBmacOS Monterey v 12.6.1 Thanks for your help and advice... I'm feeling really STUPID right now, for not checking hardware requirements, FIRST, before jumping in with both
I was told learning about ambient occlusion could help with this, but I was wondering if anyone else had some insight.
Hi I am university student and a starting 3D designer and after using Substance Painter 3D in my workflow for over a year I encountered a problem which seems illogical for me and I am unable to find a solution... I created a 3D model for my scene in Maya. Prepared it for baking texture maps (deleted history, possitioned it at cordinates 0;0;0, UV unwrapped), then I created a high poly version with smoothened edges for more natural look. Exported everything as FBX models and loaded it to Substance. After baking and changing settings of baking in Substance for best results I started inspection to verify if everything looks fine. It was not. For some reason Substance refuses to bake properly a Normal map on some edges of the polygons (look photos). I have never encoutered such problem. After this I tried all my magic tricks to bake these maps correctly. I gave low poly mesh more polygons, I tried to harden or soften edge before export. I remade UV map, made it higher resolution, averaged
Does Painter have something similiar to Designer's global seed? I've created a project which has a number of layers with a randomisable paramaters. I'd like to export the project multiple times, with a different randomisation each time. I've checked the Python/JavaScript API's, and they do not seem to expose the layer themselves, or the parameters, so that this can be automated. If there is not a global seed, what is a suitable process for generating multple variations from a single projct?
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