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i mainly do stylized art and upgraded to the new subscription and lo and behold, the new baked lighting filter is so butchered? not in quality but the features. It now doesnt take the underlaying materials into account anymore and previously we had the choice of sun+sky+2 additional lights. If anything, more lights and adding specular occlusion would ve been good enough so im not sure who at adobe decided to remove those things. Please dont let people do creative decisions who barely are creative themselves. Senseless change. Stop removing things from stuff, urghhh
Anybody know how to fix extremly low res of the preview stencil when using projection brush/tool ?It wasnt like this in older versions Here a random example, the text becomes almost illegible, and it gets worse the higher the resolution of the projection, sometimes turning into just blocks of color.
Hopefully simple problem?Trying to custom export.Red channel - ID map (from game)Blue channel - Ambient OcclusionGreen channel - BlackAlpha channel - Black I have tried multiple texture settings using the user channels.The RGB export correctly as intended, however...No matter what I try, the alpha channel still exports as white channel or no alpha at all.I have tried setting the alpha: as User01, gray and A channelWhat is the solution? besides having to rebuild and fix in a 3rd party program?
i wanted to know if its possible in anyway to anchor or parent a spline path in order to use the same path to genorate 2 seporate masks that are both afected by the same base spline. i would like to prefece not the mask genorated by the origional spline but the actual spline data to then spawn stuff on
Hello. Maybe someone can help. How to run the script using a hotkey, let's say ctrl+H or H.I'm completely zero in programming, but I managed (via GPT) to get a python script:import substance_painter as sp#Get the active layer stack and selected layersstack = sp.textureset.get_active_stack()layers = sp.layerstack.get_selected_nodes(stack) # list of selected Layer objectsif layers:layer = layers[0]# Toggle visibility: get current state and set the oppositecurrent_vis = layer.is_visible()layer.set_visible(not current_vis) The script is triggered, but how to assign a hotkey on it? Thanks!
Hi - so I bought Substance painter 2 in 2016, I want to use it but the product seems migrated to be owned by Adobe these days.This webpage here :https://substance3d.adobe.com/faq-end-of-life-accounts/... it mentions contacting adobe support for help - but it doesnt say who precisely to contact, so I ended up here in this forum.Any help with this would be much appreciated, thanks!
Can't paint on one of my materials. My material has two objects, a table and a chair. However i can paint on the chair but not on the table. Why?! I'm desperate and noob
In the latest version 11.1.1, when using "Use Low Poly Mesh as High Poly Mesh" for texture bakingThe Self Occlusion selection failed in Ambient Occlusion/Curvature/Thickness The behavior of "Only Same Mesh Name" is identical to that of "Always". The attached image shows the AO baking maps in different Version.
Hey, Since i updated to the newest version (11.1.1) this has been happeningWhen just opening the project, the textures wont load, making the object totally white. The textures will only load up at their full res when disabling a layer, but once i move the camera they will go back to being blurry. This didn't happen before the update.
My texture looks flat as if there's no normal map, but looks great in Substance ..side by side view in attached. Any suggestions?
Bonjour, j'ai accès aux logiciels substance painter mais pas à la library, je ne peux rien télécharger. Je pensais qu'on avait accès à la librairie si on avait les logiciels ?
Emissive in Iray caps out and is not nearly strong enough for certain renders.You can normally only get the strength to "1" using the sliders in Iray mode.It is possible to get the emissive to "100" if you set it in painter mode and then swap to Iray mode.(this is a bug, but it works in my favor)However, even the "100" is a hard cap that sometimes isn't enough.I'm currently trying to render a car, where the headlights needs to be much brighter than what the emissive setting allows me to set.Since real headlights have pretty small but very strong lightbulbs, they use reflectors to boost that light even more to get sufficient brightness. Even with a reflector being 100% metallic, with 0 roughness, the bounce light is not strong enough whit the emissive getting capped at "100" in painters Iray mode. I also use emissive materials to create bounce lighting in some cases. I can add a surface and add an emissive material to it to simulate light sources in my scene. If I get more co
Hi everyone, We're excited to announce a new Adobe Community experience is coming this January. A little bit about the update:The new experience will be simpler to navigate, make it easier to connect with other creatives and Adobe experts, and will give you clearer ways to share feature ideas, enhancement requests, and bug reports—with greater visibility into their status with our product teams. In the meantime: Adobe Community will remain active. Keep using it as usual—there will be no interruption in access. In fact, you’ll notice even more Adobe Experts on deck to provide faster responses before, during, and after the update. No existing content will be lost in the update. Every single post, reply, solution, feature request, and bug report you’ve made will be transferred to the new experience. You won't need to recreate anything. Existing content will reappear in two phases. When we launch the new community, all posts created on or before November 16 will be there from day one. Aft
Ever since I updated Substance Painter to the latest version (11.0.0) I haven't been able to open my recent project, doing so causes the program to crash.
Hi!Im using substance painter 11.1, win10, geforce 3060ti latest drivers.When i use Projection tool, its just grey. I dont see any aplha/texture aplied to projection.
Olá, eu possuo a versão vitalícia do substancer da steam e não consigo abrir o programa. Quando coloco para abrir aparece a tela de carregamento com o dragão e depois de um tempo ela some e o substance não abre mais. É até possível ver pela steam que o programa não está mais rodando. Gostaria de ajuda para conseguir resolver esse problema e voltar a utilizar o substance.
Stencil not visible in projection painting in mask paint mode. Stencil is visible if projection painting on a material paint layer, however shows up as gray square if projection painting in a mask. Steps to reproduce: 1. Add mask to any layer.2. Enter projection paint mode 3. Add any texture/alpha/image to grayscale input.4. Cannot see stencil in 3d viewport This issue seems to only affect painting masks as all other channels seem to work correctly. Gray square shown below, but grayscale stencil for painting is applied. Painting on the actual stencil STILL WORKS CORRECTLY, its just you cannot see the stencil you are painting
I am a newbie to Substance Painter so tips and critiques of any kind are welcome. I am making a space ship interior kit for game development. I have many different meshes in one project so I can see the all the parts put together and to make the parts seamlessly connect. Side Question: Several of the parts (floors, ceilings, walls) are the same object in different spots. Is this okay to do? Will I encounter any problems having it like this?I even have multiple variations of the same type of object that overlap. Specifically the corner inserts (one is angled one is "beveled" or flat).As you can see they overlap which is causing problems with baking the mesh maps.It doesn't matter what settings I have, there is always a problem with the mesh maps (this is the result of having only this one object checked and having self occlusion set to "always" or only "same mesh name" does not change anything).Is there a way to bake each mesh's mesh maps separately while they are all in the same projec
Ever since the update yesterday every time I save any Substance Painter project be it new or old it the program crashes. Luckly it does save before it crashes but its annying to keep working if I want to save while working. Im on a MacBook Pro M3 Max 128GB memory. Thanks in advance.
Hi everyone! Since the last update 11.1.0 the program crashes for everything. It happens when opening and closing tabs, and when the program has to process and load the blue bar at the bottom, as well as when creating new fill layers and many other things. It also crashes when changing texture resolution, etc. It crashes practically everywhere. I'm using a laptop with the latest Nvidia Studio 581.57 video driver. It worked without problems for years until this new Substance Painter 11.1.0 update. My laptop specifications: - Asus Strix - Windows 10 Home - Intel Core i7 7700HQ 2.80GHz - 20GB RAM - Nvidia GeForce GTX 1050 4GB - 1TB SSDI submitted a report from Substance Painter when it crashes, but I haven't received a response. I don't know if anyone else is experiencing the same problem. Thank you very much!
Substance Painter crashes on my Mac Studio M1 when I save the file. I have erased drive and installed OS Sequoia 15.7.2I have installed Substance Painter.It still crashes when I try to save the file. ???
Running version 11.1.0 and Substance is stuck saving file. Has been "saving" for about an hour now, which far surpasses the usuall 10-20 seconds. Thinking I'll need to force close but hoping there's a way to resolve this without corrupting my file?
Hello. I am currently working with my first project texturing a Sketchup model in Substance painter. The models will become a MSFS2020/-2024 helipad.I have a very basic understanding of UV-mapping, but I am not very motivated to adjust large and small details manually by making seams and such. I therefore use the automatic UV-unwrapping function available before importing into SP. The building consists of large walls and windows, while also containing smaller details such as keylocks, CCTV cameras, and signs. While the walls, roof and windows are looking ok, the smaller details turn into a blur. I suspect the UV-mapping is making these details too small to really do something about. The question I need to ask is then how you would prepare a building with large and small details for texturing in Substance painter. I appreciate all insight into this issue.
Question.What would be the best course of action to have SP match a game's lighting, emission, enviroment setttings to a game's settings?I am wanting to match SP painting mode rendering screen to the game's enviroment lighting, emissions, etc.Game: World of TanksEngines: Bigworld / HavokSubstance painter does not have render setup for either or anything close that matches.Reason.I have to constantly repaint, adjust metal / rough, ambient occlusion, etc each time I paint a new model, export textures, configure .PNG RGB(sometimes alpha) to be converted to DXT1 or DXT5 DDS file formats.I have to do this every time I want to test all the effects on each model just to see if they look correct in game.2 Pictures included.1 from Substance painter1 from in game garage. shows the best differences.So any help on this would be greatly appreciated..
Environment artist Sherif Dawoud has just created a new Signature Collection for Substance 3D Assets, Welcome to Mireland, focused on the richly atmospheric world of wetlands and marshes. We’ve also just published an interview with Sherif, where he breaks down the creative and technical processes behind this collection, exploring the construction of several key materials, including a highly flexible birch bark system, a mossy swamp-ground surface built from tile-based organic patterns, and terrain materials enriched with customisable grass, leaves, and twig placement. Sherif also shares insights into using displacement-driven workflows in Unreal Engine with Nanite, and how decals, with carefully applied normal exaggeration, can add realistic variation without heavy geometry. Read the interview with Sherif right now!
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