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Thanks for clarifying! I would like to know if the steam version of substance painter has any downsides compared to the normal one, and if it is just a 1 time payment of $200? [Message moved and edited by moderator]
As seen on picture, when I use some smart mask or smart materials which contain Mask Editor, they appear as squares. I bake maps in Marmoset and then import in substance painter and texture it. What could be problem?
My Fill Color Picker in Substance Painter starts lagging badly after a few minutes of use. I’ve already tried running the app as Administrator and even reinstalling it, but the issue persists. The lag makes it difficult to change colors smoothly. Any suggestions on how to fix this? My pc: AMD Ryzen 7 5800X3D 48 GB RAMRTX 3090 Video showing the issue:
i baked some details on a flat plane for a trim sheet. and i got this issue a couple times (see Picture) i tried a lot to get rid of it but i cant seem to find the problem, does anyone have an idea how i can go about this? Also its this way in every map not just the normal.
Hello I am new to substance painter and I am trying to figure out how to stop the normals of one material that are bleeding through to the other. I have had added a screenshot that hopefully helps show what I am trying to stop.
I've been using Substance Painter for about three years already using student access provided by Adobe, which is also mentioned clearly here https://substance3d.adobe.com/education/ Recently, my licence ended, so I did request another for third or fourth time like I did before. This time they provided me link to verify my student status, which is not working. (The link https://www.identit-e.com/adobe ). As I need it for my studies, I contacted Adobe through chat, asking to grant me my student access as I am a student of higher institution. In return, I was told that "they don't have student plans for Substance". Which is a lie (?) because the website still mentions that Substance apps are free for students and teachers. For every question I had, I was told to refer to my university. But my univeristy does not provide licenses and it has always been done by students using this link https://substance3d.adobe.com/education/ .At the end, I was told that they d
I'm having a problem with making panel lines in Painter. I can't get the line to go all the way across half the time, even when I go well beyond the edges. Is there a way to prevent this?
I am a freelancer from Russia planning to work for a European company as a short term contractor. In Russian Steam, there's Substance 3D Painter 2025 in two versions: perpetual and subscription. My question is - which version do I need to be able to sell my textures and .spp files to the companies so they can use/modify my files in their commercial projects? They told me they have Adobe subscription for studios, and they are concerned about the "2. Restrictions" of the license agreement. Please clarify which Steam version I can use, if any?
Hi! There is a problem in Substance Painter. I am exporting a model from Blender to Substance Painter, and white lines appear on the borders of the UV islands when sharpen is turned on. The same problem with bevel. I checked the curve map, it baked correctly.I’ve been experimenting with different padding sizes – I was previously using 0.002 (which is what I always used when texturing in Blender), but have also tried going up to 0.01. Unfortunately, none of those changes seemed to make any difference in how these artifacts look.I have a hunch why this might be happening. Typically, sharpness filters in different software look at neighboring pixels to determine the color of a specific pixel. Since there are no pixels outside of the UV islands, the sharpness filter seems to be using a pre-defined color – which is clearly not matching the texture’s actual color. I think expanding the texture beyond the UV islands could help with this, but I’m not sure if Substance Painter has that function
So im currently at my job atm and Im bringing in a model to bake in substance basically to bake the maps from a HP onto a LP, and when it bakes it bakes everything but when you try to use the bit map as a mask it just said fails to decode map. This has been an issue for i dont know about a year or more i feel and ive seen multiple threads about this but zero answers now myself and alot of other customers have had this issue and were paying customers can somone please for the love of god figure out what is going on within substance painter. [EngineBitmapLoad] Failed to decode bitmap.resource://project2/Curvature Map from Mesh body?version=a7b603ca8fc7757fb5c46344211c1902f42c323f.image error code Im not bring ANNNYYY textures in this is just what i think you guys have programmed into the actual texturing software and somthing is bugging up the system this WAS not an issue before adobe took over but alas here we are dealing with zero help and no solutions im sorry for
Helllo!I've created a custom material, importing it into painter and using it as a custom brush (a nuts and bolts generator) but I'm getting some major aliasing / bit depth artifacts in Painter where in Designer it looks fine. I've done various testing but cannot get rid of this artifacting at all. Does anyone know the issue here?Thank you,Marcus
hy guys so i'm working on texturing a model of my own but i can't find the solution to this problem :when i bake my model, i obtain this , which is quite cool but when i look at my normals, i get this, which is a big problem i tried a few things, flipped my UVs, but i really am out of options based on my limited knowledge of the soft If a life saver can answer me, he'd have my eternal gratitude thank you
Hello there!I am currently experiencing some trouble while developing a python plugin for the newest Substance Painter version (8.1.2).Lets say I want to save some string data from my plugin to the project file, when the project file is saved.My current approach is to write that into the projects metadata, when the project is about to be saved, using the substance_painter.project and substance_painter.events module.Consider the following pseudocode: import substance_painter.events import susbtance_painter.project class PseudoClass: def __init__(self): ... self.event_dispatcher = substance_painter.events.DISPATCHER self.event_dispatcher.connect(substance_painter.events.ProjectAboutToSave, self.save_settings) ... def save_settings(self, event): metadata = substance_painter.project.Metadata("PluginSaveData") metadata.set("plugin_save_data", "testsavedata") This should work in theory, but sadly raises the following Error instead:[Python]
Hi!I have been working on a character and baked my high poly onto the low poly in substance painter. Hoewever, I keep getting some weird results on the neck. I have tried a bunch of different things already but to no avail. There are no visible issues with the low or high poly, and there is no overlap in the UV's, yet I keep getting this one error in the middle of the neck as well as these subtle lines (looks like stretching to me) on the sides. Below you will find images of my bake, the wireframe, high poly (decimated) and UV's. (I am using UDIMs for the UV's)
Im doing a script to process a list of .spp files, and at end of my script Im using substance_painter.project.close() to close the current file and repeat the process with the next file in the list but this command closes the Substance Painter instance and not the current file. There is another way to process a bunch of files? A strech of my script is:for i in range (100😞 substance_painter.project.open(substance_painter_projects[i]) #do something substance_painter.project.close() #jump to the next file
Hello, i'm currently trying to export my textures in 8k from substance painter. The problem is that squares appear in my textures and only when i'm exporting in 8k. If if I export in 4k, the problem doesn't happen. I join a screen of the texture in 8k with the square problem, and a texture in 4k without the problem.As I really need to export in 8k, could you help me to find a solution ? Thanks
Is there a way to work with material references between files?For example, I have a wood material in a file, and I would like to reuse it in another one, but if I change the source file of the wood the other files will be updated.Something similar in Blender we have the "Mark as Asset".
Hello,can someone point me in the right direction?The mesh was auto UV unwrapped in Substance, and Im trying to paint in the eye shadow. But the paint stroke is super blurry in some parts and sharp in other parts. I've illustrated the issue by painting a diagonal line across the face. You can see the line is varying thickness across different parts of the model.How can I get the paintbrush strokes to remain constant across the entire model??
I am trying to export different resolution for different map instead of texture set resolution but I am unable to figure out what should be actual settings for export via python. ( The below code only consider the first resolution override for each texture set )Here is my sample code :from substance_painter import export export_config = { "exportShaderParams": False, "exportPath": "", "exportUSD": False, "defaultExportPreset": "custom_export", "exportPresets": [ { "name": "custom_export", "maps": [ { "channels": [ { "destChannel": "L", "srcChannel": "L", "srcMapName": "roughness", "srcMapType": "documentMap", "srcPath": "" } ], "fileName": "$textureset_4K_roughness(.$udim)",
I have applied a black mask to this boot. The mask only appears to affect the Base color . How do I get the mask to affect the other channels like normal, AO and so on?
Hello, so I just picked up Substance 3D Painter a couple of days ago, finally abandoning the beyond ancient 3D Coat (which just gave me one headache after another). But I am having weird issues with coloring my first model. Like the polygons are weirdly connected in some places, maybe it's the uv doing weird stuff but I honestly have no clue. Video: https://imgur.com/a/RS9SzMQ When coloring one part of the model, it colors another one as well, seemingly at random. The eraser tool wont do anything as well. I tried directly painting on it, doing it with a fill and black mask, but the issue persists and randomly appears each time. I tried Smart UV unwrapping in Blender, Auto UV Unwrap in Substance Painter, changing the Template to Blender when setting up the Project in Substance Painter, checking my geometry, normals and verts in blender, but nothing helped. The issue seems to pop up at random and I don't know enough to try and find a solution beyond what I did. Puttin
Hi guys, Many years ago, like 8 or so, I bought Substance Painter, Substance Designer and Bitmap2Material from Allegorithmic but due personal reasons I stop using the software. Recently my old laptop broke so I bought a new one, while copy my data I found my old installers & licenses from the software but my question is... Which is the most recent version of Substance Painter/Designer that I can use with my perpetual licenses before the Adobe monthly plan. An example of what I want to do will be something like this:I have SP 1.7.3 installer, and the software Key, so which would be the "newest" version that I'm ellegible for with my old Licence without being forced to get a monthly suscription.
When I pull up my Resources updater, it keeps showing my baked maps as outdated. I tried deleting the maps from my Asset library and refreshed the resources updater, and it gets rid of the error. However, every time I reload the project, they just pop back up. Also, why are there 3 copies of each of my baked maps in my asset library? One last thing... what is the "4" overlaid on each map referring to? Any help would be much appreciated!
Hi, cemplete beginner. What template should I choose to use it in Unity URP when I create a new project? I only see Unity HDRP. In youtube tutorials I see Unity 5 (allegorythmic).
Hello,I have created a house model in Blender, unwrapped its UVs, and imported it into Substance Painter for texturing. However, I recently realized that the UVs for the house walls are too small, resulting in low-resolution textures even at 2K.To address this, I went back into Blender, adjusted the UVs for the walls by moving them to UDIM tiles, and re-exported the model. However, when I attempted to update the model in Substance Painter using Project Configuration, I found that the option to enable UV Tile Workflow (UDIMs) was not available. Instead, the message simply states: "Project not using UV Tile workflow." (Screenshot attached).My question is: How can I update my project to use UDIM tiles while preserving the textures I have already created? I don’t mind redoing the wall textures, but I would like to keep the rest of my work intact.
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