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i have an issue with the new version of substance, since i update it to version 7.4.2, every time i save my project, then i re open it my layers does not apper at all, i cant make them visible to continue working
I am using mac OS Substance painter 7.4.0 - 7.4.2, It was working perfectly fine but when update to 7.4.2 appeared my Substance painter stop baking high to low mesh. When i try to do that he just show the window of baking mesh and stops on that, if i try cancel, it will not work. I can not export log, because while Substance Painter is "baking" i can not do anything and only i can do is force quit Substance painter. I can not detect what my problem is. I tried to install Substance Painter version from 7.4.0-7.4.2, but the problem stays, so i understand that i do not understand what happened. Please If someone run into the same problem help.(I am using macbook pro 2019 OS Monterey, i attached settings of my mesh maps and baking window)
I'm working in Substance Painter 7.4.2 and the Resources Updater is asking to update a few resources. I've made several attempts but for some reason the following files will not update (see attached image). Anyone have a solution to this? Thanks! Mac OSX, Substance Painter 7.4.2
Hello!I'm wondering how I cam make my stitches procedural? I can use fill layers and masks to make everything else I do procedural but I'm constantly re-drawing my stitches. I have the same sweater model that I re-render again and again with new designs and it would go INFINITLY faster if I could only procedually change the colour of my stitches.Is there a work around for this? Or am I ignorant to a current method? Please help! Thanks, -Brendan
Is there a trick to get wacom pressure sensitivity to be recogonized in Substance using PCoIP?I see pressure sensitivity in Wacom Tablet Properties. For Photoshop, I had to use Wintab:https://helpx.adobe.com/photoshop/kb/enable-optional-extensions-photoshop-cc.html#turn_off_system_stylus Thoughts?
Modelling done in Blender. Made lowpoly and highpoly. As you can see, I have lowpoly mesh with multiple separate objects: bat, nails, scissors, wire, handle, battery etc. On the highpoly I only have bat, handle, scissors handle, ducktape. How can I export whole lowpoly but only bake meshes which have their highpoly version ( in this case it is handle,bat, scissors and tape).
hi,i textured my cloth design in substance painter and export to blender, some of pieces worked but skirt and jersey are problem, i couldn't figure out why it's happening.anyone can help me about this?i attached the images so you can see the problem. thank youregards
Hi,Is there a difference between shelf and asset? it seems that I have a tab called Assets up by default and I cant find Shelf which all the tutorials I have seen use. Im sure there is a simple answer to this. Thanks for any help.
Hello, is there a way to bake the MTL/PNG into the object in painter so it can be exported for use in a vitual tabletop(VTT)? In the VTT there are usually just the 3 files, but when I export with painter I am not sure which channels to turn on and off. Thank you for your help.
Доброго времени суток! Меня зовут Максим, и я учусь по курсам в SkillBox. Вот мой вопрос: Могу ли я, получить доступ к программе сабстенс пейнтер как ученик?
Hello, I need help to run Substance Painter in Cinema 4D: I’m not sure that Cinema 4D agrees with Substance. How could I check it? It is not in the list of plugins.Thank you for your advice.
I am building a python plugin to simplify exporting, but I can't figure out how to get all the output templates.I know how to get them individually like below.unity_export_preset = substance_painter.resource.ResourceID( context="your_assets", name="My Unity HDRP Template")But I don't know the smart way to get them all.
https://www.youtube.com/watch?v=8g8NqR5TqIU I am experiencing this issue.I have also attached the log.Thanks!
I understand Substance Painter creates texture sets automatically for each Material ID in my .fbx file. But my use case is that I have a single model, say it's a monster, and I need to paint different varieties of textures on it (e.g. fire-type monster and ice-type monster). So far I create a different Painter project for each of them. But it's getting out of hand because my game sometimes needs 10+ varieties of the same model. Is it possible to have just one Painter project, with a texture set for each of the varieties?
I have an existing FBX (uses UDIM tiles) that's used in an existing Substance project. The project has many layers.If I then add an obj (or obj's) to the FBX in my 3d program, then update the Substance project with the updated FBX (obviously I retain strokes so I don't lose my previous layer work), the FBX updates the Substance project, no issues.But here is the frustrating part: By default, Substance inserts the new obj (or obj's) into EVERY SINGLE layer in the Substance project!! With large complex projects, 3d models do change, and its a HUGE time suck to have to go into the Substance Project every update and deselect these new objects from every single layer. Is there a way to change this default behavior so that Substance DOES NOT add new objects to every layer when updating the FBX, while still preserving previous work done on existing objs/layers?
Hello I'm BRAND NEW to S.P and I have some questions regarding custom settings. 1. I use Maya and I would like to configure SP so I can use the same control settings that I use in Maya. In the tutorial I'm using it is stated that the option setting is available when I launch SP but that is not happening for me. Where do I go to apply these settings? I'm currently using Substance 3D Painter (substance edition). 2. I'm following a tutorial but I've noticed that there are some features that my version does not have such as the SHELF (as per attachment). How do I bring up the Shelf? Note: In the screenshot, the top red box is from the video and as you can see my version does not have the same. 3. I've read online that there is a plug-in for SP that Maya uses. Is this something that I should add into Maya or can I do without it? 4. Lastly, I use Renderman as opposed to Arnold (
The paint can load 4 UDIMs, but 4 mask textures are packed in each UDIM when the UDIM is loaded as a mask. Can you please tell me how to solve this problem?The model and texture are exported in Houdini.
HiLast week I downloaded the new Adobe version of Painter direct from my Substance account. On opening it takes almost a minute for the materials to appear in Assets and the "generating thumbnails" message to appear (following which the actual thumbnail generation happens quickly). Storage is on m.2 NVMe drives so loading should not be slow. v7.2.0 on Windows 10 21H1 System : i9-10920X, 128GB RAM, NVidia 2080ti GPU The previews folder has 719 files and is 64MB I'd appreciate any tips as to what might be causing the delay Dave
I noticed geo masks don't actually bake/finalize my painting which is great for non-destructive workflow but I noticed stuff like ctrl+Z or toggling geo masks gets sluggish re-computing .Is it feasible to have ~25 groups x 3 layers per group (75 layer total) that all use geo masks? Here's what the project looks like:
I am working on a large texturing project. I am 85% done and I need to add some additional geometry to the file. Do I need to add the new geometry to the existing in a program like Max or Maya and bring the entire thing into Painter again or is there a way to import just the new pieces into Painter (into my existing project)? TIA Dean
Is it possible to set it any higher than 8192? I have some pretty large textures im trying to bring in to Designer.. I see you can change the cooker size in the prefs to 32k but idk if you can increase the parent size
I want to make a user channel in a stack and edit it by Python API.Making the user channel will succeed but I can't access it. How do I access the user channels.from substance_painter import textureset ChannelType = textureset.ChannelType ChannelFormat = textureset.ChannelFormat for tex_set in textureset.all_texture_sets(): for stack in tex_set.all_stacks(): if not stack.has_channel(ChannelType.User14): stack.add_channel(*channel_param) print(stack.all_channels()) # [Python] There is no channel 'user14' in the texture set.
is this behaving correctly? when I lower my opacity slider on a layer to zero, it still shows..is there a way to have a layer totally dissapear by just lowering the opacity to zero, like it would behave in say photoshop or any other application? https://gyazo.com/43b7df53d696e9657aeb24d424538c0b
Hi.I don't have export options from Substance 3D Painter to 3D Stager in the Painter app. It only shows Photoshop as an export option. Using Steam edition.
I am textureing the interior of a large airplane. There are a few instances where the panels for the pilots are dulpicated for the pilot and copilot. There is a lot of buttons and text on each button. Is there a way to move nultiple text objects inside painter at the same time so I dont have to place every single piece of text one by one? Thanks, Dean
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