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Is it possible to correctly tile a texture on UVs that exceed 0-1 space? Textures distort outside this boundry from what I've tried.
Window handles (splitters/resizers between panels) are very unresponsive or difficult to grab and move. This affects all resizable interface elements (e.g., viewport/panel dividers, layer stack, properties panel).This issue has been present across all recent versions of the application. Given the current subscription cost (€25/month), it would be reasonable to expect a more polished and production-ready user interface. This behavior feels more like that of a beta version, and it significantly impacts the user experience on macOS.
Im working on a small painter plugin and am having trouble with importing an external module. Is there documentation on Painters process for importing external packages?
Substance Painter always crashes whenever I try to increase my texture set resolution from 1024 to 2048. I can't even just export at 2048 because it will also crash doing that. Before setting my texture set at 1024 to work on, it was at 2048 and it kept crashing on me whenever I reopened the project and did anything regarding certain layers. I finally got around that by setting the texture set to 1024 but now I can't bring it back to 2048. I have reinstalled Substance Painter. I tried some solutions that worked for others, such as disabling "Hardware Support Acceleration". I constantly use "Save and reduce file size". In the shader settings, I have set the Specular Quality to "Low (16 spp)". Nothing solves this. It always starts with the green loading bar then after 5 to 10 seconds it closes on me. Also, I sent my instructor, from a course I'm taking, my project and he had no issues exporting the texture set at 2048. My PC specs are: RTX 4070 Ti, Ryzen 9 7900X, 64 G
Hi there,I'm testing the new stylization filter but it seems it's only apply on the normal.Any ideas or thoughts on that?
Hello! I'm having this issue with laying some stitching over some denim material. The problem is that it's not layer properly over the height/normal of the underlying fabric. In the official tutorial it's just laid on the materials with no problem but when I do it the stitch doesn't override the height information. What happens then is that the fabric yarn goes over the darn stitches. Any help would be greatly appreciated.Here's the problem and my layer structure for reference.
please send help.it looks radioactive and weirdly colorful.I am not exactly sure how it's affecting the texture because the texture itself looks fine, but the exported normal map looks too weird.please please please help me.I didn't invert no polygon or uv maps, my maps are fine.Chat gpt told me that it has something to do with RGB settings but I don't understand what it's saying,.
Soooo I have a spp file that I was working on.I cannot open this file all of a sudden since SP crashed instantly when I open this file.Is it possible to recover this file? 😧 I've attached link to my GDrive since this file is pretty big. By the way, I worked on this file under 11.0.0 version. https://drive.google.com/file/d/1b3gAFVsov5shTAK7G20idin3KXY_MvHJ/view?usp=sharing Thank you in advance!
Hello. So when I attempt to export anything with the 2D View export preset (whether 1 fill layer or anything bigger) , it exports a blank / black map and freezes the entire program. I've noticed this also only happens after I bake (the bake settings are barely changed, only the dilation width and use LP mesh are ticked) , if I attempt to export with 2D View before baking it exports fine. I have tried reinstalling the program, changing the bake settings, and messing around with the export padding, but none of it has worked so far.
when drawing with the path tool, if you navigate with the 3dConnexion mouse, the 3d camera turns off. if I do not restart the program, it does not come back.
Hi Everybody, I'm Andrea from Italy. I have a strange behavior with SP 11: I'm texturing a jet fighter model I modeled in Cinema 4D and theh exported in FBX format. I perfectly finished the "colors" texturing and now I'm starting the details. I created a new layer in order to manually create the fuselage panels details...I created a fill layer (with only "height" enabled, I set a negative height), a black mask in wich I paint with a very thin brush (0.01 with hardness set to 1)...the problem that all the lines I draw (I set the first point and then press SHIFT to place the second points) are ALWAYS heavily "pixeled", I can't draw something similar to a straight line at all....I tried severa times also increasing the number of poligons in my mesh but nothing changes....the model dimensions are about correspondant to the dimensions of a real small jet plane....the strange fact is that if I create a primitive in C4D having about the same dimensions even with a lower polygons number a
I wish to open a substance file my friend had sent me but it says i need to update my substance painter to verison 9.0.0 to do so. There is no update button on my steam 2022 substance painter help tab. I dont know what to do.
I just upgraded to the latest version of SP and wanted to try the Automatic CageThe moment i enable it the Bake Selected textures gets disabled even though it generates the cage in the preview . After this switching to any of the other Cage options keeps the button disabled , if i close the baking menu and then reopen it with my cage set to Distance Based it keeps the button disabled.I need to close SP and reopen it for the button to come back as long as it was set to Distance Based.I do have an error when loading the highpoly , it doesnt seem to be an issue when i baked with Distance Based Cage[Scene 3D] [GenVertexNormals] : unable to compute normals because some triangles were too small in mesh Head_High1
OK folks.Substance has been working fine but as of this week I can no longer use it.If I open SP then click any part of the UI it crashes the driver leaving me wirh a black screen and no option but to restart.I have updated to latest driver and SP version.Used older driver with no luck.What else can I test?Cheers
Could you please provide guidance on the correct method to set the "Alignment" and "Spacing Mode" for the currently active brush using the JavaScript API (via substance_painter.js.evaluate() from a Python plugin) in Substance Painter [11.0.1]?Specifically, I would like to know:The correct JavaScript path, starting from the alg object, to access the currently active brush (or tool) settings.The specific methods or property names to get and set the Alignment and Spacing Mode values from that object.The exact values (string, number, enum, etc.) that the API expects for "UV" alignment and "Texture" spacing mode.My goal is to create a Python plugin with a button that, when clicked, modifies the currently active brush settings as follows:Alignment: Change to "UV"Spacing Mode: Change to "Texture" (In the UI: Brush Properties > Brush Stroke > Spacing > Mode)
In Substance Painter, I can't render with graphics, my graphics card is 5080. When will the new version of Painter come out that has the updated iray version.. Because I heard that iray should be version 2024.. This problem is also in Designer.. If possible, prepare an update for this problem for 50 series graphics cards as soon as possible.. This is a very big problem for users.
The underside of the substance painter model is brown and when I paint it and export it, the underside turns black. I want the texture to stay the same everywhere after the bake process. Is there any way to solve this?
Issue: Adobe Substance Designer 2025 (IRAY) Never Starts Rendering (RTX 3090)Problem Description:IRAY rendering never fully initiates in Adobe Substance Designer 2025 (Steam). Logs indicate consistent failures to load critical libraries (libnvindex.dll and associated DYNLIB errors). The GPU (RTX 3090) is correctly detected, but IRAY doesn't utilize it at all—CPU load stays at 100%.Error Logs: [WARN] DYNLIB main error: Failed to load library[WARN] INDEX main error: Failed to load libnvindex.dll System Details:GPU: NVIDIA RTX 3090CPU: Intel i9-14900KRAM: 7600MHz 64GB DDR5Driver: Latest NVIDIA Studio Drivers (clean installed via NVClean and NVIDIA app)OS: Windows 11 (fully updated)Substance Designer 2025 (via Steam)Steps Already Taken:Updated Windows 11 to latest available build.Clean-installed latest NVIDIA Studio Drivers multiple times.Clean-installed Adobe Substance Designer multiple times.Temporarily disconnected all extra monitors to rule out display conflicts.Verified GPU
What material is supposed to look like compared to what it looks like on the model....Have all the quality settings maxed out... this is with roughness to max, it should also be matte. not look like wet slop. All pro materials behave in a similar way.
nothing in spam folder and waiting about 1 week dont think it is right to wait that long
Hi everyone. Im pretty new to this. Ive been in substance painter before but I have only worked on hard surface stuff previously. I am working on my first ever character model that I made and I am running into an issue where I cant paint masks or anything in the 2D view for the body. Everything else works fine. Im attaching a short video to demonstrate what is going on. Maybe someone can help. I have baked a high poly mesh onto a low poly one if that helps.
Does anyone know why the first building looks okay, but the second and third are distorted and misshapen? Nothing in my UVs are overlapping, and everything is in the 0-1 space.
substance 3D Painter is carshing every 2-3 mintue. how ro fix this ?
It seems python any plugins I try to use doesn't work. Substance Painter version is 10.1.1, installed on Win 11 Pro 23H2, even after clean reinstall of SP, scripts still doesn't work. Ofc I put plugins in correct folder, double checked. One of the scripts I tried is from here https://helpx.adobe.com/substance-3d-painter-python/tutorials/creating-a-python-plugin.html, But plugin doesn't load, no custom_export in Python menu, nothing. I included error message.
I'm trying to import a USD file with 2 UV sets. I have a custom shader that uses the second UV set. It works on models imported from FBX, but I am not getting any data in the second UV channel on imported USD files. My second UV data is in the 'primvars:st1' attribute. The primary UV data is in the 'primvars:st' attribute and that works as expected. Is a second UV set supported in imported USD files? I'm on version 10.0.1.
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