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Give that the texture export process is probably THE MOST IMPORTANT THING that Painter does and is the ultimate point of the software's entire existence, would it be too much to ask that we get some sort of confirmation that textures have been successfully output and the process is completed? It's ridiculous that there isn't one. Likewise, a more obvious update on saving a project than the TINY "project saving" barely visible in the bottom right of the UI would be nice. Projects can quickly get into massive file sizes so saving takes a long time. These types of things make busy artists' lives a lot more pleasant. Thank you.
Is there a way to make a selection or mask using the transparency in a PNG texture that's plugged into a fill layer? I'm thinking something along the lines of the way you can do this in Photoshop by Ctrl clicking onto a layer that has transparency to select only the pixels that have values. I have numerous PNGs with transparency plugged into the color channels of fill layers being 3D projected onto my model. I want to be able to select or mask these areas so that I can create custom isolated roughness etc for them. Is there a way to do this?
Hellow! About height value that changes form 1 througth 0 to -1i can change height value in arbitrary order (0.2 0.56 1 -1 0.455) and get "hilly, bumpy"Is there is any possibility to restore height value to zero using mask to het flat "surface"?
Is there a way to have only select channels active by default when you add a new fill layer?I have set up a template file with some custom channels for my texture sets. Some of these are support channels and dont need to be used on new layer. Is there a way to turn them off by default so we dont need to manually turn them off each time. Maybe having an eyeball icon next to the channel name in the texture set settings might work.Also is there a way to set the default colour of a channel? If I want to have the default colour for a User channel mask as black I would currently need to change that manually each time.
cannot activate my account using the licence key I have, any help ?
Hi. I have two computers. The old one works fine. My new built computer, a clean install of Windows and I installed Substance Painter (latest version as of today). After the installed it did run. I closed down, then reopen and it open the splash screen then screen goes full white, nothing but white and it never moves forward. I uninstalled and try a early version but same result. Before you ask for a crash log - how do I do this please. I am running a AMD Threadripper and have 2 RTX 3090 video cards. Help please as I can not use Painter on my new system.
I have no idea what just happened to my substance painter. I leave the software open over night. And this is what I saw in the morning. The painting mode is just like this(the attached photo). But the rendering mode is working properly. When I move the cursor, I can tell that the 3d model is in the right place but just the viewport is scaled down and moved to the left bottom corner for some none understandable reason. I have tried to reset UI, delete the folder under C - users - documents - adobe and the folder under AppData - adobe. I also tried to reinstall the software. And of course, reboot the computer. Looks no help at all. Please if you have had the same problem before, leave the message and if you have solved the problem. Please Please let me know. You will just save my life for sure.
Hello, I have installed the Substance Painter Plugin in UE5 and i see we can import Substance materials into UE. However, if i right click on a Static Mesh, i don't see a way to send thegeo to Substance-is there a way to do this?
Where can I find documentation on the available Python sub-modules?All I have been able to find are some example scripts:https://substance3d.adobe.com/documentation/spdoc/creating-a-python-plugin-197427756.html
I encountered problem when baking my mesh on Substance Painter. Ambient Occlusion map is the cause of weird gray shade artifacts appearing on the surface of my mesh. Anyone know how to solve this? I'll include my .fbx file down here.
So I’ve been having a lot of problems with baking and couldn’t get a decent result at all. No matter how I adjust the cage before baking I always get very weird results and disfigured silhouette of my armor. I don’t understand what I do wrong?It’s not supposed to be that my low res is that low cause I’ve also attached an example of a very cool project whose low poly is even lesser polycount at certain areas, and yet it holds the detail incredibly well. How does that work?
1. Add options for different resolutions for specific textures.2. Allow for custom sufix/prefix withouth having to create new output template. Our game engine uses additional maps to run sheen/sss ect. We have set up the custom user channels to paint these maps.However, to save memory, we dont need these maps exported out at the same resolution as the base maps.It would be nice to be able to specify a different export resolution per texture the same way you can specify a file type and bit depth. Also having options of 1/2, 1/4 or Double the texture set size as well as specific resolutions might help too.Being able to add a prefix or sufix without having to make a new output template or changing the material name or manually changing the file name would be helpful when making variations. If we exported our textures but also wanted a clean version without the dirt for example we could just add a simple _clean prefix without having to search through an extensive list of o
hello i try to learn how to make game assets and i made my models in maya i make them on top of each other same the same translation & rotation and scalei named them the same with suffix _low_high but when i import them into sabstance to bake the details theresult is bad can anyone help me to know why this happen please ??? this is the result on sabstance painterand the others photos how they match each other in maya
Using UDIM workflow is actually NOT possible to increase the horizontal and vertical Offset value for UV transformations beyond -1.0 and +1.0 And values larger than these ones would be necessary in examples like the attached one (see image) I can MANUALLY move my map to that 1004 tile, yes, but my Offset value does NOT reflect that final position. It should be aproximately 3 and not 1 And since that visible value is constrained between -1 and +1, I can not be sure if it’s really 2.995 o 3.005 or so… In much other sliders, both for Painter and Designer, we can go beyond the default max and min values, but not here. I consider this a severe limitation (bug?), since I can not precisely located my maps. Or maybe is there some way to change this that I’m not aware? Thanks!
So I used to own substance before it sold out running on 7.2 which was splendid. But since the switch everything crashes. And I bought the subscription because of said switch. And I saw that Adobe can do rollbacks but that was from last year....so IDK where, or how to fix it even after going through the troubleshooting that was suggested and funny enough everything wasn't put out of place....from the environment variables which was fine to the NVidia control panel to changing everything, from reinstalling, to window graphic setting and adding it to run on my GPU, and even turing off software incompatabilities i.e google and my firewall....still it crashes....I have an up to dateNvidia 1080, AMD Ryzen 5 2600 Six-Core Processor Drivers
Installed from: SteamOS: Linux Ubuntu 20App: Substance 3D Painter 2022Problem: libqxcb.so: (libxcb-xinerama.so.0: cannot open shared object file: No such file or directory)I'm new to Linux might be easy to fix thanks in advance 😃If there is any more info I can give let me know!
Hi Peeps, Quick qestion, when baking textures in substance, this part of the model is baking improperly and im not sure why. If anyone could help me out I would be real grateful. The first image is in substance painter, the second one is in Blender where I 3D modeled. Substance Painter: Blender:
Hi, somehow it seems there is no support anywhere for this particular problem.Maybe, and I doubt it, someone knows were I can get some infos. There is a Substance plugin for the Unreal Engine, I do not use it and do not know how to use it, BUT an external project uses it and I am now damned with it. The plugin is windows only but I need it for all types of consoles, it seems there are platform specific version of it for consoles and no info what-so-ever where to get those. Best regards
Hello. Please tell me why I don't have a drawing brush displayed?
Everytime I start a new project and go into the export texture window it is too big for my screen and I have to grab the top, shrink it downward, then click the window top bar and drag the window up. How can I get painter to remember the window size so i dont have to do this every time? Im using Windows 11 with 3840x2160 resolution at 250% (recommended) scaling. Thank you for any help!
I'm not sure what I did but suddenly when adding a generator I no longer get an option to select a generator option. It's just blank where the selectable field used to be. I'm new to Substance so could have easily done something I don't understand. I'm 85% sure I'm adding a generator to the same layer type that was working earlier (a simple color fill layer).
I allow Substance Painter to unwrap my mesh for me, which means I need to export this mesh to Unity for it to have the correct UVs. However it ends up rotated in Unity. There's no settings for exporting meshes in Painter (perhaps this could one day be added) so I'm not sure what to do about this. I have scripts that rely on the z-forward of the object, so just rotating them back doesn't really work. Does anyone know what I can do to export the mesh with the correct orientation?
Bonjour,J'utilise Substance depuis 3 ans et c'est la première fois que je vois ça sans trouver d'origine à ce problème : ma texture est nickel dans Substance mais aprés l'export un décalage apparait sur des endroits random. Ma modélisation vient de Blender et c'est en réimportant les textures dans Blender que je vois le problème, j'ai donc posté un message sur leur forum aussi, mais ils semblerait que ça vienne plutôt de l'export de Substance. Les UV sont clean, la texture se déforme sur une face plate et sans subdivision, la texture en haut et en bas de la face est bien calée, mais en plein milieu elle va se décaler. on le voit sur l'oeil droit, le sourcil droit et la moustache, mais la partie gauche du visage, le bouc et la racine des cheveux sont identiques. (1ere image : substance. 2eme image : Blender). Les UV n'ont pas l'air de bouger, je n'ai eu aucun message d'erreur, ni lors du bake, ni à l'import ou l'export, la modé n'a pas de point qui se balade, de normal inversé, de modif
The lastest version, as per title, now gives me the teal loading bar after almost every stroke I make in my file.This however only applies to NEW files created from the new version. If I open a file made in a previous version and instead import my mesh/bake and paint in there, the performance is much better.Clearly something got broke, you guys need to fix. Out of the gate it just seems like the performance tanked for no real reason.
It's very annoying to always do size adjusting , copy pasting size etc.
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