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Hello everyone, please can you help me?, i'm still new in Substance. when i reimport the mesh (edit/ project configuration), there is a message like this: [Scene 3D] Failed to load 3D scene.Cannot replace mesh with strokes preservation. The meshes units and/or scales do not match. Retry without strokes preservation or fix your mesh transformation.i already do delete history, freeze trasnformation, my scale is fine! i cannot understand this. Basically, i tried to replace separated mesh for combined mesh (Technique avoid artifascts)i used this method always but in this time, i dont understand. Thanks for your help and greetings from Machu Picchu - Peru
Adobe Substance 3D Painter may experience artifacts when painting strokes on certain MacOS versions. These issues have been tested and reproduced on MacOS 14.4 and 14.5. However, when using MacOS 14.1, 14.2, 14.3 or 15.1, these problems are resolved.
Hello, - In the imageA, we're selecting a geometry to create a mask.- We then are then combining this mask with a texture in a black mask.- In the imageB, When creating an anchor point on top of this mask and trying to reuse it later in our stack, the mesh name mask isn't being sent with the anchor point and end up with our texture mask assigned to the entire asset. This process works correctly when using UV tiles selections, but doesn't work with mesh name selections. Would be nice to have it working with Mesh names as well : )
Hello, In order to build stronger tool for studio pipeline, having access to the list of geometries that are enable / disabled per folder would be very valuable. This would permit to create sets in Maya or any other software based on these lists.
When i bake the 3D Models the Software dosnt even touch my GPU. My CPU is on 100 % while GPU is just on 2 % Is that normal ? When not how i can change from cpu to GPU ? CPU: Ryzen 7 5800xGPU: 6800x32 GB RAMWindows 11
I've been working on painting textures for my model in Substance Painter smoothly, but I encountered an issue with my latest project. After importing the FBX file and baking the texture maps, all my Ambient Occlusion maps have strange patterns, like the ones below. I must have accidentally toggled something, but I can't pinpoint what it is. Any suggestions?
Why UV seams are visible? Some advice? What am I doing wrong?
Initial technical state:Version: 11.0.0;OS: Windows 11, version 24H2;My steps of creation USD format in ZBrush for Adobe Substance 3D Painter:1. Opening the object without vertex altering and with initially set UV ( image: First step);2. Subdividing the mesh using Divide and Smt buttons to generate regular subdivisions (images: Second step, Result of the second step);3. In the ''USD Format'' subpalette, which is in ''ZPlugin'' palette, set the "Selected" button for saving only one subtool and hit "Save"(image: Third step);4. In the file explorer window set the following name and format to export (image: Fourth step);5. I open Adobe Substance 3D Painter and hit "New Project", then load the USD file, after that the section: "Subdivision levels" is greyed out (image: Main issue).Remark: even though I subdivide the mesh without using Smt button, trying to purely subdivide mesh without any smoothing effect on the borders of the mesh, the same issue is being remained.Question: what did I for
I've been following through on the Substance Painter 2021 Getting Started Tutorial - Part 03. The problem occurs when he introduces the viewer to radial symmetry. Whenever I try to hover or click on the symmetry settings, it briefly pops up then disappears. What is happening? How do I fix this?
Custom Masks Breaking after latest Update. Tried reinstalling the old version again, and masks are ok. Have you changed something that affect Custom painted masks? this shouldnt happen since many projects can be destroyed because of it.
I bought the indie subscription on Steam to try out Painter for a month. However, when I launch in Steam nothing happens. It simply quits without any screen appearing and no error message. I have tried different proton versions and also without so that it tries to run native Linux version. Initially I had a libtiff symlink issue that I resolved. Now if I try to launch it from the terminal I get the error qt.qpa.plugin: Could not find the Qt platform plugin "wayland" in "". I have searched the web, but I cannot figure out what causes this issue and how to fix it. Any help would be much appreciated. Specs:CPU: Ryzen 7 3700XRAM: 32gbGPU: RX 7800 XTOS: Linux Fedora
When I toggle the visibility of layers in Substance 3D Painter, it takes about 2–3 minutes to load.I’ve tried deleting unused resources, updating my graphics drivers, and increasing the local cache size to 1500MB, but none of these have resolved the issue so far.After toggling the visibility a few times, the loading time seems to improve, but the problem occurs again every time I reopen the project.I’d appreciate it if you could suggest a solution. My computer specifications:Substance 3D Painter version: 11.0.0CPU: Intel Core i7-12700FGPU: RTX 3070
Hi i have a problem on my MacBookPro, when i open my mesh in substance it's all pink and i have the shader error. [Shader Helpers] ERROR: Implementation limit of 16 active fragment shader samplers (e.g., maximum number of supported image units) exceeded, fragment shader uses 19 samplersI really need to fix that.Thank you!
Hi, I'm looking for a simple guide on how to make and apply a normal map to my simple model. I've watched a bunch of videos and read docs but it's not the same process for me. 1. I have a wooden crate from blender that isnt textured but I exported the uv map/material.2. In SP I filled the crate with a wood texture.3. At this point, how do I generate a normal map from the colour texture to bring out the grains of wood? I added the same texture to the normal map fill channel but it looks odd. Do I need to bake the colour map first? If so, how do I then apply the normal map that gets baked?Thank you!
As the title said, i have a normal effect like this:And it is provide by a paint layer in the main materialAnd you may see that there is some scratch effect overlap this bevel lines.Even change the blende mode of this layer's height, the overlap problem is still not sloved.And the scratch effect is provide by a mask like this:So i want to ask is it possible to change this paint into a mask paint so i can erase the overtlap part?
I was wondering if there is a way to pull focus using python on a layer that is selected .i figured out how to set the node selection in the layerstack but i want the UI to then also show it instead of having to scroll through my layerstack to find it manually theres a showinui function for resources but i dont see any for layers
i am a newbie of substance painter and i've trying to use the path tool but i found that this tool is extreme hard to use because it will always snap to the surface but i just want to edit its plane coordinates not snap it to the front.this is what happened after moving it a bit, as the photo see, the point moves to the other mesh which make the whole path become a mess. I want to know is there a way to disable this feature cause it is annoying all the time.
When painting stylize texture, you sometimes want to see the wireframe to paint following the flow of the topology, and sometimes you just want to see the texture without anything wireframe on top, it will be great if this toggle can have a shortcut.
When I try to blur with the Smudge tool, the colors are blurred in a dragging manner, which is a bit inconvenient when texturing cellular 3D models.So I use the blur “filter” to blur, but it sometimes blurs areas that I don't want blurred.I also use masks to prevent this, but I find this process a bit time-consuming.I think it would be very convenient if there was a blur brush that gradually fades the color, like CLIP STUDIO.It would allow me to adjust colors seamlessly without changing layers,So, if you could add a blur brush, I would be very happy. Sorry if you already have that feature.
Pen tilt and rotation with a tablet like wacom intuos pro is really essential for a more controlled and alive painting experiecnce. Sometimes you need to rotate alpha of a triangle or calligraphy pen and using shortcut is less convinient Especially after you got used to just rotate a brush in PS or other painting software
So I've decided to try out 3D Linear Gradient on a piece I'm working on. I watched tutorials and it looks very straight forward: Add fill layer, add black mask to fill layer, add generator and choose 3D Linear Gradient. Except when I do that, nothing happens. Let me explain:Basically, when I add a black mask to my fill layer, in the videos I would see a black square show up right next to the fill layer thumbnail. and when the 3D Linear Gradient is added onto the generator, you would visibly see the a gradient on the black mask thumbail. That's not happening with me. Here is a screenshot of what my layers look like:I see a square with a black circle instead. I'm fairly new to masking and have only been using Substance Painter for a few months now. I haven't had to use masking for my projects until now, so I'm not sure what's going on here. Also this is what I've been seeing in tutorial videos:As you can see, it does not look the same. Am I missing something here? Thanks
Hey Substance Painter team, I've been loving the new Stylization filter with the release of version 11! Thanks for putting this together! That being said, I'd love to have a way to export the Brush Strokes Map that can be viewed in the Helpers -> Display Helpers section of the filter parameters. Is there any way to export this?
Still very new to SP.I am trying to wrap my head around exporting my finished product's maps.Not sure what settings I should be using.How do you export the roughness, metalness, AO, etc maps in RGB color formats?I have tried changing the color management, base color settings of them under the texture sets, rebaking, tried different export options, and no matter what I'm trying to do, it keeps exporting the AO, Roughness and Metalness (metallic) maps as grayscale.I need the exported maps to be RBG not Grayscale.So here are the questions I don't know what if at all needs to be changed to make the above problem work correctly.What initial project settings?Which color space?which texture settings?Export setup settings?and any other settings that I have not asked about? The game I am recoloring my project use the following._am.PNG.. Diffuse (just the colors of the project) no changes needed _gmm.PNGRed channel contains roughness mapGreen Channel contains metallic / metallness mapb
I would like to be able to hide parts of a mesh by clicking on a face to hide and fully disable it, double-click it to hide its mesh island (cumulative), exactly like the feature in 3DCoat (and unhide all with CTRL+X). The hidden parts are not just invisible, they are unclickable, so we can paint on faces that were behind these islands.Also, if this can be also done by UV island this would be fantastic.The 3DCoat feature is more convenient because I don't need to plan it in advance by manually separate parts by materials, selections or masking, I just click on any mesh island on the fly (that is part of an unique and same mesh with an unique material and UV) and this is done in less than one second.In Painter, I can't do that at all if the material is the same on these islands.For example, on a stylized tree fir with multiple layers of leaves, I don't want to assign a different material for each layer just to have the ability to isolate them for painting (this would be a kind of hack,
The materials I downloaded from the 3D asset library are now all placed together in a single folder called "Materials" without any categorization.I would like to return to the previous display where the materials were categorized, such as Wood, Metal, etc.Do you know how I can do that?
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