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I'm using SP for a flight simulator. I often create assets and only after some time, for technical reasons, I find I need to rotate, move, or scale the entire project. If I do that all of the masks are usually changed completely. This happens whenther I check "preserve stroke positions on mesh" or not. I'm assuming the masks and paiunt layers are actually some sort of voxel 3D volumes and not the 2D surfaces we see in the 2D window. Please provide a way to offset the entire project by manually inputting position/orientation/scale values, so that, when the project is re-imported, the new position fits the existing one.
I'm in the early stages of developing a substance painter plugin using 11.03 that tries to duplicate a reference texture with the asset directory of the user. It looks like the API's able to create a layer, but it doesn't seem like assigning a .sbsar file to a layer. I can't seem to populate a resource of any kind to a newly created layer. Implementing this feature could make for some really cool processes. And with the future of the API in mind, it'd be nice if the API could also adjust the color of materials, roughness, if they have normal maps, etc. I think the more I can do with the API the more fleshed out we can develop. Forgive me if this is already a feature, but I can't seem to find this ability anywhere.
I have a startup script in Substance 3D Painter that uses psutil, and I get the following error when opening the program: ImportError: DLL load failed while importing _psutil_windows: The specified module could not be found. I am using the embedded Python located at: C:\Program Files\Adobe\Adobe Substance 3D Painter\resources\pythonsdk\python.exe What I tried:Installed psutil using the embedded Python’s pip.Verified that psutil works fine in my system Python 3.11.Attempted to build _psutil_windows.pyd from source, but encountered linker errors (e.g., LNK2001 unresolved externals) because the embedded Python doesn’t provide all the required symbols.Question:Is it possible to use psutil with Substance 3D Painter’s embedded Python in a startup script?If not, what is the recommended way to check if a process exists (PID) or perform similar system-level tasks using the embedded Python?Additional info:Substance 3D Painter version: 2025.xOS: Windo
Hi, I am new to SP and trying to customize some Unreal Engine Metahumans.According to Epic guides the the needed SRMF texture is relatively Specular,Roughness,Metalic and Fuzz.I created an export template in SP in order to export spec and roughness but not quite getting the result.Metalic and fuzz is not important for me since character is non metallic and fuzz is another thing. Attached you can see samples from Unreal's original textures and the ones I got from Sp with the export template. Could you please help me with the export template which seems I am doing something wrong.
Getting an error when saving project or trying to save smart materials:I've seen folks on here suggest File -> Clean. My Painter (version 9.0.1) doesn't have a "clean" option but it has a "remove unusued resources" option. I assume that's the same thing? In any case, it doesn't let me save either. Desperately seeking help so I can close project.
When creating a proyect using a template that has a shader asigned to the texture set, it only applies that shader to 1 of the texturesets the imported mesh file has, leaving the rest with the default asm-metal-rough, when it should apply the shader chosen in the template to all texturesets.Attached gif shows how that happens even with the default PBR with Alpha Blending template shipped.
Maybe you can see what I’m trying to do here.I have a texture atlas I’m setting up of little textures for things like posters and such; what I’m trying to do is that as I create more posters in Blender and import those meshes in Substance Painter to work on them, I want the textures I eventually create on them to slot into a texture atlas I’m continually updating.Essentially;-Make poster in Blender, UV unwrap, etc-Import the mesh AND the master texture in Substance Painter, do my thing, the mesh is already UV unwrapped within the bounds of where I want its textures to sit on the atlas-Export the texture with atlas updatedWhat happens instead is that when I export a texture in Substance it just makes a whole new file. What I want instead is the image above to continually update as I add. Is this possible? Is this possible to work around if Substance can’t do it?
Hello there!Something I would love to request is an Unreal Engine 5 viewport wrapper with lumen if its possible, I know its been done with elder scrolls oblivion so im wondering if its doable inside of substance painter? It would streamline a ton of workflow for the whole industry internally and externally and would be a very welcomed feature.
Hi everyone,I'm new to Substance Painter and I'm having trouble with my custom mesh. I can apply materials like roughness and metallic just fine, but I can't paint directly on the mesh or use masks — nothing shows up when I try.I’ve checked the UVs and they seem correct (everything is in the 1001 tile, no UDIMs). I also made sure to disable automatic unwrapping when creating the project. The mesh loads correctly, and I can see it in the viewport, but painting just doesn’t work.I’ve tried using paint layers, different brushes, and switching view modes (Material, Base Color, etc.), but still no luck. Everything works perfectly when I use the default mesh (Meet Mat), so I’m really confused.Could this be a shader issue or something with the texture sets? Any help would be greatly appreciated!Thanks in advance
Hi,The path tool only appearing across texture sets when using filled path, but not when using paint along path. Example on the pictures:
Add a new output template that would export every texture stored in the Project, like the output Mesh_Maps template. I have additional baked maps stored in there and It would help a lot to export them all at once instead of one by one
In Substance Painter, when baking, you can append suffixes like _low and _high to the mesh names to make them match. However, when I set up the rule for Ignore Backface Suffix (in this case, I used _igno), it seems to be applied to the _low and _high naming convention as well, which results in an error. Am I doing something wrong here, or is this a bug?The version I’m using is 11.0.3.
after baking, I apply the Skin Face material and I get these spots, there are such spots on Ambient occlusion and Thickness, help me solve this problem, thank you in advance
If possible, I'd like to see parity in layers management between Photoshop and Substance Painter. Currently, whilst you have layers selected, if you create a new folder (with the layers selected) they're not immediately added to that new folder. This is how it works in photoshop, and I would like to see the same in Substance Painter.
Hello!Ive been working in a Substance Painter file with no issues till recently. Whenever I wanna edit the file set to 2k, it crashes. It worked fine before, not sure what has changed. This issue doesnt happen when the file is set to 1k or below. I have a strong Razer Laptop with an RTX 4080 and have worked on very heavy files before (I work in Video games.) I hope there is a solution to this as I need to export my file in 2k textures! I've attached the log.
정점 생성 이후에 위치 등을 재조정하는등 별도 제어하려면 매우 느림. 정점 선택사항을 쉬링크 그로우 할 수 없음. 정점 선택 사항은 언두 리두가 안됨. 패스 생성 이후 정점 추가시 스냅이 바로 적용되지 않으며 한번 이동시켜 위치를 재정렬해야 스냅이 적용됨. 패스 생성 이후 프래셔값으로 패스 일부분만 얇게 하는것에는 문제가 없으나두껍게 하고싶을때는 페인트의 전체 사이즈를 두껍게 만들고나서모든 정점을 선택하여 전체 프래셔값을 50정도로 낮춰 사이즈를 균일하게 조정한 다음.원하는 일부 정점만 다시 선택한 후 프래셔값을 50 이상으로 조정해서 일부만 두껍게하는 식으로 작업해야하므로 매우 불편함.패스 생성 이후 100으로 되어있는 프래셔 값에 150 이라던지 하는식으로 100 이상의 + 수치를 넣어 일부분만 더 두껍게 할 수 있어야 간편함. 프래셔값 제어를할때 정점 선택후 상단의 슬라이더나 수치입력으로 제어해야 하므로 불편함.단축키+마우스 제어로 뷰포트상에서 바로 프래셔값 제어를 할 수 있어야 편리함.블랜더에서는 이게되서 매우 편함. paint along path 할때 페인트되는 부분을 패쓰로부터 살짝 벗어나게끔슬라이더나 수치로 오프셋 할 수 있는 방법이 필요함.현재는 페인트에 사용되는 알파이미지를 익스포트한다음좌우로 살짝 밀어놓은 알파 이미지를 따로 편집해서 만들고 이걸 다시 임포트한다음다시 툴에 집어넣는 방법 말고는 없으며 이거 매우 불편함. 패쓰 생성 이후 해당 레이어를 빠져나가 다른 작업을 하다가 다시 해당 레이어의 패쓰를 편집하기 위해 패스툴로 돌아갔을때 마지막에 생성했던, 혹은 마지막에 편집하던 특정 패스에 정점을 추가할 수 있는 상태로 곧장 이동되는데 이거 매우 불편함.매번 새로운 패쓰를 생성하려다가 기존의 패쓰에 새로운 정점이 추가되는 바람에 컨트롤제트로 언두를 하고 엔터를 누른 후 다시 새로운 패쓰를 추가하는 실수가 반복됨.
Hi, I am an educator at a university and we have access to the entire Adobe suite via educational/student licenses. It looks like I cannot download from the Substance Assets Library. Is this intended? or is there some kind of permission issue
if i buy the Substance 3D Texturing monthly subscription will i get access to Substance 3D Assets (not community assets)? i already bought it on steam ( Substance Indie Monthly Subscription)but i don't have options to link account to here. should i refund there and buy here then so i get access to it? can someone please explain?
Hello, im rather new using adobe substance painter. However ive been using blender for a little while and ive made a model recently with UDIM tiles and applied my normals with them. However when applying my normals into adobe substance painter. It seems the normals go wayyy off, and im not rather sure how to fix this? In blender its perfectly fine with the normals perfectly aligned. The purple one being the example of the model within substance painter. And the red one being within blender. Thanks!
I tried all formats, sizes, bits, paddings
I haven't really been keeping track of what has been going on with the Adobe acquisition of Allegorithmic but today I was trying to log in to Substance Painter to do some work and I couldn't log in since the Allegorithmic account does not exist any more and I've since updated my computer hardware. Furthermore I can't find a way to download a license file for my old 2018/2019 something Painter license.I logged in to my creative cloud account but there are no licenses to be found there. So does this mean Adobe stole hundreds of dollars worth of licences from me or am I missing something?The "old" painter versions have been working fine for my use case and I've had no interest in updating just to get features I don't use.
어도비 학생용 라이선스를 발급받기 위해서 여러번 시도했으나 메일이 오지 않습니다. 스팸메일함과 휴지통 전부 봤으나 없습니다. 직접 메일을 보내주실 수 있나요?
Here is a tile generator that has been applied to a black mask. I have already used tri-planar projection. I have tried modifying every parameter, but it still didn’t work.SPP file
Why on opening Substance Painter do the shelf thumbnails all need to regenerated, indicated by the generating thumbnails message? Admittedly I have a lot of assets in my shelf, some of which are complex, but generating the complete set every time I open the application just adds unnecessary delays. As a comparison, when I open Lightroom I have the equivalent to 20,000 thumbnails (previews) instantly available they are not regenerated every time. I can fully understand the need to generate fresh thumbnails on new or modified assets, or even on all assets if the application has been updated or the 3D engine changed. However, surely the principle of a thumbnail cache should be that unchanged assets can use a previously generated thumbnail. So the idea is : To use previously generated thumbnails unless the asset is new, marked as modified, or the application has changed.Dave
Hello. I am using Substance Painter 11.0.2. I know it has an update, I haven't downloaded it yet because I don't want to waste my bandwidth downloading an update only to have to roll back to before 11.0.2. It seems the Substance Painter in Windows Mode is too big for my screen. I'm using a standard 1080p resolution screen on my laptop. How do I fix this?
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