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1. Substance Painter 9.0.0 build 25852. Windows 10 Home3. Set any fill layer to "Warp Projection" and start to use the surface snap featureObserve that within 5-15 vert movements the app will suddenly crash without warning all data lostExample vid: https://youtu.be/C2k7XmHsW7M4. Expectation is to be able to move points around as many times as I want and to eventually save when the shape is in a state I like on the surface. What happens now is app crash before and real art can even happen.Exmaple vid: https://youtu.be/z8tfzP-8adE?t=2247Wrap projection is still unstable when will you all please update this feature? It was never this unstable before all my graphics drivers and windows updates are current and this sudden crash still happens since 8.0. I am on 9.0 and it persistsBelow is a short screen grab of steps to reproduce and what happens each and every time I move the vertex points too many times without saving:https://youtu.be/C2k7XmHsW7MI used to be able to carve
App Version: 9.0.0Platform: SteamOS Version: Windows 11Problem occurs when I attempt to launch the software.Program should run with my current computer hardware. Program just doesn't start. I recently purchased the 2023 Steam Edition of Substance Painter and it will not launch when I try to launch it. No error messages appear or anything. It just says it's launching and then stops. I've tried uninstalling and reinstalling it multiple times and even restarting my computer between installs as well as a few other things. Still nothing I've tried has worked. I would love to start texturing my 3D models but I can't do that until I figure out how to fix this issue. Anybody know what the issue is?
I have a couple of layers, with Smart Materials, and on each of these layers, I use the Geometry Mask to select only certain objects in my scene. The issue that I am encountering is that some other objects, that aren't part of the mask in that layer, are also affected by it, and some of their faces have the layer data applied to them. I've been trying to understand the issue, but haven't been able to find a solution so far. Any pointer or ideas about how to solve this would be appreciated. Thank you.
version 8.2 (the latest one)windows
The texture seems to be projected as if there was only one UV tile and all the UVs shared it, which seems to be some sort of bug. Is there any explanation for this?
software works but no screen. it is normal working at start but when i use properties part after a short time software'screen is stopping but it is working
Painter immediately crashed after we executed the API about removing the specific channel from texture.The bug come from the code that I selected.Base on the tutorial :
HEllo, I copied some downloaded materials into my assets folder and when I opened Painter I got this message regarding several materials that the program didn't import. I copy the assets in the same folder I've always used : \Documents\Adobe\Adobe Substance 3D Painter\assets\materials
Hi all,I ran into an issue while working on a flow map where after having saved a scene and opened it back up, any adjustments made to the paint layers, such as toggling visibility or adjusting the opacity, causes all of the paint strokes to artifact and break. Everything is being painted in the normal channel with the blend mode set to normal. Any insight would be greatly appreciated! Thanks!
When trying to open a file, Substance just quits.I found this entry repeated a few times at the end of the log file:[ ERR] <Qt> "[DBG ERROR][EngineReference]" Reference source ' "" ': channel 0x "800000" not defined.I'm trying to open it from a Mac M1.I tried to open it from other computers as well (Intel Mac and Windows 10) no issues opening the file there.Has anyone faced the same issue before? See the full log file attachedThanks!
I'm not sure where the problem is. I've exported textures, baked maps look good and all, but after importing in Unreal Engine text looks like it has warp on it. Here how it looks on Painter: Is that a mesh error? Texture maps error? UE bug?
Textures end up downloading and then being basically empty this is a mesh with the same material applied on it.Ive done this before with other projects thousands of times.
Hi there.I'm having a very strange issue since a few days now.If I try to export my textures with padding activated (dilation+transparent) and set it to 4 or 6 the texture doesn't expand its size anymore which it used to do before.I need to have this expansion otherwise my texture would have a very ugly visible seam.No matter what setting I use the texture remains its original 2D size and it doesn't change anything.I'm really at a loss right now and need help. I also added a picture of the settings I always used when it still worked.I'm using the latest Version (Substance Painter V9). I'm on Windows 12 V22H2.
Hello, when i bake this undesired artifacts pops out in this specific zone of the mesh does someone know why this happens and how can i fix it?Thanks a lotthis is the weird shape after the bake.This is my mesh i want to bake.
The seams on the base colormap when using the baked lighting material are being drawn and exported.Dilation at full.Seams I've tried hard edged, avaeraged.Not sure what else to try.first image base color texture, Second with just a fill layer , third,baked lighting material on. all default settings.it worked around January time.
This may not be considered a bug, but the texture category in the World Space Normals generator (and probably others) feels buggy to me:When I set "Use Texture: False" the texture settings disappear, suggesting that they become irrelevant and won't apply.But clearly the texture opacity (while not being accessible anymore) still has an effect.
I've done some looking around on this issue and so far nothing has worked. I'm relatively new to Substance so I may be doing something incorrectly in my workflow. Here are my specs: Substance version: 9.0.0CPU: AMD Threadripper 1920X 12-Core (also have the issue on an i9-9900K)Graphics card: RTX 2080 Super (also have the issue on an RTX 3090)RAM: 64 GB The issue: incredibly slow performance. Toggling the visibility of layers takes several minutes. Paint strokes are the same way. I'm working at 2k resolution. The workflow I've been doing is decimating my character model out of ZBrush and working directly on the decimated mesh in Substance. Typically these meshes are around 3 million polys. According to Adobe's website, Substance should be able to handle 10 million polys. I've worked on multiple projects this way and it seems like only lately I've had extreme slowness. And since Adobe, for some goofy reason, doesn't allow files to be opened in older versions of Substance, I'm s
When I export a full character as an fbx and then make a change to part of the mesh (eg adding buttons or buckles to the shirt with a small amount of extra uv space used) the patterns I have applied to both the pants and the shirt using physical size and instancing, which were a consistant size across both, break and become larger on the shirt. I expected the scale to change when I updated the mesh but I would have thought it would have been consistant across the entire model not just part. Only updating the scale on a single part/material breaks all instancing with physical size as you cant adjust the tiling. Changing the project physical size from mesh internal scale to a custom unit does not help either. How can I iterate on my mesh and keep the tiling consistant using physical size?Thanks
Newer versions of substance are not creating the .sp folder and the ts folders inside of it anymore, so I am not able to use the material importer option in keyshot it just creates the textures on the root folder , tried deleting my settings , uninstalling and different substance versions: 8.1 , 8.2 and 8.3 . with both keyshot 9+ and the keyshot output templates, people are even commenting about this on the official susbtance to keyshot tutorial (https://www.youtube.com/watch?v=oUZxkS6Y9A4) and no one has posted a solution. I usually have to render things with may parts, so is a pain to manually input every single texture node for all the parts.All my susbtance files are 8.1 + so I have no option to roll back to 7.1. thank you for your time
Hi, I'm using the "stitches straight" brush on the paint along path tool. I love the tool, but I'm having trouble with the stitches showing up with inconsistent lenghts , and it looks bad. In another part of my garment, I was able to fix this issue by upping the stamp cycle count, but in the case of the screen shot I've attached, no matter what settings I adjusted, nothing helped.
Hello, I have a script that is run on startup, it loads a project file, then is supposed to reload the mesh etcThe reloading of the mesh is done by calling a seperate script, and via project.reload_mesh(path,settings,callback) I am using the callback to delay proceeding with the script until it has been rebaked fully.When I load this script directly via the python drop down, this callback works flawlessly - however, when I call the same script via my startup scipt, the callback is instantaneous, and does not wait for the bake to finish. Is there a reason for the difference in behaviour? And is there a workaround for this please? Thank you! Graeme
I'm getting constant crashes while using the new 3D Paths tool. Mostly while I'm just moving my mouse up towards the top bar to adjust the brush size, but I usually don't make it that far. Basically it crashes unpredictably, at any time, but ONLY when using 3D Paths. I'm using the Steam version, and my PC is practically brand new:AMD Ryzen Threadripper PRO 5975WX 32-Cores 3.60 GHz128 GB RAMNVIDIA GeForce RTX 3080 TiWindows 10 Enterprise 64-bitUsually the only other big programs I have open at the same time are Blender and Opera GX. This is driving me mad, because otherwise this is a GREAT feature! Any ideas?
My Adobe Substance Painter is V9 and my Graphic Card is NVIDIA GEFORCE 3050 Ti When importing a fbx file into software from Maya I got this error "Could not create an importer." I'd tried to import the obj file but the software got stuck in loading the file.Would you please help me what should I do?
When trying to use Python to build a Project file I can execute these two lines in the script panel, everything works fine. However, when I put this code into a startup.py in the startup folder of SUBSTANCE_PAINTER_PLUGINS_PATH, it does not work. import substance_painter.project substance_painter.project.create(mesh_file_path="D:/Temp/box_low.fbx") The fbx file is a simple cube. But, this does not work wuth any fbx file I use. Here is the full startup.py code:import substance_painter.logging import substance_painter.project def start_plugin(): """This method is called when the plugin is started.""" logger = substance_painter.logging.info logger("Substance Painter started") substance_painter.project.create(mesh_file_path="D:/Temp/box_low.fbx") def close_plugin(): """This method is called when the plugin is stopped.""" pass if __name__ == "__main__": start_plugin() Upon startup I get the logger message, but nothing else.
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