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Hi !Tanks for reading me !yesterday, i was working on a project for my job, and substance has stopped working .i tryed to open my substance file but i got an error message:" Substance 3D Painter encountered an unexpected error and is now exiting, please restart Substance 3D Painter and send a crash report.Reason:Failed to open 'projectsettings.ini'. "I'd shearched on internet and can't find any solution, exect a guy wo sent his file to the Adobe team and they debugged the file, allow him to open it again.i've passed many hours on this project, please, help me ...i'm desespered 😕😕I can send the .spp file if needed !Thank you a lot !
Hi there, I posted my problem already here Blender forum , so I will just paste the link to it.I know it's kind of related to Blender more than to Substance Painter, just wanted to ask if anyone had this problem before and how to fix this. For some reason I can't attach my model here it says: The attachment's weapon_pist_hkp2000.obj content type (application/octet-stream) does not match its file extension and has been removed. Just use my Google Drive link that I provided on the Blender forum.Any help is appreciated.
Hello,I am brand new to substance painter so I may be missing something obvious here. Is it possible to add a bottom layer material with Height info (like fabric). Then paint over that height info on a second layer with new height info (like a seam brush) that will replace the height info of the first layer rather than mixing with it? I want the second layers seam brush to mask out the Height info of the first layers fabric, not all of it - just the part where I paint with the seam brush.Thank you much for any info
Hi! I'm a video game texture artist, and I'm having this issue where the Pen tool path on the golden and silver elements has some sort of a white outline and jagged edges in-game. Played with the height and the metallic values a lot, but it still looks bad in the game, whereas it looks somewhat decent in Substance, but not quite how I would like it to be. Textures resolution 2048x2048, export as TIFF. It is a mod for the game WWE 2K24 and it runs on Unreal Engine 4, DirectX 12. Would any of you have a fix for this? Thanks in advance. 🙂
Hello all, I'm looking for a smart mask or similar in Substance Painter to create snow or dust settling on an object from a deliberate direction, as in the example attached (in this case from above [Y]). In C4D for example there is a shader called Terrain Mask that does this. Appreciate any input. Thanks!
HiI use Substance Painter for my textures, and most of textures goes fine when imported into Blender. But, I noticed that some textures are deformed when I put them in Blender.Here's how it looks in Substance And here's how they do in BlenderIt's not the first time when I face this problem.I tried almost every combination of project setting in Substance, but nothing changed.Is there anyway to solve this? Because I didn't see anyone with same problem as mine.
When dropping in an alpha into the height, using Warp Projection, I always get this indented square around the projected texture. I've tried changint the hardness (doesn't work), I've got the layer modifying the height map with "Linear dodge", which should be an "add", and as you can see in the pic below, the background of the alpha texture is black, and shouldn't be adding/subtracting anything. What am I missing? How can I get rid of the square indent?
Importing from Blender, baking a complex high poly with about 30 different materials assigned to a low poly single material model.On the HP model all the colors are different hex color values but when ctrl dragging materials to create new folders on the LP if a color is even remotely the same it will combine it despite it having a different ID. For example i have a few different shades of green, SP assigns the same material to ALL greens.Is there a way to adjust the tolerance of material separation or a way to better distinguish ID's in Blender before importing?
https://disk.yandex.ru/i/6G1C-JSEv-XPKQ Hello friendsI'm sitting working, drawing on UV. Suddenly my UV disappeared. The f4 screen turned gray. The mouse cursor disappears when moving to the 2d area of the screen. F - does not help. I've been Googling for an answer all day. Help =(SP 2020.2.2 (6.2.2)
So like the title say i want to hide the shortcut menu(or whatever that is) that pops up when I hold shift, ctrl, and altHere's what it looks like btw.
Hi forum. Im trying to export anisotropic materials. Seems all fine until I load them into Blender and I cannot see the anisotropic texture on my object. Thank you.
Wacom Tablet settings/features on Mac OS don't seem to allow me to PAN using Substance 3D Painter. Have to resort to the mouse to PAN, then use the pen, etcFYI: The Wacom Tablet settings/features for panning work for Maya. Any ideas please? Thanks
it only does it with this one model. i tried the model in multiple files same result. feel kinda played that i payed 200 for software that can't handle a low poly model. how do i fix this?
i dont have a 2d thing that allows me to paint it, can someone find the issue?
I have a project that uses UDIM tiles 1001-1003. All meshes on 1001 and 1003 bake just fine. 1002 (the gumball machine glass) does not bake and is pointed out in the menu to the right. I have applied file settings for UDIM from the start: This worked before in a previous bake, but I needed to adjust some topology on another mesh. Now the new bake does not work, even when starting a new file. I have checked the UVs and they do not overlap and are within the 1002 tile. What can I do to fix this?
I feel like the answer is simple by I'm stuck and hoping someone can help.For context, I'm trying to add displacement to a simple block so I can export the mesh with that displacement. The sample project "tiling material" showcases what I'm trying to do but when I create my own project, duplicate the layer stack, and make sure the display/shader settings are identical, I'm coming up short. The mesh just will not displace when I adjust the height parameter. It seems to only move the entire face.
Hello! I'm painting rivets on a 3D model of an airplane using a brush with an alpha square size of 0.9. In fact, on a 3D scan and in Photoshop it is a full-fledged square measuring 4 pixels (2x2). But for some reason, Substance cannot draw a basic square; Instead of a square, I often end up with a quadrilateral, a triangle, etc. I played with Levels and effects, such as blur, but it did not help. Please, helphttps://youtu.be/dXKAvWiPqfQ
Hi, I created a t-shirt in CLO 3D (Mesh Type: Quad) and exported it as an OBJ with the UV maps. In Substance Painter, I imported the OBJ and the maps, baked all the mesh maps, applied my textures, and then exported the textures. I only exported one of the textures (body_Front) into CLO 3D. However, in CLO 3D, my texture does not appear (sbsar) or appears distorted (png). What could be causing this issue, and how can I fix it?
В общем... Столкнулся снова с гемороем, а точнее с кистью, с нею я взял альфу (Квадрат) Баланс, контраст на максимум, харднес на ноль стоит и в этоге в место квадрата я имею не квадрат в 4 пикселя, а либо:-квадрат 2х2 с опендиксом в 1 или 2 пикселя-Квадрат 2х2 с дополнительными 2-умя размытыми пикселями на краях-В место квадрата вообще четёрёхугольник-В место квадрата вообще какой то крестики т.пhttps://www.youtube.com/watch?v=dXKAvWiPqfQ
I'm unable to download both software because it says I must update my system, while everything is already up-to-date as far as I know. My PC does have the right hardware requirements so I have no idea where it goes wrong. Specs:AMD Ryzen 9 7845HX with Radeon GraphicsGeForce RTX 407032 GB RAM
I have a gumball machine model that I am baking. My issue is that my gumball UVs are being baked onto my model, but only on the parts that are UV mapped together, since they will be metal texture. The glass mesh is fine and is on a separate UV map. My naming format for my meshes and .fbx files are in _high/_low format. I have received no baking errors. There is a combined mesh of gumballs inside the glass mesh of the model (not yet visible until glass material is textured). I have checked my UVs and model in Maya. There are no overlapping UVs and the cleanup tool shows no issues with topology. I have three UV maps: onefor glass, one for metal, and one for gumballs. I would appreciate any help to resolve the UVs baking onto the model.
Hello, My conpany just purchased a Mimaki color printer (amazing!) and we make physical board games and toys. I want to use the Mimaki to produce paint masters that we then send off to license holders for approvals or manufacturing to produce. I am trying to use Substance painter to produce solid colors on my models but I can't figure out how to paint without PBR. I don't want cast shows, I don't want occular occulsion, I only want solid diffuse colors. Substance makes it so easy to produce amazing textures but I can't figure out how to turn all that off and just paint with solid colors and output to a 3D printer. I am comfortable in the Adobe workflow and don't really like ZBrush or Blender and would like to stay in Substance. How do I dumb it down to get what I want? I will include a picture. I want to paint like the left model, flat color only, not llike the right which is what i get becuse of PBR. Any help would be apprecia
Hey, the Levels and Alpha Behaviour below the Micro Height input are missing for me. Any idea what may gone wrong?
Like this but transparent background. Much thank you if anyone solves this. Very annoyed rn 🙂
I am trying to import the materials ive downloaded from the community assets library, they are downloaded as spsm files, when i try to load them using the substance3d panel on blender it is saying they are not valid .spsar files
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