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Hello, can you help me to get rid of this ugly seam? Right arfter bake texture looks good but as I switch my view to something else visible seam appears at baked maps. It happens only with one marked island. I tried changing dilation, frontal and rear distances, antialiasing but it didn't helped. Increasing viewport quality also has no effect. Painting on normal and ao maps didn't helped either. I am using tri-planar and as you can see other seams not so noticable. Texture size is 4k. I am pretty new to 3d modelling and texturing so i could miss somehting. I appreciate any help and sorry for my English.
Substance Painter 8.1.3 build 1860Recently have been developing a versioning tool for Substance Painter. (Python)One desired feature is for it to add the file to the Recent Files list.substance_painter.project.save(substance_painter.project.ProjectSaveMode.Full) substance_painter.project.save_as(filename, substance_painter.project.ProjectSaveMode.Full)does not seem to add a new file to Recent Files.Does anyone know what the trick would be, or if it is possible yet to progmatically add the its Recent Files.?
I am planning to buy substance painter from steam. But i have few queries : first if i buy license today will i get updates till the same date next year or i will only get updates till december. Second can i use that license for commercial work
Substance Painter Support,How to fix this triangle like artifact which appears after the bake ? Is it in the baking settings or in the mesh/topology ?
I understand that one of the design principles of Substance Painter is to be procedural, non-destructive workflow and to allow the user to adjust resolution and to be able to modify the mesh UVs at any time. The requirement for this feature is that the mesh can not change. This is a MAJOR issue when working in a production environment.Never once have I received feedback from an art director asking for a UV change. What I have been asked to do is make a proportion change or to add some geometry to a character. When I bring it back into substance and update my mesh…well there goes all my hand painted masks. Sometimes the masks vanish from assets that are in the exactly the same place and have not been updated. The work around for this? Export your masks and import them back in as a mask fill layer. So much for my non-destructive workflow. ¯\_(ツ)_/¯When working on heads, you typically use the same base mesh with the same UVS. 
I've done with the redemption code. But it shows me " permission may be required"I asked my school too, I haven't found any solutions for this
I might want to submit this as a bug if nobody can offer a solution here. Still, I've used two versions of Substance 3D Painter, and both of them have this issue, so maybe it's not a bug. Here is a picture. There are a few things to note here. First, those clean stitches down the side of the You can see the badly rotated cursor if you squint, but a more easy thing to note is that the more fancy stitches I drew from right to left look just fine on the rare surface where the mouse aligns correctly, but go awful everywhere else. Oh, and before everyone asks, adjusting the Angle and Alignment settings does absolutely nothing to change this. So what else might be the issue? I can provide more pictures or files on request.
Hi there, The Quickmask feature has stopped working normally. I am in Substance version 8.1.3 Main issues: 1) "i" hotkey no longer inverts mask2) mask overage is 100% opaque (normally it has a level of transleuceny so you can see what's under the mask) Hope this gets reset/cleared up soon! Thank you
Hello everyone, i have a problem with baking outputs. Bake looks great in substance painter but after the export, there is a lot of issues and bugs. What can cause this artifacts?Substance painterExport
Hi,I am exporting my mesh as fbx from blender as low poly and high poly.I load the low poly fbx to Painter and bake with the high poly using these settings:Apply DiffusionI use the high polyDistance (0.004 or 0.1) same results for both.Antialiasing 4x4 The backing with the high poly is applied however, the low poly is still show over most of the model.Why is that?This is part for the model before baking: This is after baking, note the marks of the low poly.
HelloI'm trying to bake something using bake by mesh name. Without bake by mesh name it works fine. When I try and use bake by mesh name I get "Highpoly scene was required when baking normal map from mesh but could not be loadedI'm using blender and zbrush Any help would be great thanks Chris
I bought the substance painter perpetual license in 2020, and has a license key that works for versions up to Painter 6.20. However, I can't seem to find a place to download the installation file. Problem is that I recently switched from Windows to Mac, and therefore only have the windows installation file. How can I find the Mac installation file?
Hello - I'm trying to add a decal to this wheel. I've tried adding color and alpha both a fill layer and a paint layer and can't get it to stamp where I want. Centered on the wheel. If I click on the side it stamps just fine but if I click center nothing happens. I'd like to be able to have control over roughness, normal, and height too - effecting only the areas within the decal. It's a full color decal if that helps. I'm able to get it centered where I want it with a projection but then I lose control over roughness, height, normal and those effects apply to the entire model instead of only the areas within the decal. Any advice? Thanks!
Hi..this is really odd to me having used Substance not too long ago with no issues.When I open or import in an asset it is pink. The material menu has most of the shaders as a pink color.Any suggestions on this??This is not a problem on my PC. Just my Mac.I am on a Mac Mini (2018) OS 12.5.1PT ver 8.1.3I'll attach some screen captures.Thanks,Bryan
Hello Everyone, I Have problem. I have several spp files of a project but my adobe cloud just updated my substance painter and i can't remember which version i was using before, is there any way to know which version of substance painter my files were saved?? I opened them via notepad to try to find if there was any mention in the file about the substance painter version but I couldn't find anything. Can anyone help me?
Hello There!I've looked through a lot of different artifact posts and none of them quite fit the issue I'm having. I'm creating a stylized asset pack, but ran into trouble on this tree trunk that wasn't an issue with any of my other models. Included above are some examples of the artifacts as well as the UV Layout and low poly retopo. These arifacts don't appear at the seams and it doesn't matter how many rays I add to the baking settings/ increasing max values. These artifacts are also not affected by any height painting and don't appear on the ZBrush Model. I do apologize if this is a repetition, but alas, I did not see anything that helped in the other posts.Thank you!! -Bre Stats:-Substance Painter V:7.2.0-Cache Disk Usage 52%***There is an error at the bottom saying that: [GPUIssuesCheck] Installed driver for graphics adapter 'NVIDIA GeForce RTX 2080 Ti' is outdated.You should update them for a better experience (http://www.geforce.com/drivers
Hi,is there a way to obtain the color management setting of a current project via python?
My layer is blending to smart material whenever i paint any reason or any solutions?
Hi,I am a student of the Think tank training center.I have got the (Student or teacher's version)redemption code from adobe to install the substance 3d applications. I also redeemed it and got a mail stating that the redemption code was accepted. But I don't see any substance applications in my plan and I can only install trial versions of them. How do I install the student-licensed version?I wish that someone could help me out with this.Thank you [Screen images removed by moderator at request of poster]
When trying to combine normals on export using the Converted Maps Normal DirectX / OpenGL, they will not combine correctly if the Texture Set Setting Normal Mixing is set to Replace. Would be great to have this fixed because Replace lets us paint custom normals in case there are any errors in the maps.
Could it be possible to export textures mesh to 3MF in order to print it on Full color 3D Printer like Stratasys or Mimaki?could it also be possible to handle Displacement maps in metrics in order to get physical value for the height of the relief? thanks
The link to download the default LUT linear_to_linear.exr from the documentation is broken.https://substance3d.adobe.com/documentation/spdoc/color-profile-154140684.htmlDoes any have that exr lying around, or can somene from Substance Painter support fix the link please?Thanks!
Good afternoon. Excuse my english. For some reason textures baked in marmoset look pixelated in painter. If you bake textures in the painter, there are no such problems. What's this? Why does this occur? How to fix it?
I've Been trying to get a custom alpha to use for my brush, i want to stamp it around my model, and i imported it like tutorials do, as an alpha mask, it's exported as png, but when trying to brush it just shows a white square, as if completely ignoring the transparency of the alpha.
Hi I get the following message when baking from high to low in Substance Painter.[BakingProcess] Highpoly scene was required when baking Curvature Map from Mesh but could not be loaded.[BakingProcess] Highpoly scene was required when baking Thickness Map from Mesh but could not be loaded. I have 'by mesh name' enabled, the names of the models are correct. I am uploading FBX Binary files. I disabled 'Enable CPU raytracing'. I cannot find any advice online anywhere. Any advice would be appreciated.
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