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Hello, I successfully entered my email to apply for the Adobe Substance 3D Education version, and the page confirmed it was submitted. However, I never received any verification or approval email, even after checking all folders (inbox, spam, etc.). I contacted customer service, but they said the education/free version is not within their support scope and told me to ask here instead.
I am using the trial version and trying to go through the Spiderbot tutorial. "Materials" is the only asset list that is not grayed out. I can't select anything else. Most of the materials are missing so I am not able to follow the tutorial. How am I suppsed to learn it? What is the point of a trial if I cant even follow tutorils? Adobe!!!!
Taking a crack at a UDIM workflow on a character and I've separated the model into various material groups purely so I can hide visibility quickly in painter (the character has layered attire). My mat groups don't adhere per UDIM tile, and I have a few groups that share UDIM tile space. This means I'm exporting split up textures because painter wants to export everything by mat group. Is there a way to export textures only per UDIM tile? Otherwise it seems the only option is combining the split textures in photoshop, which is a pretty annoying step when iterating. Or perhaps there's a better workflow I'm just not seeing. Please let me know if you need further info!
您好,我成功輸入了申請 Adobe Substance 3D 教育版的電子郵件,頁面確認已提交。但是,即使在檢查了所有資料夾(收件匣、垃圾郵件等)之後,我也從未收到任何驗證或批准電子郵件。我聯繫了客戶服務,但他們說教育/免費版本不在他們的支援範圍內,並讓我改為在這裡詢問。
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I saw this video: https://youtu.be/GX_WYrPoaOk?si=i4QDFN-YBm65YuQt I sent a comment asking to clarify the tecnique but I didn't receive an answer. Is there somebody who can help me?
I've submitted 2 seperate gmails to test this. I've waited 2-3 days, yet I have recieved nothing. Nothing in my spam nor junk files. I've tried to resubmit the request, yet it says "UniqueID already exists". So I'm assuming the request is still being handled, but I doubt it should take this long.
Hello, where do I enable the manipulator in 2D View please? It seems to be missing on my screen :(.
Hey there!Ive been having an issue past couple days coming from no where, my performance just tanks and makes both the camera and mouse movement very jittery. Can't put a finger on what it could be as I've never had this issue before and my ram/vram are barely touched, and nothing else seems to be bogged down on my computer so I'm assuming its exclusive to substance.and here is my rig information just incase GPU: RTX 3090 Driver 512.15CPU: Ryzen 9 3900xRAM: 64 GB 3600 Trident zEverything is running more or less stock on windows 11.
Hello Community I have hard time trying to set up anisotropy on simple dome. But in Blender it is a piece of cake: How to properly do it in Painter?
So, if you have a crease where two meshes meet can substance show wear or grime in that crease if they are separate meshes or does the crease need to be where polygons meet in the same mesh. I have complex object made of separaste meshes and I can't get grime or wear in the creases. Thanks
HelloI tried all the fixes here and it didn't quite solve my problem. I am trying to bake maps for a boat model and the ambient occlusion map and the thickness map have weird pixelation. Photo included. I have used the settings online in various tutorials and I have tried to import different models, same thing. Any help?
I am trying to export a custom texture file, but the specular is not exporting. I am receiving the following error codes: [MapExporter] The input map 'Specular' needed by the map 'fatigues_s' of the texture set 'DefaultMaterial' isn't available because: 'Specular' channel is missing in your texture set.[MapExporter] The input map 'Glossiness' needed by the map 'fatigues_s' of the texture set 'DefaultMaterial' isn't available because: 'Glossiness' channel is missing in your texture set.[MapExporter] The map 'fatigues_s' can't be generated for the texture set 'DefaultMaterial'. I have enabled the specular level in the channels. I have also painted a layer using metal settings and set a metal material on some of the items in the texture. I am not sure what I am missing.
Hi, recently my 1st year of educational license for Painter 3D expired and I was trying to renew it since i need for college but i am requested to update payment info. I never actually gave any payment methods as the license gives you "free" usage of the app so now i don't know what i can do to get the license to work correctly.
I just redeemed a code to use the app as a student for 12 months, but I get this error every time I try to open it: You don't have permission to access "http://commerce-stg.adobe.com/store/segmentation?" on this server.Reference #18.ab173e17.1685076129.ba91150 My log is C:\Users\monic\OneDrive\Documentos\Adobe\Adobe Substance 3D Painter
Hello all, I wanted to ask if it is still possible to export ambient occlussion maps from substance painter, as after the recent update I can't seem to find a way to manually expost it anymore, and I am unsure which setting I have to change to bring back the ability to expoert the baked ambient occlussion map from the program to be used in other software like blender. Does anyone have an advice on where this setting can be found if it is still there? (I am using a PBR workflow in substance with openGL normals, andattempting to export with blender BSDF at the selected export setting currently)
Hello Dear Authorities,I am a university student. In order to use the Adobe Substance application for free, I entered the necessary information in the Free Substance 3D for Students and Teachers License. I wrote my Adobe ID and sent it. I have not received an e-mail. I have been waiting for 2 days. My final assignment is approaching. I am requesting support as soon as possible. Thank you for your interest and support.
I find it super aggravating that opening the browser on a brush's alpha does NOT automatically return you to the currently loaded alpha. I think it's reasonable to expect this would be the behavior. Also, why is it that the basic simple brush alpha does not get reloaded automatically when removing an alpha, but instead returns you to "Uniform Color". There is then apparently no preset alpha that resembles the simple brush. This is probably a newbie issue but the only way I've found to get this back is to restart Painter, which is ridiculous. These seem like really simple user-friendly things to implement.
Greetings, I am working on creating some sbsar files which uses a combination of various noise textures.I was wondering if it is possible to get the world scale relative bounding box size of an object when using this sbsar inside of painter so that the scale of the noise would automatically fit to both small and big objects.The idea is that an artist should be able to apply the sbsar material to any mesh without having to do too much tweaking to the material parameters. So far all the data I retrieve from the mesh seems to be realtive to the mesh itself (object space) and not world space.Thank you for your time!
I am unable to save my Substance Painter project. It says "[Project management] Save failed - this is unusual, check previous messages for more information" I cant save over the file and I cant save as another file. It runs the message "generating thumbnail(s)" constantly. Previous message is "[Resources List Model] Icons memory budget set to 100MB."I have set the local cache budget to 5000 mb so that should not be the problem. I can't find any settings for the Icons memory budget. Is there a way to change the Icons memory budget, and would that help me to be able to save my project file?
What I'm suggesting:The ability to switch the viewport to display the base color channel (or any other channel, really) through the Python API. Some context:I'm creating a simple plugin that automates my most common actions. For one of these actions, I am checking the greyscale values of my base color to see that they fall within a certain range. Using Python, I am adding a fill layer that desaturates the base color using an HSL Perceptive filter. I then switch the viewport to the base color channel manually to check the values. This doesn't take a lot of time at all, but it would be a nice QOL change for me to be able to automate this. Cheers!
Hi, exporting Traget camera from 3ds max to adobe substance painter is ok but Target camera frame does not show up anything. it shows empty. why does not my model show up in the frame? In default camera, it show model but in taget camera mode, it does not show up anything.
(I'll replace it with a link with the same symptoms instead of a picture) Every time I bake, I get a weird pattern during the baking process and it doesn't bake very well. It only comes in Ao, curvature, and thickness. Is there a solution? On February 4, 2025, a post with the same symptoms as mine came up and I heard it was an Nvidia driver issue. Is there an update on this issue? I'm in a hurry, does it work if I change the driver to something other than Nvidia?https://community.adobe.com/t5/substance-3d-painter-bugs/ao-baking-error-in-substance-painter/idi-p/15132210
Hello. I'm experiencing crashes when painting on a mesh. Usually it happens after multiple strokes, first it freezes and after a while just crashes. I increased Tdr delay to 60, still it happened again. I can play with parameters, manipulate, add layers etc. everything is stable except when painting. I also have some active work in progress python plugins that are bit buggy right now and giving errors, although nothing that should cause instability when painting (this is just my personal assumption though). I'll diasable/remove them later to see if this fixes the problem, meanwhile maybe semeone have an idea what might by another possible the cause. Next issue, although minor one is that after I load the file and do something it starts to compute, which usually takes like 10-15 minutes, eating almost entire VRAM, but after it finishes it's quite responsive, no more long calculations whatsoever. The project itself is pretty big, dense mesh with many layers and something layer
I whandet to texture The frostpunk 1 generator, I didnt relly whant to exactly copy the desig/colors. But it feels like it missing something. Any feedback?
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