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I have a substance painter file that once open takes about an hour to load. It did not always start like this but eventually, the load time increased. The file is 590MB. 58 layers. A picture of my usage while still loading the file.My computer specs:CPU: AMD Ryzen 7 5800X3D 3.4 GHz 8-Core ProcessorGPU: XFX Speedster MERC 319 CORE Radeon RX 6800 XT 16 GB Video CardRAM: G.Skill Ripjaws V 32 GB (2 x 16 GB) DDR4-3600 CL18 MemoryThis is how much has loaded thus far and this has happeneded repeatedly.
I am trying to use the Substance SDK to eliminate some friction in our workflow.I was able to easily follow the tutorial to load an .sbsar file. However, my artist has .spp files they want to more easily export into our texture format, in one step. Does the Substance SDK support loading .spp files and getting the image data for the various textures that make up a material?
HelloWhy is it that in substance painter, when i set my project to use OpenGL normal map format and also use OpenGL normal maps i created in Substance Designer, still every type of layer or material defaults to this in the color spaces setting:auto (Direct3D Normal)I also noticed similar behaviour for some nodes in substance designer where some nodes defaults to DirectX type normals despite i use OpenGL for the default normal map format setting, altough there at least most of the nodes follow what i set in my project and are only a few outliers like the bevel node normal output.In painter every single element that uses or interfaces with normal maps defaults to the Direct3D Normal color space and i have to manually set it every time to OpenGL normal for every layer which for me defeats the purpose of a project wide setting.If i remember correctly this started when the color management updates came to substance painter, before that it respected my choosen normal map format.Is there a hi
Hey all, I'm running into an issue. I created a file using OCIO (it was enabled by default, because I had an OCIO config on my computer). When exporting textures, all of them including diffuse get exported as linear. I can't find options to determine the color space of exports. In the project configuration of the file, color management is set to OpenColorIO, and the rest of the settings are greyed out. Is there a way to determine which texture (diffuse, specular, etc...) gets which color space?
Hi, Im trying to export my texture with dilation, but the output is with out it. My model has multiple textures, but only one of them is with out the dilation, it's the one, that has transparent background. Whatever what I do, the reuslts are the same. These are the settings that should work:
Hello,I would like to ask if the new 2025 version of Adobe Substance Painter will be released on Steam?I would like to buy it, but it would be a shame to buy it now at the end of the year, when support for the current version ends.I am not a professional and I do not make a living from 3D graphics. I just play with it for fun. Therefore, a subscription is unthinkable and disadvantageous for me. I would rather buy the software once and not be under time pressure.However, I have heard rumors that Adobe Substance Painter is only supposed to be available as a subscription. This means that it should disappear completely from Steam and there will be no 2025 version.Is this true or not? And if so, when will the 2024 version be removed from Steam? Otherwise, I would like to ask about the release date of the 2025 version.I hope that the Steam 2024 version does not suddenly disappear on 1.1.2025. I would hate to miss out on purchasing your software. Logically, I'm waiting for version 2025, but I
The monthly price of the substance suite is a big pain for any Mac user.I like what i get there, but your apps - most of all stager - are way too slow.The rendering time on my current M4 Pro is a joke.Is there hope at the horizon that we get a little speed up soon?And when do we get modeler for the Mac? Best regards,Volker
Having an issue where I've setup the OCIO env var, however the "Bitmap import/export color space defaults" all get set to Linear, 8-bit: Linear , 16-bit: Linear , Floating: Linear instead of the defaults specified in the ocio.config file. If I however disable the OCIO env var, and then manually specify the OpenColorIO configuration in the New Project dialog then the Bitmap import/export defaults get set correctly, 8-bit: sRGB, 16-bit: sRGB, Floating: Linear Is there a way to have these set correctly when using the OCIO environment variable? It would potentially a big source of error for artists if they have to manually set these for every asset they create.
Hello, I encountered a problem when importing a texture from Substance on Maya. My textures are correct on Substance and when I import them into Maya it seems to disappear and bugs strangely...? If anyone has a solution thank you, I tried everything....
Height data is inverted project-wode after importing new mesh. Originally project was set up in a DirectX format, I switched it to OpenGL. But the issue persists regardless of this setting.This affects both existing layers and any new. Issue persists upon export to unity.My workflow is as follows:Blender to FBX, write face normal dataPainter: OpenGL. Compute space per fragment, export as OpenGLUnity: import both normals and tangents Does anyone have an idea on what might be wrong here?
So I am baking a character who wearing an outfit but I have to ask is there something i should keep in mind when baking him like how the ambient occulsion is set. my character is clothed and has outfit over him and all. A lot of his clothes have the solify modifier and they are applied when i export it. So i bring it into painter and when i do just a quick bake to set things up, the ambient occulusion has it where his clothes has marks. I wonder if it because maybe his body under his clothes are too close to the outfit causing these issue. I also notice it made his collar white plus does it for his head. Here i'm including screenshot to see what causing this. What could I do to fix this. I could fix the body inside more but like to double check on this. Any follow up questions on this model let me know.I never baked a character wearing an outfit so is there something I should keep in mind when baking with an outfit on and body.
Hello Adobe team,I have recently bought Substance painter.I tried following the tutorial from 2021 and as the last few years passed the program and its menus and settings have changed, making it dificult to follow along. Often i was able to find where to click and what to do based on trial and error but that takes forever and some of these things i wasnt able to find.Would it be possible you make an updated version of the tutorial? Or if you have done so redirect me to it? Thank you in Advance.
The end of the mesh is black and is not suitable for this array
my bake is still faceted even after smoothing groups.
Hi guys, I try to bake a simple cube that I Uv unfold in Maya. Looking at the Ambient Occlusion, I found hard to understand why the corners (my cube as bevels on the outer side corners) why I see a gardient when it suppose to be none existant My mesh is exported with smooth mesh and triangulate for FBX format.I did soft edges in Maya the all mesh so I can bake in Painter. But that simple cube give me issue Do you know the solution? I did try to play with the paramaters of the AO, no luck.
I always keep my low and high poly meshes in the same folder as the project, but the project keeps getting saved with their absolute paths which makes it tedious if I want to share the project file with someone else. I've tried to modify the project settings via script to force the path to something relative but then the baker fails to load it. Is there really no support for relative paths at all?
Hi there!I'm still a student learning how to create things, but I've never had this issue before and I'm not sure why it's happening.I created a model in Maya, created two UV sets, exported everything as an FBX file. Opened it in Substance Painter. And I want to something very simple for a game jam, and I'm running out of time, so I'll only use flat colors. So I select my color of choice and start painting... but nothing shows up in the preview windows. Nothing in the material or base color previews. I don't know why, and I'd be so grateful if someone could help me.Could it be because of the material I used in Maya? It's called lambert1 and I did some googling and read that it can give people problems and someone suggested deleting it, but it seems I'm not able to do that in Maya, neither assign new materials to my UV sets. Perhaps there are some unsolved bugs in the newest version of it? Either way, I try to click and click and click but no colors show up in Substance Painter...
Hello,I'm using Substance Painter 10.1.2 and working with 32-bit EXR textures that have white values exceeding 1. For example, when lowering the exposure in Photoshop, I can see details in the whites (like cracks on a wall).However, after importing these textures into Substance Painter (set to Raw) and exporting them back as 32-bit EXR (still Raw), the white values seem to be clamped at 1. When I lower the exposure in Photoshop on the exported EXR, the details in the whites are lost.I've ensured that my color space is set to Linear, and both import and export settings are configured as Raw, but the issue persists.Does anyone know how to prevent Substance Painter from clamping white values during export?Thanks in advance for your help!
I'm trying to programmatically adjust layer blend opacity values (range 0-100) in Substance Painter using the Python API.Specifically, I need to set the blend opacity value of in this case AnisotropyAngle2Screenshot attached showing the UI values I'm trying to modify programmatically.I'm using Substance Painter version 10.1.2Has anyone successfully modified layer opacity values through the Python API? Any code examples would be greatly appreciated.code snippet to create "AnisotropyAngle2" fill layer effectfill_effect_2 = substance_painter.layerstack.insert_fill(inside_anisotropy_fill_layer) fill_effect_2.set_name("AnisotropyAngle2") fill_effect_2.set_projection_parameters(substance_painter.layerstack.UVProjectionParams(substance_painter.layerstack.FilteringMode(1))) fill_effect_2.set_blending_mode(substance_painter.layerstack.BlendingMode.Overlay, substance_painter.layerstack.ChannelType.Anisotropyangle)
Hi there.I intend to purchase substance painter from Steam. Before I do that, I wanna know about the license.1: what is this Perpetual license?2: updates are only available up to the end of 2024? Which means I can't get an update after that? But I will be able to use the software?3: am I able to sell 3d models wich are textured using painter(Perpetual license) on marketplaces like cgtrader?
I bought free trial. It says I have it. I open substance painter. It has a pop up that says to buy free trial. I go to it. It says I already have that plan. Then it closes substance painter when I x out of the pop up.
hi; i am posting a problem that i dont know how to solve.i download the app "substance painter", and after i finish to install the app i try to open it but every time pop this warning:so i try to delete the app, and install it again, it didnt help. i try to edit the firewall and put acsess to creativty clous and this app and it didnt help. i try to close my computer and it didnt help nither. i really dont know what to do now, and i Would appreciate help
Hey guys, have mercy on me. I enjoy making models and using Substance Painter, but I don't make materials/textures. I went to Free PBR and got all their texture sets, but it's a folder with a bunch of maps. I want to convert them to a material for ease (a .SBSAR file?). I have a free trial of Designer and permanent Substance Painter. Is there anyway to do this? Thanks in advance everyone! I posted this to Designer's forem too, hopefully that's alright.
Hello everyone, I have a method problem and would like to ask advice from those of you who have already been through this.I do historical reconstructions, mainly buildings and city areas, in Blender, which I usually visualise via Lumion or Twinmotion.I want to insert a step through Painter to manage materials and add details (like dirt on the edges or in the lower parts of houses).In Blender, I usually set the Texel density to 1024 px/m but I do NOT use UDIM, so unwrapping produces HUGE UV islands!Hence the problem:1) If I import the model into Painter like this, the baking (especially AO) comes out rubbish and becomes unusable2) If I reduce the Texel density I have to get to about 64 px/m to make all the UV islands fit inside the edges of the UV map and I lose all the details in Painter3) If I start unpacking in UDIM it will take me ages.....Can anyone point me in the right direction?Thank you all in advance
Hi, currently trying to install Substance Painter, but Creative Cloud is claiming that my system does not meet the minimum requirements. My Specs are: OS: Microsoft Windows 11 HomeVersion 10.0.22631 Build 22631System Type x64-based PCProcessor 12th Gen Intel(R) Core(TM) i7-12700, 2100 Mhz, 12 Core(s), 20 Logical Processor(s)Installed Physical Memory (RAM) 32.0 GBBaseBoard Product MAG B660 TOMAHAWK WIFI DDR4 (MS-7D41)Graphics Card: RTX 3060Ti (12Gb of VRAM) As far as I can tell, the only issue may be that my OS is Win11 Home? I'm unsure as it doesnt specify anywhere under the requirements what specific Windows type is required.
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