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Hello I'm trying to figure out why my copy of painter constantly locks up and crashes.I'm using 7.2.2My machine is a 24core AMD Rysen, with 250gb ram, and an RTX3090 with studio driver 462.59 installed.This crash typically happens on my second monitor which is a Cintiq 27HDT. I need to paint on my asset in Substance and after I get into that, about 2-5min in, Painter locks up.
Is it possible to direct patterns like fur and scales with vector maps like how the vector brush from Mari does?Vector Brush (foundry.com)
Hi,I am baking a rifle in Substance Painter which consist of 40 small and big part using one UV map. Some object have very closed places which result in overlapping AO so I tried 0.005 max frontal distance. But when I change it other objects get weird baking. Is there anyway to bake all the object individually with different max frontal distance using single UV map.
Hi, I am getting this error on my substance painter console. I have tried to update python and search online but nothing comes up regarding substance painter and send_to_dn plugin, nothing.SP seems to work fine (I do have issues with the autosave being inconsistent in saving my backup files) but the rest seems okay.No clue what send_to_dn plugin is, this is really bugging me. Any help will be greatly appreciated.[Attaching the error messeges]
Hi I hope someone can help. I've been struggling with this problem for a while. When I model up anything cylindrical in 3dsmax it gives off a inconsistent black bake in substance painter. I unwrap it as basic as I can. Seam down the middle of a cylinder and top and bottom. I pack it 0.01 on the uv map and export it as fbx. Any ideas what i'm doing wrong?
Hi everyone.My productivity is grinding to a halt. I am unable to save my textures in 4096 x 4096 at all on my models after I complete baking. I know my computer is more than capable of handling substance painter. I have Ryzen 9th Gen 3900x, 12 Core 3.8ghz processor, 32gb of ram, and 11gb 2080ti Graphic card. Whenever I save a project,. the program goes into Not Responding and never recovers. Any ideas? Any one able to fix this? Any help is greatly appreciated. Thanks in advance, John
Hi,When modeling in Modo i can give my material a rounded egde effect , making it look like the edges of my model have some bevels. I can bake this out in a normal map and use in Painter, but it would be great if Painter has a feature like this.Is this something we can see in the near future? thanksBart
Are they the same, I'm just trying to make sure before I remove the old Substance Painter. I mean on the surface they look the same for the most part, but I want to make sure that I'm not loosing access to a feature or something that may have been removed when Adobe took it over. Also noticed a performance issue with the render view, and that it lags quite a bit. Any help with that would be greatly appreciated.
I have been a user of substance for the past two years, I am prompted with a notification to update my out of date graphics drivers, when the card 5700xt is at its latest driver with no other driver to update to.The same report is posted as previous updates TDR values and out of date graphics drivers, this is a common post that is sent to AMD users but what is being done to resolve this? It makes workflow nearly impossible, as we need to update to get better tools, but cant due to the software crashing? I understand that there was a problem in the past with drivers for AMD but now I am still unable to use the product I am paying for.I do have work to complete and this does not help what so ever.
Hi, coming over from Allegorithmic, I used Substance Suite for a long time running under Linux. Now checking for converting to Adobe version for being future proof. Sadly, I can not test the Linux version before switching for compatibility on my Arch Linux System, as the Download of the RPM trial is bound to an OS check, that fails for me as Arch User. I used the RPM version of Substance before without any complains, but want to make sure the new version is running before converting my subscription. Where can I DL the RPM file for testing purposes? Best
[Moderator moved from Using the Community (forums) to Substance 3D Painter.]I uninstalled and reinstalled adobe and still haveing the same problem. when i click to use it it stays as a blank screen and on the top left it says not responding. i also don't know where to find the logs for it
I would like to use the stamp only on the texture separately from the color, is there a solution to do split frequency like photoshop?
Btw. why such topic is not pinned? How community can help improve product if such thing is not on first visible place?Situation: I need clone stamp floor texture that is on oposite part of model, for that I use 2D mode but its hard to see when I have 72 UDIM. (on screen source texture is on udim 61 and need to be paint to udim 6 ) #photogrammetryWhy: 2D/2D would allow focus on two away placed udims and precise work and clone elements.
I have the gradient later applied on the black mask, but it just turned the black mask white.
So whenever I fill my model by using polygon fill or by draging the material to the model, there is bleeding appearing in the model. It looks like this, those white dots or lines are the bleeding parts(I can't show the full model because of Confidentiality agreement) . If I use a sample model that came from substance painter it is fine, but whenever I use my fbx model exported from Maya this will occur. For more information I use UDIM, 4096 textures.
Hi all, I'm doing some work and I'm utlizing a file from another freelance artist and I can't figure out what is going on. Essentially, they have what look like material balls that have been placed into generators' texture slots (a lot of generators have the ability to add two of them). These things that look like material balls have names that correspond to things like black and white spots or concrete old (which have corresponding textures in the shelf). But if I replace their material thing for the same named procedural texture......I get a different effect in the resultant mask. Any ideas what this is and why it's occuring? Did procedural textures have materials in older versions of Painter? I can't share any work as it's for a client.
Hey, guys! I need help with substance painter 2021. Why can’t I see brush preview in viewport? It happens, when I set alpha to uniform color. Full preview cursor is enable.
Hi all, I am having a problem with my exported texture maps from painter to UE (4.26). Everything looks great in Painter (1st image), however once importing to Unreal some (but not all) textures seem to be shifted with respect to the UV maps (I used a UDIM/Tiled workflow from blender). I found an older post that recommended triangulating the mesh from Blender 2.91 (I used triangulate modifiers at the end of the stack on all objects w/ the "Keep Normals" checked on. These modifiers are applied at export of the FBX) Painter Viewport: UE Viewport: Painter Export Settings: ...weird huh? Anyone run into this problem beofre? Since the problem doesn't exist everywhere (actually most of the texture maps/UV are aligned correctly in UE), I'm not sure the UDIM workflow is to blame here, but any clues as to what I should try are welcomed! Thanks!
Hello,I'm trying to paint 'robot feathers' onto a 2D wing plane. The feathers consist of a colour map, metalic, roughness, normal, and opacity, all square.The problem is, whenever I paint on another feather next to the first one, the square alpha map paints over the other feather and makes it invisible (see screenshot).How do people normally get around this issue?
I'm struggling with something so basic, it should be easy, and its driving me nuts. Would really appreciate help. It has to do with substance 3d painter. Here's what's going on: Some background info: I imported a fbx file from blender into substance painter. It is a blade element for a sword. Just want to make sure I did the uv editing properly. In substance painter, the viewport displays my object in the 3d panel as white with shading. The 2d also looks perfect in terms of seams. So far so good, right? The next step is where the problem starts. After, baking, I make a new brush layer, select a shiny metal material for the paint brush, and paint the entire object with it. Unlike my previous files, this goes haywire. My object is suddenly reduced to a flat grey shape. It appears two-dimensional from all angles. No metallic texture either. I then cycle through displays with "c" and find no fix. Here's where it gets even weirder:When i export the file textures fro
Thoughts?
I was recoloring a model and tried to export the textures and instead of getting the albedo transparancy, normal, metalic smoothness, emission. I just get Basecolor and Emissive. what do I need to do to get the albedo transparancy, normal, metalic smoothness, and emission textures?
Hello all, Can someone please help me make masks that do the same as this one in Quixel Mixer?I want to generate mask that takes into account the normal information beneath the layer, not just the normals from the baked mesh map. In Mixer they have a normal mask layer that is very easy to manipulate direction and change to:- Mesh only- Mesh & base normal map- Mesh & current layer- Mesh & underlying mix (See attached image) I have tried figuring out how to do this in substance painter but can't seem to figure it out. Thank-you for anyone who helps me.
How do I import Substance Source material in the new Adobe Substance Painter?
Hello everyone,I am very new to Substance Painter and trying to learn following several tutorials, including the getting started video series. Today I did a fairly nice first trial with the things that I learned: https://gyazo.com/73aecbba780729b52676d205d7c4f2e0 And then I passed to my "bigger" project, which is a bed, and actually everything was working nice till I realized some faces that looked darker on a footboard made by pipes. When I checked all the maps in Substance Painter, I realized that I have some grey rectangles which is corresponding to some faces with ngons. Here's a screenshot of the normal Map that I mean and a screenshot of the object: https://gyazo.com/98a8725f4600a43fb7246f2a49911e22 As you can see, I have some grey faces on the normal map. I checked the blender file (modelled it in Blender) and there aren't double faces, nor double vertexes and face normals are all correct. Yes there are ngons on those surfaces, but there are other pretty iden
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