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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
Hello! I'm trying to create a pipeline for a student animation that uses USD to drive the pipeline, this is for my honours exegisis. I was wondering if anyone would be able to answer a few questions for me, or offer some advice. I've seen that Mari offers a higher degree of customisation for USD export with textures, are there any similar settings for substance? What are the best practices for structuring layers before bringing the USD file into substance painter? Is there a way to set naming conventions? In general I'd just like to gain an insight into how best to stucture the project, and what best practices to inforce in the pipeline. If anyone has any advice, experience, or useful resources to share I'd very much appreciate it. Thanks!
hi! i hand painted the text on the scroll but there are some uneven space between the text so i want to move some of the words but i wasn't able to find a selection tool, does substance painter have a lasso tool or a selection too?
Hello. I am trying to bake a position map for an arc and it give these results. I am not sure what I am doing wrong. Its suppose to be a tilable texture so there is so uv overlap.Thank you for the help.
When I create a new Tab from a Saved Search, and position it where I want it to be, it is forgotten when restarting Painter. For example, I want to have an undocked tab of my brushes on my second monitor, but every time I restart Painter, I have to do the entire process over again. If I dock the tab in the main application window, it remembers that, but I want it undocked on my second monitor. Saving my UI Layout doesn't help.
Why do the colors change a little when we convert the image in the Substance Sampler to a material and transfer it to Painter? The colors in the sampler are closer to the original image.
Have a question that I have not been able to find a workflow that works. When we are designing plastic parts, they typcially have a Mold-Tech texture on them that is very small in details. We also have a Stratasys J826 3D color printer that can print both colors and textures on printed parts. Grabcad is supposed to be able to print textures from Bump Maps but that is currently not working so I have been trying to do it with a deformed mesh. I have been trying to use the "Export Mesh" command in Painter to export the deformed mesh that is on the OBJ files that I imported. The mesh will create millions of triangles but the mesh is still very coarse. I'm assuming that the UV's are not dense enough to be able to replicate the very dense texture but I can't figure out how to increase the density of the UV's since the trial part I am doing is simply a flat plate.
Hello Allegorithmic Team,I hope you’re all doing well!I’d like to propose an enhancement for the user interface of Substance Painter, specifically regarding the Asset Shelf. Currently, accessing the shelves (Project, Starter Assets, Your Assets) requires navigating through a dropdown menu in the top left corner. As many artists frequently use these shelves, the extra click can be cumbersome.I suggest implementing dedicated icons or tabs for these shelves. This change would allow for quicker access to our customized materials, brushes, masks, maps, and smart shaders, significantly improving our workflow.Thank you for considering this suggestion. I appreciate your attention to this matter!
Hello, maybe somebody could help shed some light for me on this issue I've encountered with export exported images from substance painter. Could also be a question for Apple support too. When I export images from Substance, I can right click on the BaseColor outputed image and click "Get Info" and I can read the following: Dimensions: 4096 x 4096 Color space: RGBAlpha Channel: No But when I go into preview and just re-export them I more information and can read: Dimensions: 4096 x 4096 Color space: RGBColor profile: sRGB IEC61966-2.1Alpha Channel: No The key difference is the "Color profile: sRGB IEC61966-2.1". Is there a way I can have this embedded upon export from substance painter?
Hello everyone!Hopefully someone can help me out here in regards to color spaces, using the eye dropper, and hex codes...So, here's the situation... Right now, I'm using color space ACES - Raw, color picker and eye dropper are also set to ACES - RawI have this color palette at https://www.color-hex.com/color-palette/1061900Let's say I pick the purple color, which on that palet is 7851A9..if I use the eye dropper to pick the color, it appears brighter on the color picker, and even brighter when looking at it in the texture properties but has the correct hex code. But, if I typed in the hex code, it appears darker in the color picker, but appears correct in the texture properties..if I switched to ACES - sRGB, same thing happens, except that if I type in the hex code this time, it appears correctly... I don't know if this is all buggy, or what...and I know this all sounds strange.I'm curious as to WHAT I'm doing wrong, and what color space I should be usi
hey so i textured different parts of a diorama in substance painter - meaning each part has a different substance painter file, but i wanna know how i can open them up into 1 single file where everythings textured and into place
In Painter 11.0.1 I'm experiencing a bug where the UI is updating incorrectly. If you have a scene with multiple shader instances in it and have a textureset active using a shader instance that is not the first one in the combobox there is a problem. If you switch to a debug shader in the viewport (like "Normals"), the Shader Instance widget will go blank, showing that no shader from the scene is currently used on the textureset. When you set the debug mode back to "Material" the expected behavior is that it returns to the original Shader Instance that is assigned to the current textureset. However what actually happens is that the widget updates to just show the first shader instance in the combobox list. It doesn't actually break shader instance assignment, but the UI does not match what is actually assigned to the textureset. This is causing some serious problems for us as we have a tool that watches the contents of this widget to update our custom U
Hi all, i want to set up a project for my design students (higher ed) where they design a fantasy globe, using Adobe Illustrator for assets to appear on the globe, Substance 3D Painter to place multiple assets on a globe's surface. So far so good. But how can i render out the globes surface as an equirectangular map? I'd need it to convert that into so called globe gores (using NASA's freeware g.projector). I am looking for a detailed tutorial on how to import/link Illustrator assets to Painter 3D and how to export the globe's surface as a equirectangular map. Any help appreciated. And of course i'll share my workflow with you. Thank you in advance.Michael
I've tried signing in and outI've tried clearing SLCacheI've tried running the command they suggest on their websiteI've tried just booting the program without being signed in, and then signing into the programsI've tried making a new account, clearing the credentials on my computer then installing from the new account with a new sub subscriptionAny help would be great, I really need these programs for my mentorship, I am desperate here.
Hello.I want to add screw normal decals to my planks but as you can see in the screenshot, it uses the plank's material. How can I make it metal?
Hello there, I am still using the legacy version 2019.3.1 of Substance Painter. I had a RTX 2070 Super GPU and I changed the keys for TdrDelay and TdrDdiDelay and did not get the error message for a long time. But suddenly it was there again and I changed it again but the error message stays.Now I have a new GPU RTX 5060 ti 16 gb and the same error is showing up although the settings in TdrDelay and TdrDdiDelay are set to 60.So it can't be the GPU. Substance worked despite of the error message but today it crashed. So now I do not know how to get rid of this error.Thx for any help:)
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