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Hello everyone, I have a serious problem: after approx. 10 mins of work (mainly basic texturing or selecting different brushes, size and/or roughness) the app freezes with white screen, and need to close the app from apps manager interface. FYI, on startup it appears the following message:[Engine Configuration] Export resolution clamped to 4k. More than 2GB of VRAM are required to allows 8k export (128MB detected).[Resources List Model] Icons memory budget set to 100MB.[Plugin - resources-updater] No project open, resources updater discarded I have a HP pavilion x360 convertible14m-dy0000(23635AV) 8gb ram, i7 processor and Intel IrisXe Graphics card. How could I modify / change the pc or program settings in order to be able to work flawlessly without freezez? is there a driver o software fix i should download and apply?If it can be of any help i'm attaching the log I got last time the program crashed. Thanks a million for your help.
We are a 3D software studio. Our desktop software, Meshmatic3D, converts and optimizes CAD to mesh for large files. We are exploring the Substance Painter auto UV unwrapper. Ideally, we want our users (who have Subs. Painter installed on their machine) to open a CAD model in Meshmatic and get an optimized mesh with UV unwrapped without the need to load the mesh inside Subs. Painter. Is that option available to developers?
Hi all, Adobe standard material not working out well for me with Iray in substance or painter; Once I switch to PBR metalic rough everything is good. I completely lose ambient occlusion for instance with the ASM. Is that these materials are not completely compatible with Iray or am i doing something wrong?
I checked at the following link to make a "Wish" for SP, but it is not listed in the drop list:https://www.adobe.com/products/wishform.htmlMy request is a long shot and a really cool feature that could save time Atlas-ing textures together.The idea is that normally, the Artist would create textures based on "Channel 1" of the Material's UVW space. Followed by the usual export.Next the Artist may be required to reduce 4 textures' sizes , and then Atlas them together. This puts a bit of strain doing all the resizing. Especially after moving UVW Islands around to accomodate the changes. For the feature to work:Substance Painter needs to also remember verticies number assignments.It will also need to know to reduce the "texture set" size (if required) in half to fit the "Atlas" channel.Within the Artist's 3d program, they should copy the main UVW (that was used for painting) to another channel and Atlas the "texture set's" UVWs as they like.Afterwards, the Artists wi
Hi, I installed subtance painter free for 30 days from the website, but I need to know the version, because for a project they told me who I need version 7.2.1 or lower, am I going to have problems?Best Regards
I am baking from high poly to low poly, I have beveled edges and am getting odd artifacts around the edges from my normal map. Why does this happen and how do I fix it.
Hi,first: happy new year to everyone!I have built a 3D object in 3dsmax: a wheel with an axle. There are to be three types of surfaces: rusty, painted and shiny steel. I have assigned three simple different coloured materials to the surfaces in question in 3dsmax. Then I created a UV map using flatten mapping and exported the whole thing to FBX.In Substance Painter I read in the model and got 3 texture sets. I can assign and adjust the materials to these as desired.As a result, I would like to have ONE normal map, ONE diffuse texture that matches my UV map in 3dsmax. I only have one object with a UVMap in Max and it has to stay that way. How do I do that or do I have to proceed in a completely different way?Thanks! Jan
The 'Library locations' screen already had three entries and I was able to add a fourth. However, it did not appear in the list of available libraries under 'Assets'. I tried adding the fourth library both in the UI and in the Windows registry, where I also incremented the size key in the pathInfos registry entry as suggested in the documentation. https://substance3d.adobe.com/documentation/spdoc/editing-resource-paths-manually-172824761.html I had to remove one of the library locations so I had a total of three rather than four, for my added library to be recognized. I don't see any reference to there being a limit to the number of library locations and would like to know how I can add a fourth library. Thanks in advance for your help.
Can Solidworks files be imported into substance painter? ThanksBob
Hi Guys,I'm hoping someone can help me with this issue I'm having?Basically in the viewport hieght is giving me some odd black edges? I'm guessing this is a veiwport only issue as all maps look ok to me.Am I missing a setting, or something?Any help greatly appreciated! Thanks,Matt
Is this a bug? The preview inside the circle has vanished. Can no longer see the orientation or size. I can still stamp it. But I have to trial and error now to get the right orientation and size because I don't see any preview like before. The "Full Preview Cursor" doesn't do anything either. Thank you.
Hi. Substance Painter lost all of it's backups (yay!), however I do have exported maps that were saved.Can start from scratch and load the exported maps and try to carry on from there?? Thanks so much
I'm currently thinking about getting a Tablet and the Huion WH1409 V2 looks interesting, especially in terms of price vs. functionality. Anyone using this one who can confirm, that it works with Painter and is a good choice?Thanks for some comments,cheersHerbert
After installation and subsequent launch of the program, the logo appears, and after a few seconds it displays the message "The program has stopped working". How to solve the problem?Operation system - Windows 8.1 64-bitBefore that, everything worked on Windows 7 and 10 versions.P.S. There is no way to roll back to another system.
Hi, I am trying to create a texture in which the glass is over a piece of metal. Therefore you could see the metal underneath it. I am not sure how to create this as applying the glass material leads it to be entirely made of glass and the metal is not seen underneath. I have added an image of the problem (qns.png) and a stock image of how I want it to look ( stock.png) if my explanation is confusing. Sorry for the trouble. Please help. Thank you.
As the title says, I'm having an issue when switching blending types. I've got an edge wear effect going and I'm trying to multiply the curvature by a paint so I can paint it on, however, I can see the paint layer when I paint, AND I can see the edge wear everywhere. I've got the edge wear set to multiply. Same story with a layer of scratches, except I have it set to overlay.
Hi all,I wonder, if it could be a useful feature to be able to set Antialiasing in Mesh Map Baking separately for each map. I ran into that well known issue with white fringes at boundaries between metallic/dielectric materials in the metallic-PBR workflow (as described in the PBR Guide Part 2 ).Due to the nature of the problem, I found, that the antialiasing setting can make the problem worse, like here in a quick example:So the question is: if I use AA, wouldnt it be good to be able to switch off AA selectively, so that the metallic map does not get AA. I believe, this would reduce the problem while keeping AA for the other maps. Not sure, but I also believe, that the ID map also should not get AA applied, which it currently does.Just some thoughts about possible improvements, looking forward for some discussion.Best wishes for a Happy New Year,Herbert
I've now encountered this issue in numerous projects and I can't seem to pinpoint when exactly it breaks, but it works as follows: At some point in my Painter project, I lose the ability to use the Physical Projection tool anywhere in my project. On any layer, in any capacity. This bug applies only to the 3D view, and I can still use the tool in 2D. Furthermore, regular projection works just fine in both 3D and 2D. I've attached a screenshot of what it may look like, where upon beginning to paint, some particles do appear on my mesh and the animation time counter starts, but nothing is painted on. This bug has persisted across numerous versions of Painter and is still present in the latest as of now, 7.4.1. I use this tool quite a lot in my workflow so I find it rather valuable.
Hi there. I liked Substance 3D in pre-Adobe times, when I simply could have perpetual license. I hate subscription model with passion, and moved away from any Adobe product where they've enforced this model. I started using alternatives like ones from Affinity, and am really happy with it. But back to main subject, that is Substance 3D: is there any way to obtain perpetual license for current version of Substance 3D? I simply want to pay 1-time upgrade price when I like the new features, and consider them worth spending my money. Or maybe Adobe completely blocked this option, and it's time for me to forget about this product, and start looking for alternatives?
Hello. I have used Substance Paitner in the past when it was controlled by Allegorithmic. I bought it on a perpetual licence. I am assuming that when Allegorithmic fully merged with Adobe, all Allegorithmic accounts were automatically merged with the Adobe website. Am I able to just subscribe to the Substance 3D Suite (Painter, Designer and Sampler), download Substance painter and continue using it, like a regular customer, or do I have to inform Adobe about my past purchases with Allegorithmic? Sorry, but I am not too sure how this works. Thank you for helping me.
Hi! Sorry if this is the wrong forum, but it seems the most appropriate one. I'm trying to prepare a HP and Low Poly Model version in Maya, in order that I can bake from HP to LP in Substance and paint it. It's a complex model, and so I will create a manual retopology layer for the LP in Maya.The HP model consists of multiple subtools, (seperated by items of clothing to the body etc.)The LP retopology layer consists of one layer that wraps around the whole model. My goal is to preserve the many texture sets from the high poly model, when painting on the LP retopology layer in substance, and also have the HP bake onto the LP successfully. Is there a way to do this?I've found that multiple texture sets are helpful in substance as I can paint more freely, but I'm not sure how to transfer these sets to the single layer LP and still bake it. I'm would prefer not to use the UDIM workflow if possible and stick to texture sets. I thought a fi
I'm having some really weird artifacts when I try to bake the high poly mesh onto my low poly. I've tried everything I can think of. All the normals are facing the right way, no overlaps on UVs, the low poly is softened, I've used the cleanup tool to get rid of any weird geometry, I've tweaked and retweaked all the baking settings in substance but I'm still not getting anywhere. I've attached some screenshots of the model both in Maya and substance. Any ideas?
Hello, I am trying to bake a gun model I made. The problem is that strange lines and spots appear on the handle. It is the only place in the whole model where it happens. So far what I have done is: -Check the model for loose or inverted normal faces. It has no ngons or intersections with other objects.-I exported only the handle and the bake went fine. It is as if something happened when it is baked with the rest of the parts.-I did not touch any of the bake settings, as I am not an expert and the default settings work fine for me. I wouldn't know what settings to modify to see if it fixes it. I attached are a couple of screenshots highlighting the lines I am talking about. They appear in all the maps except the normals. Thanks!
Is it possible to output a Geometry Mask to PSD?
"The perfect companion to Substance 3D Painter.Export your Painter project to Stager in a few clicks. All your texture sets, materials and shader settings will be automatically sent as well."This is in the Substance Stager description for the steam version of substance, and for some reason I cannot send my files from painter over to stager and it's absolutely not okay.
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