Connect, learn, and get help texturing your 3D assets.
Recently active
Hello Adobe Substance team,I’d like to suggest a new feature for Substance 3D Painter that would greatly enhance the workflow for artists: Viewport Click-to-Select Layer.The idea is to allow users to click directly on a visible area within the viewport, and Substance Painter would automatically select the corresponding layer in the layer stack. This would make it much faster and easier to identify and edit specific layers in complex projects, especially when dealing with multiple layers of detail or when layers have similar names.Key Benefits:Speed and Efficiency: This feature would reduce the time spent searching for layers in the layer stack, especially in projects with many layers or complex structures.Precision in Layer Management: By clicking on specific regions of the model in the viewport, we could quickly locate the layer responsible for that detail, making edits more intuitive.Improved User Experience: Many artists are familiar with viewport-based selection tools from other 3D
Hi, cemplete beginner. What template should I choose to use it in Unity URP when I create a new project? I only see Unity HDRP. In youtube tutorials I see Unity 5 (allegorythmic).
Hello,I have created a house model in Blender, unwrapped its UVs, and imported it into Substance Painter for texturing. However, I recently realized that the UVs for the house walls are too small, resulting in low-resolution textures even at 2K.To address this, I went back into Blender, adjusted the UVs for the walls by moving them to UDIM tiles, and re-exported the model. However, when I attempted to update the model in Substance Painter using Project Configuration, I found that the option to enable UV Tile Workflow (UDIMs) was not available. Instead, the message simply states: "Project not using UV Tile workflow." (Screenshot attached).My question is: How can I update my project to use UDIM tiles while preserving the textures I have already created? I don’t mind redoing the wall textures, but I would like to keep the rest of my work intact.
Each time I try to bake mesh maps of any object, even a simple cube, these ambient occlusion artefacts appear (attached image). Does anyone know what that is and how to fix it?
As decals (Warp projections) are Fill layers, they currently don’t support the symmetry feature. Adding symmetry to Fill layers would allow users to fully move/rotate/rescale a decal, and all changes would automatically influence the opposite side of the mesh. This thread has been created in regards to a future QOL (Quality Of Life) release. We’re trying to prioritize users’ needs; therefore, your voice is very important! Please write your feedback below and don’t forget to vote for your favorite suggestions!All shared images are purely for visualization and not functional features.
Hello, I'm drawing a texture at the moment and I have a little problem. When i'm exporting my texture and use normal map in the game, my model doesn't look particularly convex. But in the Substance Viewport it looks perfect. Maybe someone knows how to fix this problem. Also I detected, that Mesh+Height+Normal map is great as a normal map for me. Maybe there is a way to download this map and use it as a Normal map. Thank you in advance.
Painter has been crashing at random times after simply pressing CTRL Z.When I create a mask for example and want to undo something, it crashes.When adding a filter to a layer stack and I want to undo something, it crashes.It has been doing this across multiple projects, multiple times. It's becoming a regular occurance.The error message states:Can't build edition context. Invalid stack
Every thime i try tio open a new project the scene 3d fail to load. and when i am tryin to save because i am trying to open the project again it fail to save. I do have space on my hard drive... it is my first time i am trying to use Substance 3d. Not a good start.
Hi, [EDIT] This issue has now been resolved. Update to drivers version 572.60 or newer to get the fix. --- The latest drivers released by Nvidia (version 572.16 to version 572.47) can lead to corruptions and glitches in the result of the Ambient Occlusion when baking with GPU Raytracing enabled. We have reached out to Nvidia to get this issue fixed. Meanwhile you can try one of the following workarounds to avoid the issue: - Downgrade you GPU drivers (if you can) - Launch Painter with the command line argument --force-optix (this will use Optix instead of DXR) - Disable the setting "GPU Raytracing" in the main preferences (this will use the CPU for baking, which is slower but stable) In the meantime we recommend avoiding these drivers has they could create stability issues in addition to the artifacts.
As per the title, Subsatnce is Destroying meshes. Was fine in previous builds.I have several models that previously shoed fine, but now Substance is destroying them.Included a couple pics to show the issue. Same models work are fine in both Toolbag 5, and 3DCoat.Any idea when this bug will be fixed? Thanks for anu input
Lates Update creating artifacts.Same model was fine in previois builds, and also fine in Toolbag 5, and 3DCoatAny eta on a fix for this bug?
In Substance Painter, when I generate ambient occlusion maps, they don't work correctly. Instead of being created based on the model, they appear as white lines, completely ignoring the model's UVs.What I have tried so far:Reinstalling the programUsing older versionsDeleting the cacheClearing my computer's cacheTesting with a different software (even with Substance Painter’s default models, the issue persists)Using a fill layer and manually generating ambient occlusion, but it still doesn’t workAny help or suggestions would be greatly appreciated!
Hey everyone,I’m having some issues with baking in Substance Painter using a Custom Cage. With a regular bake, I don’t have many problems, but I wanted more control to reduce artifacts, so I switched to using a Custom Cage.The bake works fine on the outer rays, as I expanded the Cage outward. However, I’m seeing some errors in the inner areas. While I’m not entirely sure if it’s the cause, I suspect that the inner rays might not be reaching the model properly.For the Cage, I created it by duplicating my Low-Poly model, then pulling the vertices along the normals. Finally, I deleted the UVs of the Cage file before exporting it.Since the Max Frontal Distance and Max Rear Distance are locked when using a Custom Cage, I can’t adjust those in Substance Painter, so I’m trying to fix the issue in Maya. How can I make sure the rays cover the inner parts of the model? Also, should the Normals of the inner Cage face inward or outward? I assume they should match the Low-Poly, but I want to be sur
So this is a silly and trivial question but limited documentation left me with no choice. I've created a very basic script that creates a project in substance painter with a given mesh file and then saves it to another location. Like this:project.create(mesh_file_path=src_file_full_address) project.execute_when_not_busy(lambda: project.save_as(temp_full_address, project.ProjectSaveMode.Full))Here, the job "finishes" with no errors. but nothing happens in the project. The file is empty! I tried to check the mesh with: `project.last_imported_mesh_path()`, and substance crashes. The thing is that when I run the exact same 3 lines inside the python console in substance's UI, they work just fine and the mesh file is opened inside the app. So I know it's not because of the syntax or anything. I guess I have to run something before or after running these commands but I have no idea what. Does anyone know anything about this?
After Importing the .fbx file into the substance painter, when i am hitting the bake mesh i am getting the output like this even tough i have a clean mesh and properly unwrapped UV's. Any kind of solution is really appreciated, Thank You.
Why this happen?
Hello,The 2d viewport ( and sometimes the 3d too) keeps freezing up to where I have to keep restarting substance painter and reloading all the resources. Is there a fix for this? It's driving me nutz. Thanks.windows 1064 bit32gb vramNvidia geforce gtx 1060 6gb graphics card.driver version 566.36
This seems like a pretty basic functionality for a brush and I can't find a way to do it after looking at the software, the software docs, and searching extensively online. Please tell me there is an easy way to do this that I'm just missing somewhere. If not, then please Devs, prioritize this highly needed feature.
Hi! this happens every time I try to bake, I am doing this from Maya and I already checked for overlapping UVs, and different UV sets but everything is fine
hello everyone, I have substance painter 3d, I created a model, then processed on painter and now I would like to export it on stage, but in the upload tells me that the file is not supported, why?
I am having a problem when I try to create any type of gloss variation. gloss details appear flat, white and non reflective. Using a simple base fill layer with 0.6 gloss and dark grey diffuse and specular.Then I have a another fill layer with a black mask using a fill with a grunge map.I am only using the gloss channel at a value of 0.8.This is what its suppossed to look like. Same layer stack and grunge map and it looks completely different. The gloss details are actually reflective as intended and it is not turning white when being viewed at a lower angle. Using PBR Spec Gloss workflow on Version 10.1.2
Today when I was looking to do some outfit variants, I was met with 3D Painter refusing to launch, at first I suspected it being due to this project being a couple months old, though I was met with the same issue on empty projects. Though I'll get straight to the point and state everything I tried and did: Reinstalled Substance 3D Painter though Adobe Creative Cloud. (Still same issue)Tried downgrading my version through Adobe Creative Cloud. (Still same issue)Tried ripping out the starter-assets to see if the problem can be prevented by not having said problematic files. (Still same issue)Reinstalled it AGAIN (Still same issue)Cleared all local content, cache data, etc. (As in it might as well be the first time it was installed, plus to clear that possible issue of older steam versions also being installed. (aka I only have the one now))Restarting my computer. (Still same issue)Scowered the web for other cases of this (couldn't find a solved instance)Read the shader-doc informati
When I turn on paint symmetry, the plane is based on the center of the total geometry of my project. Suppose that I have several materials in my project. It is frequently the case that I want to symmetrize around a specific subset of geometry containing a single material. To do this in today's version od Sunstancec Painter, I need to turn on symmetry, set the axis, and then drag the offset sliders to (very) roughly get the plane to the center of the intended piece of subset geometry. I would like for a checkbox option in the symmetry settings to choose to center the plane on the active material's geometry, so that I can easily get in the middle without dragging sliders and eyeballing it.
Hey! I've been eperiencing an issue when exporting textures from Substance Painter to programs like Maya and Blender. They look fine in Substance, but warped in other programs: I've been having this problem since I picked up Substance Painter again in August 2022. The mesh hasn't been altered, and the UV map is clean: What's causing this distortion?
Hello! I'm new to Substance Painter. I have an issue in Rendering (Iray) mode. In Environment Settings the Environment Opacity and Environment Blur are greyed out. I can't change these valuses. "Clear color" checkbox is unchecked. I've searched everywhere but can't find solution for this. Please help me to solve this issue.
Remix with Firefly Community Gallery
Thousands of free creations to fall in love with and remix in Firefly.
Already have an account? Login
No account yet? Create an account
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.