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Hello, I’m encountering an issue with my height map. Every time I bake my high poly map, the topology of my low poly is visible. I’ve tried everything, from exporting to adjusting the bake settings, but I don’t understand why. I’m using 3ds Max to export my low poly, and in Substance, I get an error message that appears. Have you ever faced this issue? And do you have a solution? [EngineBitmapLoad] Failed to decode bitmap.resource://project0/Ambient Occlusion Map from Mesh visage?version=8162696b9787758ccc9d4ec2ebce79f84e26856b.image
[EngineProcedural] Failed to decode Substance.resource://project0.4fdc9951-53df-488c-bb93-e12731680653/Seegrund/Seegrund?version=c5af1c454e249db25b5a4166a98a2d276173b9e0.sbsar This is the smart material I am trying to import: https://substance3d.adobe.com/community-assets/assets/b2185fe58f62abac608e7c2fd470683041d35abeIt should be compatible with Substance Painter 3D OS: WIndows 11Substance 3D Painter, version 11.0.3Build 4609 - a6bfd50bcbfe92ef733ee8ed0aa64fcc1469a098
Hi folks and sorry if this was asked already, but I can't seem to find a real answer anywhere online... 😅 I'm thinking of buy the perpetual license of substance 3d painter on Steam and was wondering how "perpetual" that license is? I've heard many conflicting stories online, can someone clarify please?Once the 2026 version is released and I buy it, I will have the license to use this product until the 2027 version is released, making this perpetual license actually more of an "annual license"?Or will the 2026 version live alongside the 2027 version? Or will my 2026 version be converted into the 2027 version?Or something else entirely 😅 I'd love to know! Thank you in advance 👍
Bonjour, j'ai ajouter un high poly pour simuler mes bevel sur mon low poly, mais il ne sont pas visible après le bake. Je n'ai pas utilisé de cage pour infos, j'ai laissé les valeurs de base. Merci de votre aide
A few days ago I requested the code for Adobe Substance 3D For Students and Teachers, I followed the steps and registered and after a few hours later received the code, but when I tried to use it on the "identit-e" page, it indicated that the code was incorrect, after several attempts the page ended up blocking my IP. I contacted the "identit-e" technical suport by email and they told me that the code did not appear in their system but my IP is still blocked. I have already requested that they unblock my IP but I still have the problem that the code is incorrect, I need help to solve this and be able to study
The "Send To" feature is missing from the file menu in Substance Painter. All software is updated and freshly installed today from Adobe Creative Cloud with official licensing. I've restarted my PC multiple times. I need to send it directly from substance painter to stager. Thank you.
HelloI have a question. When using Substance Painter, I can use it without any lag for the first 15-30 minutes after launching the app (up to about 16 seconds in the attached video). However, after a certain amount of time, the app starts to slow down. Specifically, whenever I use Alt+left click, Alt+right click, or any other combination to move the viewpoint, the initial response stutters and slows down (starting about 20 seconds in the attached video). This also occurs when I reduce the resolution to a drastic level, such as 128.After this occurs, restarting the app and opening the same project always fixes the issue, but the lag returns after a certain amount of time. This "initial response slowness" issue sometimes occurs when changing transform values, etc., while using AE.This issue occurs regardless of the project or resolution. Could it be due to cache or Autosave settings? The specs are as shown in the attached image, and when I check performance in Ta
I keep getting this error when I bake in painter:[BakingProcess] Can't create a resource from the baker result: Failed to write temporary image at C:/Users/16508/AppData/Local/Temp/SubstancePainter-Tmp-DJZjnZ: Unknown errorI've tried baking on other computers and it works just fine. It is only my computer that isn't baking the models correctly and I get stuck with this error. I get this same error with other models not just this specific file. I have no idea how to fix this I've already tried getting help from other professors at my university.
When I bake, only the CPU percentage increases, and it seems like the GPU isn't starting up. How do I change the settings in Windows or the app?In the NVIDIA Control Panel, I've added the Substance Painter app, and in the Substance Painter settings, I have both CPU and GPU checked for IRAY HARDWARE.Thank you in advance.
I activated a student license but I only get the options to buy or trial Substance Painter through the creative cloud. I've tried logged in as both account types - student and business - yet the result is the same.
Hi all,am i right that in Substance painter its noch possible to have Backface culling while using Polygon fill option directly in the 3D view?I mean is this option not deadly usefull and nessecary?With best
I've been searching for this for a while now and it seems there's only a backface culling toggle option for the paint brush in SP, but for all other fill options like polygon, uv_chunk, triangle and object, backface culling is still missing after all these years. Seems like a basic funcionality for a 3D paint app like Substance to me. Could we please have this fixed, this drives me nuts, I keep screwing up my textures and masks. Thanks, R.
I have purchased a Substance Painter 2025 subscription on Steam, but I need to install version 7.4.3. for learning purposes and to export my homework correctly to my teacher.How can I install 7.4.3? Please help.I know that older versions are being removed on Steam, but what should I do if I have already paid for a subscription? Maybe you can give me access to beta version 7.4.3?
Greetings, i'd like some help with the following problem. Substance crashes keeps crashing when doing the simplest things. The program doesn't actually close and i can still save the project, but the viewport is filled with black and green squares and i can't interact with any other funcion. Sometimes it only takes a few seconds after launching the program, but the crashes ocurr mostly when applying white or black masks, changing the view of the camera in the viewport or simply when moving around. I'm not the most tech savy, so i'm not sure if the following data helps. PC specs:APU1AMD Radeon(TM) GraphicsPrimary/Integrated/Hybrid VRAM1512 MBDDR4 1600 MHz GPU2AMD Radeon RX 6600MDiscrete/Hybrid VRAM28176 MBGDDR6 1750 MHz CPUAMD Ryzen 7 5800H with Radeon Graphics8 Cores RAM16 GB
Hi, This week I applied for a student license for substance painter. It got approved, and tried to download it. The problem is that I use Ubuntu, and it turns out I have to pay 150 dollars extra as a student, just because I use Linux. Costumer support told me that my plan only allows mac and windows installs, but I can pay for the Steam version to get it for Ubuntu. This means they do have a native Linux build that is perfectly functional, but choose to not make it available because reasons... I guess?? The sad part is that many people choose Linux becuse they can't affford windows or an apple computer, and adobe makes these people pay extra just becuase they can. This is just pure evil. Like can't they just give a steam key for Ubuntu if they have problems putting the linux build on their site or something?? But no, they choose not to.
Hi, since the Painter can be quite heavy, I need to change the autoback save folder on an other drive.I do that from the Javascript menu seen in the images bellow. I also make sure to check the box that says to always use that folder. The issue is that this setting doesn't save. It reverts to it's initial default folder every time I open Painter. If I forget to do it, my C drive can get eaten alive by all those very heavy Painter files. Am I missing something here? any help would be appreciated. Hopefully this can be fix! Thanks!
I have tried disabled GPU Raytracing under Baking Options but still I get these strange lines in the Substance Painter viewports after baking. They seem to be in the Ambient Occlusion map. Also I set "Self Occlusion" to "Only Same Mesh name". How can I fix this?
I try to import model from staer but I get an error when I attempt. I have tryed obj and gltf file.How do I fix this? I sent orginal file from painter to stager, then modified and scaled the model so I can send back to painter but the model wont import.
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?
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