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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:)
I've completely uninstalled everything Adobe on my computer and reinstalledI've tried signing in and outI've tried clearing SLCacheI've tried running the command that removes all of the crenditials and restartedI've tried just booting the program without being signed in, and then signing into the program I need this program for my mentorship, please I need help.
Hi, there's this issue I'm having and it's driving me insane. When I bake the details of a high poly mesh onto my low poly one, most of the options (Normal, Curvature work just fine, all of the details get baked into every UDIM tile that's there. But, when I try to bake a height map, it just doesn't do that at all and it only tries to bake the details on with two specific tiles for some reason. I'm using the new automatic cage feature to bake it, but the height baking only seems to not act up when I use the "distance-based" option which I absolutely dont want to use because then I would have to deal with those stupid artifacts that the only known solution to fixing is to manually draw over them. please please PLEASE give me an answer to what's causing this, this is driving me mad
Hello! I'm experienced with Maya and other 3d programs but am fairly new to using Substance. I'm encountering an issue I can't seem to find any documentation on: when I import certain meshes into Painter, it tells me:"Mesh normals are invalid (some values are null) and will be recomputed"...and then re-calculates the normals itself. My mesh has a lot of custom hard / smoothed edges, and when I bring it into Substance it basically softens all the edges, leaving it looking pretty gross. The mesh looks correct in both Maya and Unity, as well as in Blender. Here are some things I've tried, unsuccessfully, to fix this: unlocking the normals in Maya, averaging them, setting them to face, etc. and then re-doing all my custom hard edges and re-exporting to Substanceexporting as an obj and then re-importing into a fresh Maya scene, and then re-exporting to Substancethe classic "cube trick" (combine the mesh with a cube, delete the cube faces) resetting fbx export settings a
I cant seem to find an option to reorder the layers or move existing layers to group etc. Yes we can use insert fill or insert_functions but what if the layers are already there or I want to move those to a group. critical for batch operations or cleanup of files.
Just as the title says: the blending mode of a layer appears on another monitor on Windows 10 and Windows 11. Its been years since this bug was reported and it was never fixed.
I can't download or use materials from the comunity... i do not know why!
Allow creating a folder in masks so that we can group effects together. This is because the only other work around is to use an anchor point. For example we may want to use a specific blending mode for these certain effects, and the only way is with an anchor points, which is messy. with a folder we can set the opacity and the blending mode. Additionally it will make the masks layer stacks more organised.
When starting a new project and importing an FBX, it is automatically treated as the Low-Poly mesh, but Substance Painter does not display the file name or path of the Low-Poly mesh anywhere in the Project or Bake Settings. It makes it difficult to track which mesh is being used as the Low-Poly after the project is created. Although the High-Poly mesh imported for baking shows its name and path correctly, the Low-Poly mesh information is completely missing. Feature Request:Could you please add the display of the Low-Poly FBX filename and path in the Bake Settings or any appropriate place in the UI?This feature would greatly improve file tracking and workflow clarity for users.Thank you!
I tried all that I can think of🥲 But when I bake in substance paint, I keep getting this weird missing parts on AO and Thickness..I checked the UV, normal direction, settings, but can’t figure it outCould somebody please help me with this?? I’m desperate to fix this..
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