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I am seeing these error:[Project] Das Speichern der Kopie unter "C:/Program Files/Adobe/Adobe Substance 3D Painter/resources/samples/MeetMat_autosave_0.spp" ist fehlgeschlagen.[Plugin – autosave] Exception ProjectError: Failed to save copy file:///C:/Program Files/Adobe/Adobe Substance 3D Painter/resources/samples/MeetMat_autosave_0.spp (qrc:/js/project.js line 36)
I recently updated substance painter for the first time in a long time and noticed the little preview of the mask is gone. In the old version you could see what the mask looked like in the layer window next to the material preview (as seen in the provided screenshot), is there a way to turn this on again or a setting I'm missing?
Hi, I'm new to Substance Painter and I'm watching this tutorial right now. At minute 2, a "generator filter" is added to the mask and then a "metal edge wear" is added to the generator. For me, the edges are not masked, but scratches appear on the object.Am I doing something wrong?
After importing and mesh map baking this FBX, the Ambient Occlusion mesh map has jagged edges on hard edges where there are no seams. The mesh is practically all rectangular boxes (a wooden shack made of planks). If I'm to eliminate all the jagged edges, should I be adding a seam to almost all of them? That seems excessive, as there'll be a lot more islands and the texel density will be lowered? The horizontal mesh across the door has no backface, so I haven't added seams to the long edge, only the corners.
In Painter: Exported version: Idk how to fix this?
Hola, tengo un problema con el programa Substance 3D Painter. Resulta que intenté entrar al programa pero me sale un error que dice "Access Denied" y luego de eso abrí Adobe Creative Cloud para desisnstalar el programa y volverlo a instalar, pero me dice que compre una licencia, lo cual a mi no me cuadra porque se supone que tengo una licencia gratuita de un año y ahora me dicen que compre una licencia.Espero que alguien me aclare esa duda y me ayude a como solucionar este problema.
Hello! I have a problem with shaders. My whole 3D model has a main shader and it is pbr metal rough, but for one piece of model(glass) I want opacity. I chaged shader on pbr with alpha blending but other part of model became transparent, but not one that I want. How I can change shader only for one piece? Thank you in advance
Been testing out the new update to import ai file and I have come across an issue I'm trying to figure out. There are layers in my ai file that won't display above 512 resolution. The moment I try to change the resolution above 512 I get a grey image telling me image input is empty. Thoughts why it only works at 512x512?
Hi , I am pretty versed with baking and the likes, but I got the displacement map of this project showing up as in the images below. All the other baked mesh maps are perfect. The displacement map is unusable for displacement only. The image on the bottom is the mid res mesh with the baked displacement texture enabled, those edges of the mid res mesh appear on the bake tex somehow..what tdid I miss?
hey everyone i have a problrm with PT program version 7.4.2 when i drag materials to the object nothing is happen the layer is empty it shows me a message ( [Scene 3D] OBJ: unexpected illumination model (0-2 recognized) ) [Viewer settings] Viewer settings have been updated from version 22 to version 23. [Paint Document] The project has been updated from version 67 to version 68. How i fix it ?
Is there a easy way to update the ai file for the broken out layers in 10.1? I tried to use the resourcer updater but it errors out with ai was a vectorial image and cant be replaced. Trying to find a way to update my ai file in all of my broken out layers without dragging into each color slot each time I make a update to the file.
I have spp file with Output template "ECP Export".But i lost this Output template "ECP Export". So i want to extract this Output template from this spp file.In circumstance i make a new file it will not show me the ECP Export.
After painting my model I realised I needed to move it in world space, but now after re-importing it all the textures are in the wrong place. The model only moved along the Z access, so I just need to shift the textures back a bit, is there a way to do that without needing to repaint everything?
Hi, I am new to Substance Painter. I am importing from Zbrush as an FBX file. Maybe this is a Zbrush issue, but I honestly don't know. I've followed several tutorials on YouTube but still, whenever I try to apply a texture to my mesh, it makes this weird pattern and doesn't apply right. Has anyone had this issue before??
Dear people of greater knowledgeI am fairly new to the substance painter world. I would like to create an auto stitching/quilting material that is based on an input line graphic. Specifically I would like to create stitches exactly ON the input graphics. Is there a way to achieve this with substance painter? So far I have been unsuccessful. Here is what I tried:First I created an input layer with some black paint strokes in it and put an anchor point at this layer. (this will be replaced by some imported alpha texture from Photoshop or Illustrator later on)Secondly I applied the “auto stitcher” tool in a different layer and referenced that anchor point to it. But it didn’t worked as expected. (see reference picture) It creates the stitches around the input graphics and not ON the black strokes of the graphics.What seems to happen is that this auto-stitcher tool apparently pics up the border between the black and white rather than the actual black line from the input alpha. L
I've got substance painter in both Windows and mac but my Mac version when i try putting on a black mask but it shows up as a generator i think, it doesn't let me do painting, and I'm very confused >.< id appreciate any help in learning how to change it as I've tried right-clicking on the map to see other options but it doesn't change and stays like this also i have these weird lines on my 2d side id love to know what they are to take off its like a boarder 0.0
Hi, I'm here because a few months ago, I subscribed to a premium plan in Artstation that included an access to two Substance 3D apps (Painter and Modeler). That means I was supposed to send a code that would grant me a temporary free access to the Substance 3D Painter and Modeler until February next year. But a few days ago, I wanted to opt for the Substance 3D collection plan so I could also use the other Substance 3D tools, including Designer, but now, it seems like Adobe is not allowing me to take the plan as I still have the plan including Substance 3D Painter and Modeler that is supposed to expire only in February. I wanted to cancel both the actual plan I have with also Artstation premium, but still, this seems unchanged and the Adobe plan I have could only expire in February, so that technically means I will not be able to use Susbstance 3D Designer nor any other Substance 3D tool while I will have to wait for three months. So, I was to know if there was a wa
This has happened to me several times in the past. I'm working on some model in my 3d app (3ds max) , part of a larger scene with sevveral other objects, and then I find out I need to move it or scale it. If I now export and FBX, if it moved too much, substancew painter won't accept it, even though it's exactly the same geometry, same UV's etc, just translated a meter away. Same for scaling. Either it doesn't accept it, or it does but messes up all my masks since it records strokes in 3d space rather than pixels in a 2D map, so it applies them in places where there's no longer any geometry. So, is there a workaround for such a case? something that tell SP to ignore the 3D change and just retain all the pixels in the 2D maps as they are? seems like unchecking "preserve strokes" should do the trick but in the project configuration its always grayed out and I can't uncheck it.
I need help figuring out why an image will stretch and fade. Is it something to do with the UV map?
Hey there, My goal is to have my low poly model have detail baked from my high poly model. This is what my baked normal map looks like and I have no idea what's happening: This is the uv map and preview of the high poly (1,170,176 polys):And my low poly (2,032 polys):Perhaps there's too great a difference in polys between the low and high? But I don't think that should matter...In Blender, I first modeled the low poly, added seams and unwrapped it. Then I duplicated the model and sculpted it and unwrapped it and call that my high poly. I duplicated the low model to create each cage and pressed Alt + S to scale along the normals to cover both low and high models.Both low and high models are located at the same exact location in Blender when they're exported. They are both aligned in each other.Both models have a rotation and scale of 0.I have triangulated my mesh and that made no difference.I have applied Shade Smooth to every face that has a sharp angle as well as add seams t
Hi I have around 1000 materials in sbsar format. I need to get jpgs of the thumnail views in order to catalogue and reference them. Is there any way of automating this using Substance automation toolkit? It's not somthing I'm very familiar with so any pointers appreciated. Manually I use the substance player to export the screenshot. Thanks
Helllo, I'm new to Substance Painter scripting and I'm working on a plugin to do this auto uplater job for specified texture resources.https://community.adobe.com/t5/substance-3d-painter-ideas/auto-resources-updater/idi-p/14465522After some quick looks into the Python and JAVASCRIPT API and some attempts, now I can enter the name of a texture and update the shader parameters referencing it in scene. But a more intuitive approach would be able to select the texture in Assets tab and update it directly without inputting names or adjusting checkboxes. So...Is there a way to get the currently selected resource into script in Python or JAVASCRIPT (or C++ code or any other language?Any insights would be appreciated. Shabby Wang
Hi there, I've been working on a custom shader for our team to be able to reproduce our in-engine shaders and for the most part the shader API has been great for that. but as the shader grows, we're getting more and more parameters and controls and the shader settings menu is starting to become a bit of a nest. Is it possible to have some //:param elements or groups conditionally hide, sort of the same way as the displacement & tesselation menu can be hidden with the Enable tickbox. I've been using the groups and that definitely helps but only to a degree. Having nested groups would be another alternatice i can see helping. Thanks!
Hi,I am trying to bake a simple cube with the high poly mesh being the same as the low poly mesh, but when I turn on antialiasing I get this weird lines in the normal map is this normal behaviour?
Ive noticed recently that when i expose a uniform color grayscale node as a parameter in designer, the value of the parameter appears capped when using the material in substance painter. As far as i can tell setting the value to the "maximum" of 0.8114 is equivalent to 1, or pure white, but this is obviously not ideal. Is this a bug or something i can fix? screenshot below for reference, i am unable to move the Brush Roughness slider any higher
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