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I crash upon launching: Here are my specs: Settings (gyazo.com)
I'm having a couple of technical issues using UDIMs in Substance Painter: 1) Everything I do runs extremely slow.2) When I update a material it doesn't update in the viewport most of the time. Even if I delete a material it still shows in the viewport. If I delete a material and add a different one it looks like they are layering, even if only one material exists. I'm using black masking and have double checked to make sure the faces aren't assigned to multiple masks. I had 32GB of memory and it was maxing out so I added another 32GB. It doesn't max out now but the issues still persist. Anyone else experienced this? Any ideas? Thanks!
Hi! I'm working on a big object devided into multiple materials each with 4K textures. How would you go about covering the seams created inbetween the materials? I'm interested in solution for this specific problem, but am also interested in alternative workflows for big objects with multiple, seamless textures as well 🙂Thanks in advance!Tim
I just brought the steam version from Substance Painter. I know this licence is perpetual. But there is a way to have the licence.key from steam because adobe say that in September will be the last day to download the licence key, but I dont know for steam users if this is applicable.
Hi, I have a an Alienware X10 Ryzen with RTX 3090 setup with 3 Samsung U28E590 monitors attached running the latest version of Painter. When I move some of the windows from Painter (e.g. Assets and Properties window) to another screen, exit Painter and restart then Painter will white screen and be frozen. It actually shows the main window of Painter in white and the 2 other windows (in black) on the other monitor bnut then everything is frozen (no menus or other content is visible in the windows they are just blank canvases).In order to resolve the issue I can delete the "Ma1in window 2018" from the registry, but then my layout goes back to the default Painter layout which of coursew defeats the whoile purpose of having multiple monitors.I've tried all the other suggestions from other thread like turning VSync off, or lowering framerate etc, nothing has worked thusfar.
After reinstalling the system, Substance Painter can't be used. I reinstalled the system again, and he still can't. Win10 doesn't work either. After updating the graphics card, it still doesn't work. I've been tortured for four days. Tried switching three Substance Painter versions. But I can use Substance Alchemist. Neither Substance Painter/Substance Designer will work.
Is there a way to make a layer with opacity show the layer beneath it?I can achieve the result I want by exporting the opacity map, then re-importing it and using it as a mask, but there must be a more streamlined way to do it. I've tried all the blending modes, including on just the opacity channel for the layer, but nothing seems to work.Am I missing something?
When I want to get mesh TBN by designer input.Then import sbsar into painter.It's all get from 1001.Mesh Based Input | Substance 3D Painter (adobe.com)But Mesh Map is all right.Can it support udim?Because version?
Hello, everyone. Unfortunately, for a few weeks I have massive problems loading the thumbs of my materials. Even after minutes there is no preview and with every restart Painter keeps reloading, often working and saving is then also blocked. Does anyone have any idea what's causing this?Both substance Painter and my graphics card are on the latest version Best Wishes
Why Python "Project create" not Finished will to run the next codes???So will Print the ("Creat Finished..."),and will Creat Project A moment later???Use the Event is no use!How to do it ??===========================substance_painter.project.create( mesh_file_path = objpath, mesh_map_file_paths = maps, settings = project_settings) print("Creat Finished!!!")============================Thank you : )!
Use_Low_Poly_Mesh_as_High_Poly_Mesh is True, To Bake the Textures will Crash???If use by hands click the Bake Interface Will Be ok!!Why??==================================================params.detailParameters.Use_Low_Poly_Mesh_as_High_Poly_Mesh=true;\......parameters.definitions.Thickness.enabled = true;\alg.baking.setTextureSetBakingParameters(material.name, parameters);\var mar_name=material.name;\alg.baking.bake(mar_name);\});\substance_painter.js.evaluate(js_code)==================================================Thank you : )!
When I use substance painter and then switch to iray the colours shift much lighter and greyer. i wan to keep the colours consistent - how do I solve this?
I'm running into an error in which my texture sets are not applying properly to my model, creating distortion when I try to apply materials. For reference, here is what my model looks like when I apply a UV Border Distance generator to a basic material: The weird part is that the texture maps themselves, when I review them, don't look too out of the ordinary - I attempted to use texture maps that were baked within substance painter, as well as texture maps that I baked in marmoset to test it out. I have attached my log file to this post, and I have a zip drive with my scene, meshes, texture maps, and log file here.
Hello Any chance to convert substance painter smart material into sbsar file to be used in other engines like unreal? Best regards
Hi there.I seem to be having a very annoying problem.I am making a photogrammetry material tileable, I do this by adding a simple fill layer, this fill layer has a base color and height map and ontop a paint that is set to passthrough for both maps. I then use the clone stamp tool. however, the clone stamp tool causes artifacts in the heightmap. bit depth is 16 and I tried changing it. I also tried changing the imported file type but nothing works.This is what the artifacts look like, it might be subtle but it is quite visible when the light hits it.Is there any way to fix this?
Hello, I got the following Problem:Im importing Garments from Marvelous Designer to Blender to Substance 3D, but whenever i want to texture my garments, theres a bug where i only can texture certain areas.
Hi! I have a question. Im working for an AA studio using the latest version of Substance Painter, now by adobe. I have an Nvdia 3070, and 64 GB Ram with an I9. Everything updated. (I can't send/post anything) My task is to "correct" this file made by the previous guy, BUT here comes the issue :He made 10 versions of the same character INSIDE the same file. We are talking about 10 Folders containing at least others 15 folders with all the materials, generators, maps, masks etc. So as you can imagine it take like 18m to open and 6m to do every single action even in 512 res. IMPOSSIBILE. So, the question is. How can i work on this? 1) Is better to take all the materials and reference them? Or it s worse? 2) Maybe use 1 Folder with 1 set of materials and just change the colors/generators/maps without copying more materials in more folders. 3) Another suggested method? I CAN'T divide the file in 10 other single files (so, 1 fime per
For our own asset pipeline construction, we need to use SP's custom channel as a data map. The custom shader then reads the texture as the basis for rendering. Textures are generated by the texture generator created by SD. Reference file: temporaryPlan.spp, see Shader: Toon.glsl, as shown. Render the final result correctly Layer settings Cartoon Map User Channel SP defaults to premultiplied UVs and expands the channel map, which causes the data map to not read as expected, as shown. Reference file: bad.spp, as shown. render result Data channel error due to premultiplied UVs Because the relevant settings were not found, and the related API could not close the texture premultiplication and expansion for a certain channel. So try to use another auxiliary patch with fully unwrapped UVs to solve the problem. &
I would love to be able to easily set up multiple instances of the same item and export the whole set instead of going through one by one and having to rename the exported files afterwards. Example: I'm making a texture pack for a clothing outfit. Let's say there are 12 distinctly different looks/instances. I'd like to be able to export all 12 with unique filenames containg the Instance name for the different looks in one fell swoop instead of manually walking the exports for each look seperately. This would great for so many different projects, not just clothing. Perhaps it could be set up as an Instancing tab that saves Layer visibility and Instance name to be applied to the exported texture files. Having it remember which textures are skipped (because they don't change between instances) and which aren't would be amazing.
This course shows you how to prepare your 3D model for efficient use in Substance 3D Painter using either Maya, 3Ds Max or Blender.
Hi there.This used to be a discussion, but I want to make an official bug report after testing things and explaining my findings.You can find the bug in my original post HERE After update 7.4.1 (7.4.2 and above) there is a bug that causes artifacts on the clone stamp tool when using it with a paint layer set to passthrough. the bug happens specifically on the height/normal map
In the Adobe creative cloud app, it prevents me from keeping the latest versions when I wanna install an older version of painter.Is there a different way to get two versions to work on my pc?I need different versions of painter for different clients. Before creative cloud, I was always able to have more than one version installed.
Looking for a Substance 3D artist that has experience with characters and photorealism there are several small objects that will also need to be done through substance most of the UVs are applied what is primarily needed is substances painter to complete these mostly done models. Experience with 3D Studio Max or Maya is a plus, some modeling experience is a plus, Zbrush ++ Project will likely be on going on and off for the next several months may continue further so looking for a person who has availability sporadically after the initial push. Estimate 15 to 20 hours in the first few weeks or so, can't estimate hours after but approx 10 to 15.
hey what are these black jagged spots?i googled alot some say they are normals facing the wrong way but when i look inside blender it all looks fine all of them the same colori even turned backface culling on and it looks the same....they dont appear on the model itself in the 3d viewport..can anyone tell me how to fix it in 2d viewport?need the textures combined into 1 map because im modding an old game so using the 2dxport option and i need it without errors any setting ive overlooked? thanks for your time
Hi there, If I try to view my individual channels, they have become invisible. If I alt+left click on the layer thumbnail or if I select on any channel from the channel drop down menu, the mesh disappears. I have included a screenshot of my mesh with the Material Channel selected, then a picture of what I see when I try to view a single channel below it. That picture looks blank becuase my mesh disappears in my channels. Does anyone know why this is happening and how I can fix this? Thanks!
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