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Hi Adobe team,I’d like to suggest an improvement for Substance 3D Painter that would help greatly with performance and usability in complex projects.Currently, when you add a new Fill Layer, it is immediately applied across the entire mesh. This triggers material calculations on all visible UDIMs, which can significantly slow down the software—especially in large projects where the layer is only intended to be used in a specific area.To address this, I suggest either:Adding a secondary button next to the existing "Add Fill Layer" option that creates a Fill Layer with a black mask by default.Or allowing users to define a default Fill Layer behavior in Preferences, including the option to automatically apply a black mask upon creation.This would prevent unnecessary material evaluations and give artists more control and efficiency, particularly when dealing with complex stacks or heavy assets.Thanks for your consideration!
Hi, Is there a way to lock a diffuse layer but still use it to to clone from? I'm creating a character for DAZ Studio. He has a geograft setup so it basically conforms to his pubic area but hides the underlying geometry in the torso so it moves more naturally with the body when posed. I'm using a merchant resource, meaning someone did all the hard work for me as I'm lazy (LOL). The issue is that there is a noticable line where the geograft meets the torso's mapping and I need to figure out a way that's not too over the top to blend this out. I did have a thought about this and was wondering if this would work. Lock the torso layer but use it as a clone area to remap the edges of the geograft edges. I can't mess with the torso mapping because if it gets muddled with then when folks are using the figure without the geografted figure there will be that issue to deal with. Will this idea work? Yes? No? If
Hi, I'm currently unable to get Painter to launch through steam on Rocky Linux. The app splash screen appears and then immediately closes without any meaningful error that I can see. I've installed through dnf and running `steam -compat-force-slr off` to launch steam. I'm running Proton Experimental but have tried others. Experimental is the only one that allows the splash screen to appear. It seems as though Proton is able to correctly launch the app as I can see the splash screen but something else is not letting it complete the launch. Any ideas?Thanks
Similar to Viewport > Show Entire Mesh (F), may we have Show Entire Texture (Alt+F).This functionality would perform the same "zoom fo fill window and center" function that Show Entire Mesh does, but using only the for the mesh geometry that is associated with the currently-selected item in the texture set list. Simply: When I'm working on a specific texture set for a specific bit of geometry, it would be nice to press a button and zoom-to-frame it.
I updated my version of Painter. I believe it's 11.0 (has a picture of a dragon's head when you open it). I'm using Windows 10. The option to Export to stager is no longer there in the File menu. I though about uninstalling Painter, then reinstall Painter. I'm hoping there won't be an issue with the reinstall, but thought I would post my issue first.
Hey everyone, i’m having what seems to be normal map artifacts when baking in Substance Painter after exporting from Blender. When I export with Shade Smooth, I get these strange edge artifacts, but when I export with Shade Flat, everything works fine.I’ve tried recalculating normals and applying transformations, but the problem persists when exporting with Shade Smooth.I tried pinching the edges but it just creates more and more artifacts.Substance Painter bake settings seem fine, but the artifacts only appear with Shade Smooth. It's like it's creating edges that aren't in my low poly topology. Any advice on how to fix the issue with Shade Smooth while keeping the correct normal map in Substance Painter ?
SPP 11.0.1 Build 4315Windows 11 26100.3775 Setting up a Paint Layer with pass through blend modes on each map type and attempting to use the clone tool to paint an area returns an incorrect normal map color - whereas I should expect the normal to be consistent with the surrounding area. All other maps operate as expected. I've tried:- changing the Normal settings, from Combine to Replace- changing the color profile of the source Normal map from data to DX, OpenGL- using a levels with an invert on the individual RGB channels to regain the correct color.- using an anchor point link of the layer to paint onto instead. None of those worked.In the image added, the area that is the source and destination colors don't match.
The two $24.99 subscriptions from Adobe and Steam are different, right? I want to make sure it's not a typo or anything before I sign up the one from Steam because I have no use for S. Sampler. Steam subscription have any limitations for S. Painter and Modeler?
I have a lot of projects where I need to group assets and create smart materials. I also need to name them in a way that helps me remember which project they belong to. Ideally, I’d like to create a folder for each project and put the smart materials inside, so they’re not scattered everywhere.
As the title suggests - a 2D Warp but as an affect.The lack of a 2D warp feels like there's a very necessary tool missing from Substance Painter. Other tools like Photoshop and After Effects include multiple options for this, the most standout being After Effect's RESHAPE plugin, which works almost exactly how I'd imagine a warp should work.Please see the image for an example.
Hello. When I try to export textures with matfx oil paint effect applied, result is not same between exported texture and the one inside Substance. If I don't use matfx oil paint, then it's all good. Below shared two image before and after export. Any help would be appreciated.
Hi Substance Community! I am a footwear designer who is looking to create a complex knit pattern for a shoe. I want to use different knits that all run together like a seamless pattern. What would be the best way to go about this? Hope this is enough information. Thanks!
I have a very high-res mesh from Zbrush. When importing into SP, I got the error:Mesh normals are invalid (some values are null) and will be recomputed.When I reopen the saved scene, SP will crash.I checked in Zbrush; I checked in Maya; I checked in Meshlab. I couldn't find any errors. in my mesh. As a hack I re-exported the mesh again after SP recalculated the normals. This worked- I can reopen the saved scene.However it did something to the mesh. It looks like a UV-mistake; although the UVs are the same.. What is going on here? Please help....
Hi, I'm an indie animator/director new to Substance 3D Painter. The new stylized filter is great, but it doesn't have any brush stroke direction control except for the 'make it random' and 'follow mesh' option. I'm actually really surprised the filter doesn't have a Flow map input, it just makes more sense than the default 'generated by random noise' direction. I'm assuming I might be missing something, or having a flow map defeats the purpose of a filter in the first place. Is there any way to manually input brush stroke directions with stylized brush strokes? any workaround would be fine, even if its manually painting and not using the filter.
1. Scan real-world textures (like fabric, wood, rust, or stone) and have Adobe's Al enhance, tile seamlessly, or even generate variations of the texture.2. Convert 2D textures into 3D PBR materials (Physically Based Rendering) for use in Adobe Substance 3D, Dimension, or other 3D software.3. Apply Al upscaling to low-res textures without losing detail.4. Generate procedural textures based on simple sketches (e.g., draw a rough pattern, and Al refines it into a usable texture).
I'm trying to figure out the best way to cleanly paint from one UV island in a Texture Set to the next UV island in that Texture Set. I found the method below in one Adobe Substance 3D Painter tutorial but it is a little complicated for being a practical workflow:Mask with Color Selection from baked ID Mesh Map:1. Load object2. Select Mesh Map Baking mode3. Select "ID" mesh map type to bake4. Set color source to Mesh ID / Polygroup for the ID mesh map properties5. Bake mesh maps6. Select paint layer7. Add Mask with Color Selection8. Choose color selection mask layer9. Click pick color button10. Click on object geometry color in 3D viewport11. Select paint layer12. Paint13. Add new layer14. Repeat steps 6-13 for each new piece of geometryIn another Adobe Substance 3D Painter tutorial, I realized that this shorter workflow could be used with Geometry Masking of each Layer's paint:Layer Geometry Masking:1. Load object2. Select/Add paint layer3. Name it to the mesh part4. Select the layer'
Trying to get the torn cut asset and its not working. https://substance3d.adobe.com/assets/allassets/eeeb10ca894fe5620be2e765096953345e6ab097?q=torn&sort=-searchScore
I mess around with star wars clone morphs but i cant get the parts into substance painer. others can by making them obj files but mine turns into either a stager file or just doesn't work, Can someone help?
Hello,I'm developing a custom plugin for Substance 3D Painter version 11.0.1 using the Python API on Windows 11.Using add_plugins_toolbar_widget(), I successfully added a QPushButton to the plugin toolbar. However, I’m having trouble matching the button’s size to the default plugin toolbar icon buttons (such as the resources-updater icon).I tried using setFixedSize() to manually set the size, but it doesn’t perfectly match the default icons.Here is a simplified version of my code: import substance_painter from PySide6 import QtWidgets # Global variable sample = None class Button: def __init__(self): self.initialization() def initialization(self): self.init_widget_button() self.show_ui() def init_widget_button(self): self.button = QtWidgets.QPushButton() self.button.setFixedSize(32, 32) def show_ui(self): substance_painter.ui.add_plugins_toolbar_widget(self.button) def cleanup(self): if self.
Would it be possible to let us upload our favourite smart materials to cloud storage? That way, if something happens to our compute, like if it becomes corrupted— we could reinstall Substance and still have access to all our smart materials on our adobe cloud. Right now, for example, I want to continue my project on a Mac in another building, but I’m not sure how to transfer my smart materials from my Windows 11 PC to the Mac mini.
Hello, I feel like I'm missing something basic. I'm drawing a path on a super simple straight surface, and instead of being a straight path, it's bending all over the place. I tried toggling corner/smooth, which does *something*, but certainly doesn't make the path straight:What is happening? How do I create a straight path? Substance 3D Painter, version 10.1.2Build 4105 - 5ac1e5465eedb521dd6c13c1a61a8eca1ecc27d0
In the "Export textures" window there is a checkbox "Export USD asset".Is it possible to enable this functionality in an export config when exporting textures using Python?
When baking a curvature map, artifacts appearSomething similar to polygonsSampling radius helps a bit but it's not enoughhelp me fix this please
I recently received a student redemption code to access Adobe Substance Painter. However, when I try to redeem it on the official website, I encounter an error message that prevents me from completing the activation.Could you please assist me in resolving this issue? I would greatly appreciate your guidance or a solution so I can access the software as intended.
Hi! Using a high end pc, 128 gb ram, 9950x3d , rtx rog astral 5090. x870E hero motherboard. 9100 samung harddrive.I opened my project on this new machine. Its 27 udims, 4k resolution etc.Painter crashes when i push it too hard - which means = painting a lot at the same time. changing udim, painting across uv shells. This doesnt happen on my A6000 build with 256 gb ram. and it got a worse cpu.Its slower on A6000 build. but Painter always gets a chance. so when it freezes painter still manage to survive.On 5090 build. its like everything is very fast. everything loads fast. everything is on steorids. but it doesnt survive when program freezes. then it just kills nvidia driver and opengl.have added tdr values. also tried a lot in nvidia control panel. Also tried to force optix but it killed all my masks.Is there anything I can do to prevent this? any ideas? this is a 10k dollar build
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