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Hello,I'm currently working on a project where we had to change the color management of Substance Painter several times, we started in legacy, then moved to ColorIO/ACES 1.2, and finally it's set to ColorIO/Substance.In our texturing process we need to validate our textures for our client with the PBR validate filter, but with each changes I noticed discrepencies and uneven results.A material that is perfectly fine in legacy, becomes totally red in ColorIO/ACES 1.2, and between ACES 1.2 and substance, there are some differences in the validation colors.In my understanding I was thinking that if it's valid in one mode, it should be valid in the others too, only the representation of the colors on screen should change depending on the chosen Color Mode. Is that correct ?Since the recents modes additions in color management mode, is the PBR validate filter is still suited or is it designed to function only in legacy ? Thanks for your help
for some reasons, just by importing a model to substance painter, odd shade marks appear on some parts of my model. You can see here, in the red circle, but also on the right of that same UV island. Yes, i checked for duplicate faces, flipped normals, non-manifold geometry, but i still couldnt find a fix
It gets stuck every time I click on the texture set section to adjust the resolution or look at other models, and all versions of 11 I tried with the same result. Who can save me?
came across this issue with substance painter when trying to apply a blur filter.Substance is blurring it per UV, what results in a very ugly result and basically makes the blur filter worthless.is there any workaround that?It looks that someone way back asked about it, in the time when it was not owned by Adobe, but the post has disappearedThanks for the help
Hello, I am using a metal edge wear generator mask inverted to add some edge wear to this turrets paint. However for some reason the edge wear generator is not applying to certain edges of my model. I have highlighted what I mean in the image below, checkmarks are where it is applying, x's are where it isnt but should be? It will even apply to one side of the turret but not the other, despite the fact that it is a completely symmetrical model. I have attached an image of the specific layer set up. I would appreciate any help! Not at all sure what is going on. I have baked my mesh maps, so maybe there's an issue there? But I'm not sure how to fix if that is the case. Thank you for any help.
HII'm compairing PBR specular workflow with PBR metallic workflow and specificly the roughness /glossiness.They supposed to be the opposite / negative of each other. But when I use for instance 'Metal Polished' from Asset, the glossiness is a light gray surface without any structure in PBR specular shader setting. In PBR metal shader setting the roughness channel is darker grey but with structure. So not the negative of each other. Can anyone explain please?thanksRené
I was trying to take a render of one of my model but the render looks like is over expose, this only happends while enabling subsurface scattering, someone know why is this happening? This wasn't happening on older substance version. Currently using (Adobe Substance 3D Painter 7.2.1)
I’d like a Resolution or Size token that reflects the export texture resolution (e.g., 2K, 4K) for use directly in Output Template file names. Right now, I have to add this manually or switch between different templates, a step I’d prefer to avoid in the middle of production. It would be especially useful when exporting batches of different resolutions without overwriting my existing texture maps.Cheers!
Hi all,Background:I create aviation safety videos and typically purchase helicopter models from Turbosquid, then rework them, mainly redoing textures in Blender with decals. I am still fairly new to Substance Painter, so please bare with me for any stupid questions that might be resolved with common workflows.Goals:Produce highly detailed, accurate aircraft models.Use textures (rivets, panel lines, etc.) to replicate fine details while maintaining accurate placement based on the real aircraft.Begin marketing my models on Turbosquid as more accurate, professional-grade options.Current workflow and challenges:Texture size: I have been using 8K or 4K textures, which generally works well, but rivets lose sharpness in close-up shots.The model I purchase usually have one texture map for external surfaces. However it starts to create issues when trying to focus on details like rivets and screws. To improve resolution, I have been splitting models into multiple UV maps (for example EXT_T
TLDR:Key is a solution that enables being able to move previously textured parts of a mesh in a modeling package to a different location and orientation, reimport into Painter, and have all the previous texture work transfer over.Currently the Preserve Stroke Positions on Mesh setting under project configuration applies the paint projections in the same 3D space as the original mesh was located. So one cannot move a mesh and keep the projected brush strokes. This is a major problem, as just the simple act moving a part of a mesh that has previously been textured, even if the UVs do not change, one loses all the paint work etc. This is a major workflow issue for certain things.It seems that the solution to this issue would be to compare meshes by name rather than position in 3D space. Then if Painter detects that in the newly imported mesh, models with name matches are translated to a new location or orientation, Painter should be able to get the offset values between the two meshe
That is how must to be working:https://youtu.be/yP2ODQ5j5r4 and hier is my problem:https://youtu.be/IZWl2llZ9Z0
I need the ability to copy and paste stack nodes through the Python API so I can support changing a shader from using one type of shader definition to another without losing data. Here are the main issues. 1. If you switch between different shaders, the layer stack is cleared.2. If you want to copy over the existing stack data, there is no Python commands for copying and pasting stack nodes.3. You could theoretically do it using the python Smart Material functionality. You can create a smart material from a group node, save it as a resource, and then add it as a new node after you have updated shaders. However to be able to save out the contents of an entire layer stack you'd need to be able to group all nodes on the stack into one group. I see no functionality to move existing layers into a new group node.
Hello everyone! I have three models: Cape, Torso and Arms, and Pants. When I bake them, the shadow from the Cape affects both 'Torso and Arms' and 'Pants.' I dont want that. I thought removing the Cape from the texture set list in the baking menu and rebaking , but that didnt help. How can I eliminate the Capes shadow? When i baking textures:Im so sorry for my english!
mac os 26 Developer beta5 Steam Substance painter 2025 The export is not case-sensitive, or is this a mac error? I will submit a report on both sides.。
Hi,I recently upgraded to a new ASUS RTX 5090, and I’m experiencing an issue with Iray in the latest version of Substance Painter.All system and GPU drivers are fully up to date.When I set Iray to render only on the GPU (disabling CPU rendering), the viewport freezes and displays “Iray warm-up” in the bottom-right corner. The program doesn’t crash, but the rendering does not proceed — the image remains frozen indefinitely.If I re-enable CPU rendering, the frame immediately unfreezes and Iray starts rendering normally.I have tested this with both the latest Studio and Game Ready NVIDIA drivers — the issue remains the same.This problem did not occur with my previous GPUs (GTX 1070, RTX 3090, RTX 4090) — they all rendered fine using GPU-only mode in Iray.Could this be due to Iray not yet supporting the RTX 5090 architecture?Is there a workaround or upcoming update planned to support this GPU?Thank you in advance!
mac os 26 Developer beta5 Steam Substance painter 2025 In the video, both blender and double-click to open can be previewed normally. When importing sp, a strange stretching appeared.
mac os 26 Developer beta5 Steam Substance painter 2025 1,The window is always incomplete.。2,Maybe it's not a bug, it's a very obvious jaggedness, and there are still obvious jaggedness in 2025. You can find a solution in the blender code.。3,It keeps prompting "Turn on video and audio recording" – I've already turned them on. The translation comes from ai. Thank you for your efforts. I hope the mac version will be better, such as gpu ray tracing, etc.
Scenario - We want to batch re-export a large number of Substance Painter (.spp) files. The files have Output Directory and Output template settings saved into the file (presumably as metadata of some sort) which is shown under the "General Export Settings" in the export UI. However this data doesn't appear to be exposed to plugins or other scripts. If a user goes into "Export Textures" they can easily see the output template "(from cache") and output directory there and re-export manually. I would expect the same to be possible via code. Is there any way to access the values references by these fields so we can lightly modify them and then perform a re-export that is mostly identical to the last export?
When I edit a mask in the dirt folder, my scratch mask from a different folder rotates. What's causing this? Both are painted masks - not procedural or textures. Also, can I rotate a paint mask as a quick fix?
Hello, Is there a way to make the stylization filter work on objet with multiple uv seams ?thank you
Cannot mirror symmetry and radial symmetry at the same time
The horizontal and vertical dials can slow down the process of setting a sun direction. I think a sun gizmo with directional arrows to rotate in the scene view would be a lot easier! Thank you!
I need help with Substance Painter not loading my 3D Models to paint on.I'm running a Ryzen 7 3700K 8-Core CPUNvidia geForce GTX 1660Ti GPU32 GB RAMLatest Build Of Windows 10 Thie is my Issue Below: I select a New Project and I want to pain some 3D Models from these In-Game Models from the Video Game "Counter-Strike: Global Offensive". - See 1st ImageI select a 3D Model to open from the "Browse" - See 2nd ImageI get The Errors": - See 3rd Image[Plugin - resources-updater] No project open, resources updater discarded[Scene 3D] Errors have been found while splitting meshes per UV tile:Mesh 'weapon' has a face spanning across multiple tiles: UV tile 0, 0 (UDIM 1001) with vertex at U=0.4461, V=-0.001Mesh 'weapon' has a face spanning across multiple tiles: UV tile 0, 0 (UDIM 1001) with vertex at U=0.4493, V=-0.001[Scene 3D] Loading failed[Scene 3D] Failed to load 3D scene.Loading failed How do I fix this issue?
Hi, I've run into a problem with the clone tool.Every time that I set the source for cloning, it will stay in its place, but as soon as I start to paint it, it will follow the carser, and it will not stop following it, even when I stop left clicking. It's the same in normal cloning and with the absolute source option on.It was ok before, and suddenly it's broken. Help will be much appreciated.
Hello, the program is the same, the settings are all the same, on the 1st screenshot the model was textured from 0 and then transferred via smart materials or via cards to the same version of sp with settings 1:1, in addition to the fact that the spots started to look different (this is not the main thing), the ambient occlusion channel with the L8 setting It does not transfer or save any information.As a result, in the same joint venture and other programs, the model is lighter.Is there any way to save (export) the model so that it stores information in dark shades? In the future, when I open a model, I want to see it the same as I saved it, and in the same SP, with the exact same settings and even the same layers, it becomes lighter, but if I manually add AO L8, it will be ideal, but you can't configure these options in marmoset toolbag. so I want to see the final result immediately when exporting.I tried to access the channel profile in the settings themselves, tried to save the ao
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