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Hello, I'm drawing a texture at the moment and I have a little problem. When i'm exporting my texture and use normal map in the game, my model doesn't look particularly convex. But in the Substance Viewport it looks perfect. Maybe someone knows how to fix this problem. Also I detected, that Mesh+Height+Normal map is great as a normal map for me. Maybe there is a way to download this map and use it as a Normal map. Thank you in advance.
Hi, [EDIT] This issue has now been resolved. Update to drivers version 572.60 or newer to get the fix. --- The latest drivers released by Nvidia (version 572.16 to version 572.47) can lead to corruptions and glitches in the result of the Ambient Occlusion when baking with GPU Raytracing enabled. We have reached out to Nvidia to get this issue fixed. Meanwhile you can try one of the following workarounds to avoid the issue: - Downgrade you GPU drivers (if you can) - Launch Painter with the command line argument --force-optix (this will use Optix instead of DXR) - Disable the setting "GPU Raytracing" in the main preferences (this will use the CPU for baking, which is slower but stable) In the meantime we recommend avoiding these drivers has they could create stability issues in addition to the artifacts.
Hey everyone,I’m having some issues with baking in Substance Painter using a Custom Cage. With a regular bake, I don’t have many problems, but I wanted more control to reduce artifacts, so I switched to using a Custom Cage.The bake works fine on the outer rays, as I expanded the Cage outward. However, I’m seeing some errors in the inner areas. While I’m not entirely sure if it’s the cause, I suspect that the inner rays might not be reaching the model properly.For the Cage, I created it by duplicating my Low-Poly model, then pulling the vertices along the normals. Finally, I deleted the UVs of the Cage file before exporting it.Since the Max Frontal Distance and Max Rear Distance are locked when using a Custom Cage, I can’t adjust those in Substance Painter, so I’m trying to fix the issue in Maya. How can I make sure the rays cover the inner parts of the model? Also, should the Normals of the inner Cage face inward or outward? I assume they should match the Low-Poly, but I want to be sur
So this is a silly and trivial question but limited documentation left me with no choice. I've created a very basic script that creates a project in substance painter with a given mesh file and then saves it to another location. Like this:project.create(mesh_file_path=src_file_full_address) project.execute_when_not_busy(lambda: project.save_as(temp_full_address, project.ProjectSaveMode.Full))Here, the job "finishes" with no errors. but nothing happens in the project. The file is empty! I tried to check the mesh with: `project.last_imported_mesh_path()`, and substance crashes. The thing is that when I run the exact same 3 lines inside the python console in substance's UI, they work just fine and the mesh file is opened inside the app. So I know it's not because of the syntax or anything. I guess I have to run something before or after running these commands but I have no idea what. Does anyone know anything about this?
After Importing the .fbx file into the substance painter, when i am hitting the bake mesh i am getting the output like this even tough i have a clean mesh and properly unwrapped UV's. Any kind of solution is really appreciated, Thank You.
Why this happen?
This seems like a pretty basic functionality for a brush and I can't find a way to do it after looking at the software, the software docs, and searching extensively online. Please tell me there is an easy way to do this that I'm just missing somewhere. If not, then please Devs, prioritize this highly needed feature.
Hi! this happens every time I try to bake, I am doing this from Maya and I already checked for overlapping UVs, and different UV sets but everything is fine
hello everyone, I have substance painter 3d, I created a model, then processed on painter and now I would like to export it on stage, but in the upload tells me that the file is not supported, why?
Hey! I've been eperiencing an issue when exporting textures from Substance Painter to programs like Maya and Blender. They look fine in Substance, but warped in other programs: I've been having this problem since I picked up Substance Painter again in August 2022. The mesh hasn't been altered, and the UV map is clean: What's causing this distortion?
Hello! I'm new to Substance Painter. I have an issue in Rendering (Iray) mode. In Environment Settings the Environment Opacity and Environment Blur are greyed out. I can't change these valuses. "Clear color" checkbox is unchecked. I've searched everywhere but can't find solution for this. Please help me to solve this issue.
Hi, I painted at 2K resolution in Substance Painter and exported 4K textures but I noticed a material/texture does not look the same. What might be causing this?I share screenshots below and attached a video showing my layers.
We have a huge collection of photo references . Doesens of TBs probably . Does anyone know an Ai that could keyword it with focus to materials, textures. Sorry for offtopic question but I hope the crowd here could know better than random Photoshop folks. Few years ago I tried to upload a few images to Lightroom cloud version . It hardly recognize material/texture / ortho style of images and do unrelated keywords. Same some other Ai services I tried. Wonder if it got any progress lately ?
As title states.Is there a Havok Game engine plugin for Substance painter?Primarily for exporting settings?Game models that I am wanting to repaint are based on a game that uses the Havok Game engine.I do not see any options for this in the export texture lists. Only ones for like amazon, Unity, Unreal, etc..Just wondering if anyone might know if something like this exists or if scripting is required?I don't script in any way shape or form, Never have been able to wrap my head around coding.Always been a WYSIWYG kinda creator. I can design, create and modify in almost any 2 or 3d modeling software and such, but when it comes to coding.. Not one to soak up that deep of information.
I applied for the student campaign of the Adobe 3D package. I didn't receive a confirmation code in my school email, what can I do? I'm starting a 30-day free trial right now
Hello. While working in Substance painter at high and medium texture levels, I often have a program crash. LOG writes: [Engine Configuration] Export resolution clamped to 4k. More than 2GB of VRAM are required to allows 8k export (1998MB detected). Please tell me how you can solve this problem so that the program works normally?
Hi, I tried to bake mesh maps from high to low poly, but when I bake the textures, it doesn't do it properly.Everytime I have the same issue, no matter what I do.I tried to smooth normals, recalculate them on blender, I unwrapped it correctly without overlapping the UVs, aligning the high poly and low poly in blender. I tried to fix the problem even by looking for people who had similar issues, but nothing. Despite my efforts, the result is always the same.Please I can't fix the problem and I'm desperate
Hello community, I am recently a new beginner to Substance 3D Painter and have been learning it through trial and error + YouTube videos. I'm having an issue with "Generators" on any type of fill layer, when I apply a generator with a curvature the mesh ends up going transparent for some reason. I've also tried with "Mask Editor" on the "Generators" and that too end's up going transparent. I'm not sure what I'm doing wrong and I'm a little stuck. The mesh has been exported from Blender, I've checked all the UV's and normals to ensure that they are all flipped and correct but this issue is still happening. It's probably an easy fix that I can't seem to figure out. I've attached below some screenshot's of the issue.Many thanks,
I do have a very fine mesh. The Vertex Color is assigned, it's cleary to see when using 3dsmax.After exporting the .fbx file and importing to Substance Painter... well, Substance Painter can't read the vertex color information. I have exported numerous other meshes with no problem. What's causing that issue?
Hi guys.Does anybody have a reliable recipe for attaching the Visual Code debugger to a Painter Python plugin? I've tried a couple of ways, but I've had no luck so far.
hey there!i'm trying to use 3D procedural noises (like perlin noise for example) as textures in generator like mask editor. i'm working with UDIM's and i'm haveing weird artefacts. if i'm using it as a mask where you can choose a projectin there is an option "fill (match per uv tile)" which helps solve the issue but there is no such option when you put it as texture in generator
We had so much to share that we decided to jump in early with the Community Digest for February 2025. This month: Anna Koroleva adds a touch of eerie atmosphere in Substance 3D Assets, a look at the advantages for motion design provided by native 3D integration in After Effects, a whole caboodle of 3D educational resources, and more. And away we goooo! Featured Artist Beyond the Event Horizon: a collection of 3D materials by Anna Koroleva Our Featured Artist this month is freelance 3D environment/material artist Anna Koroleva. The Substance 3D Assets library is once again adding Signature Collections by guest artists to its impressive library of resources. For the first such collection of 2025, Anna Koroleva has created Beyond the Event Horizon, a series of sci-fi-themed materials that are at once natural and organic yet architectural, non-organic matter that feels like it can grow and evolve, as well as deck plating and bulkhead materials that no derelict sp
Hey community, Recently i was applying textures to my model in blender.. The texturing process were fully made in substance painter..The issue I am facing is that...I am getting some grunges or blackspots on the textures when it is being applied. I have never used any height maps during my texturing process It's just that when i am applying textures in blender these weird spots stick to my textures..Is there any reason and solution to this ..??Pls let me know
Hi there,I would like you to ask about Substance 3D Painter.I couldn`t export multiple layers to PSD when I`m using Substance 3D Painter with UV Tiles (UDIMs) → It woked correct using single UV tile but seems UV Tiles (UDIMs) had soome ploblems. Please let me know If you know the solution about above.I`m using version of 10.1.0 build 3963.Thanks ,
After using UDIM to unwrap UVs in Blender and importing the model into Substance Painter, the UDIM is not applied to the model. How can this be resolved?Error message・[Scene 3D] Errors have been found while splitting meshes per UV tile:・Mesh 'RetopoFlow' has faces in out of bounds UDIM indices: [88,-33].PC Specs・OS Windows 10 Pro 64-bit版・CPU Intel Core i7-12700KFGPU NVIDIA GeForce RTX 3060・RAM 16GBAfter using UDIM to unwrap UVs in Blender and importing the model into Substance Painter, the UDIM is not applied to the model. I have checked multiple times to ensure that the UVs are not overlapping across UV tiles, but I couldn't find any overlapping UVs. How can this issue be resolved?
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