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Hello, we can't seem to install any Substance product on CentOS, it gives an error saying we don't have the latest OS version (7.6) but we're actually running on 7.9. Anyone else bumped into this problem and know how to fix it? Thanks!
When I try to bake with a subdivided model, I am getting weird artifacts on hard edges, that have been creased. See screenshot below. Average Normals (on/off), Frontal and Rear Distance, as well as all other options do not resolve this.What am I missing here and how to fix the artifacts when baking?Thanks for any littel hint and help, appreciate it.
Hello!I've been deeply enjoying learning Substance Painter and using it to make gorgeous textures for models. It's been extremely useful until today. I'm now experiencing an issue that cripples my work completely as it heavily leverages these features which worked fantastically prior to this. I have made no changes to the application configuration, merely updated it and used my computer casually for internet browsing and gaming. I update Windows, drivers and restart regularly.Issues:1. Can't use material mode anymore with certain textures in paint and fill layers.2. For some of the materials that do apply, they are flat/do not render properly and the majority of the sliders do nothing.2. Roughness and metalic sliders no longer do anything. App Version:7.1.0 through to 7.4.1. See troubleshooting steps for why I tried so many versions.OS Version:Windows 10 Pro x64 // Version 21H1 // Build 19043.1466 // Windoes Feature Experience Pack 120.2212.3920.0Hardware:Intel i7 9700k // nV
I'm following the directions on this page to set a default blendmode using userdata in Designer:https://substance3d.adobe.com/documentation/spdoc/user-data-140902410.html#section5No matter what value I select, the default blend mode does not update when I update my asset in Painter and drag it onto my model. Other userdata options like the one to disable a channel disable=(true) do have an effect when I add them, so I know it isn't an issue with the data not updating. Is this functionality still supported? Is there possibly anything else I'm doing wrong. For example on my substance material, I am selecting the 'diffuse' Output node and adding to the User Data - blendingmode=multiply . It has no effect in Painter.
Hello! I can call the commands remotely, thank you for doc here: https://substance3d.adobe.com/documentation/spdoc/remote-control-with-scripting-216629326.html I can also run my python plugin how it describes here: https://substance3d.adobe.com/documentation/spdoc/creating-a-python-plugin-197427756.html Question: can I call this plugin (class or function) remotely? What is the correct path for it? Thank you!
Im trying to follow a video frrom the orginal substance before the takeover and it says right click on your base layer and choose instaniate across textures ..Mines greyed out and no idea why it is
I am subscribed to substance painter and cant use the "send to app" feature in the creative cloud app to send marketplace materials to it
I have a model from Blender that is split in 2 UDIM tiles, The UVs Are a mirror of each other. When I thransfer the detail from a high poly sculpt, the second UDIM does not bake (more like the first tile repeats). The are no overlaping or out of bounds UVs and all the notmalls are uniform. It is an issue which I have encounterred severall times and could not find a solutin for. Please help. Best,Rado
Hi.I would like to project an image onto a mesh along the camera angle.The UVs in this part of the mesh are not overlapped.Is there any way to disable the image being projected onto this back?
Hi, I was looking around for substance painter as I decided I was going to go back to the software and realized adobe had bought it out. Now how can I only get the software of painter? It tells me I need to spend 49.99 for all these other programs that I will absolutely never use because I have no need for them. Am I able to only get the painter 3D? Is it possibly cheaper to go that way too? Can't imagine spending 49.99 a month for one program itself when it says the value of it includes 3 or 4 other programs that I would not ever use.
I have a scene with a Road and a Wall on either side of the road.For the road I made multiple UDIMs and it loads this correctly.For the walls I did the same thing but for some reason when I load into Substance Painter it does not recognize the multiple UDIMs- why??
I set up a 3u x 3v tile set in Maya. I only used 3u x 3v of the tile set. Imported to Subp and completed textures. I exported finished textures using Arnold. Connected maps to ai shader and turn on udim. Now onlythe textures in 3u x 0v are recognized. What could I have done wrong? Objects are all seperate. I tried combining them. That didn't work.
Hi, The Subject title says it all really. I downloaded the Stylized Flag Fabric sbsar for use on a specific project this week, and sadly the current verion of Painter is refusing to import it to my shelf (see attached screengrab of the log). I've tried importing it as a 'Base Material', and have tried all of the other options, but none works in the most recent verion of Painter . Interestingly, it does import into my legacy Perpetual version of Painter (2020.2.2), so I'm guessing the material needs an update. Thanks.
S I'm brand new to painter, I'm actually using the demo trying to figure out if it's for me.My first impression is that it completely butchers my uv unwrapped mode.What am I doing wrong? Any help would be greatly appreciated.
Hey, I am relatively new to the whole 3d texturing stuff and I was wondering if there is some simple way to not have brushes "overlap" whatever you are drawing over the mirror line. Here is an example: In the center it is drawn on both sides entirely, but what I want it to look like in this example would be something like that: Is there an option somewhere that I missed? Or how is something like this usually done with more detailed stuff? Maybe a visually better example: The height and colour in the middle is clearly stronger due to overlap. How would I fix this? Thanks
When is Adobe going to enable using the Tiled workflow for this bridge? Seems that the implentation of the UDIM isn't really complete without this option. I'm not going to redo the UV's to make this work as it's not a viable solution for my work flow. Thanks! Richard
I've setup a connection between Maya and Substance painter. I'm able to execute javaScripts on the painter side but I can seem to get python scripts to run via the connection. Is this even possible? If so how? I've a similar setup to this example: https://forum.substance3d.com/index.php?topic=14253.0
Pretty much what the title says. While the new ACES toggle is a godsend, the fact that it applies to every single channel view (and not just material mode) seems like an oversight. I can't see why someone would want to tonemap their normal map, for example.While on the topic, another really nice QoL to have would be separate states for the material and base color views' tonemapping. Currently, when using the new color management pipeline, the two are linked, which means that tonemapping your material view forces you to tonemap your base color view as well, which is normally not a desired effect in a game pipeline, at least afaik.
Hi, I am trying to run substance player on a linux machine with Centos 7. When I try to launch the application I get an "undefined symbol" error: bash-4.2$ /opt/Allegorithmic/Substance_Player/Substance\ Player /opt/Allegorithmic/Substance_Player/Substance Player: symbol lookup error: /opt/Allegorithmic/Substance_Player/./libQt5Gui.so.5: undefined symbol: hb_font_set_ptem
I am having trouble with baking the high poly mesh onto the 3d model, this is not the first time this has happened either. I run into this situation often and was wondering if anyone could help with this problem. I will attach a screenshot of the resulting bake as an example as well as my parameters. these are the steps that I took.1. I opened a new project and set the template to PBR - metallic roughness with a document rez of 2048 and a normal map format set to DirectX then i hit OK (Ileft everything as the default with nothing checked).2. once my mesh loaded up I then proceeded to select each separate texture set from the texture set list and bake the meshes for each with their respective maps. 3. Once I hit bake mesh maps , the baking window opened and I changed my output size to 2048. Then I went to the AO section and raised the secondary rays up to about 155 and clicked apply to all. in the common parameters I set the antialiasing to sampling 2x2 and match by mesh name.4. I
Hello there ! I am super new in substance and want to know if there any way to get the graphics of this amphora and put it to my 3D model
Hi, just starting with substance so forgive the super newness. I know how to use a bevel as an alpha and add a straight line bevel detail on the normal channel. But is there a way to add a bevel that follows a non straight path? like along polygon edges? Or even just along a path traced by the mouse cursor.
Hello,Sorry for a potentially very stupid question. I downloaded a hardsurface decal from Marketplace (Square plastic air ventilation grill), it's a sbsar file. And it's quite easy to use, just drag and drop it onto the model. However, I'm asked to select the channel (for example base color) and all the other available channels are not being used.I can add them later by dragging the decal again onto the roughness and normal channel in the properties windows, however, I need to change all of the different settings so they match . If I want to do that for Metallic, Roughness, Normal and Height, it's a lot of settings I need to adjust. I also tried using the projection function, which is probably the same as dragging it onto the model. The result is the same anyway. Is there any easy way to use all available channels in a sbsar decal? Thanks,Ole
I need to get an accurately located asset from substance to maya (its from a laser scan, certain points need to line up with reality). I was struggling matching my Substance painter displacement maps with my maya arnold displacement maps (they were bloating and not attaching to the original mesh) so I thought I would try export the mesh from substance instead. I used the sample mesh as a test and put the tesselation high to start with and exported an obj and fbx. Maya couldn't open thes files. So, I tried it on low and the result is peculiar, it's like a line of triangles stringed together, see screenshots. The two files aren't even in the same place in the world space. Why is this happening? Also, is there any way to get an accurate replication of the textures from substance to maya, especially for displacement maps (other than just eyeballing the scale zero value)? I've watched every tutorial on this I can find and it seems like bloating is
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