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Not sure if this feature or something similar exists, but my stupid ass can't find it, so here goes. Adding hotkeys for the actions of:Increasing/Decreasing the HSV sliders of my brush.Example: F = +Value // Shift + F = -Value --etc. "Color Harmony" addon for Hue. Instead of just pressing the buttons to go up and down the slider, it'll jump you to specific hues based on the first color you picked. Basically the "Adobe Color Wheel" site being imported as a functional feature inside of substance painter + its harmony presets. If this or anything similar exists, please let me know 😉
As seen on picture, when I use some smart mask or smart materials which contain Mask Editor, they appear as squares. I bake maps in Marmoset and then import in substance painter and texture it. What could be problem?
Hi, I have a strange issue with the new version ( 8.3 ) of Substance painter. When I am going to render view and try to render an image, it is rendering until I touch something. Even clicking on the blank space between buttons resets render. Iterations reset to 1, and the image is blurry. It won’t be such a deal, but pressing ,, save render” button causes same result - render resets and i cant save renders with more than one iteration. Few things i noticed: it works like that for every project; when I moved back to 8.2, problem disappeared ( i have the project in 8.3 version so i can’t edit it there ); Iray resets render even when i am changing windows on my computer. Also tried to reinstal Substance few times, nothing helped. I am working on m1 Mac with Ventura 13.01. Does anyone know how to solve it? Thanks in advance
My Fill Color Picker in Substance Painter starts lagging badly after a few minutes of use. I’ve already tried running the app as Administrator and even reinstalling it, but the issue persists. The lag makes it difficult to change colors smoothly. Any suggestions on how to fix this? My pc: AMD Ryzen 7 5800X3D 48 GB RAMRTX 3090 Video showing the issue:
i baked some details on a flat plane for a trim sheet. and i got this issue a couple times (see Picture) i tried a lot to get rid of it but i cant seem to find the problem, does anyone have an idea how i can go about this? Also its this way in every map not just the normal.
Hello I am new to substance painter and I am trying to figure out how to stop the normals of one material that are bleeding through to the other. I have had added a screenshot that hopefully helps show what I am trying to stop.
Hello, I've been trying from a couple of day to open my Fbx files on Substance painter for my college assignments but I'm not able to. I've heard somewhere to try Obj files but Obj files are not opening as well.I've also tried cleaning up the file in maya and also reinstalling substance painter but it's still not working. Please help!I've attached the screen recording below while trying to open the file, I'm getting the left bottom corner errors.
I've been using Substance Painter for about three years already using student access provided by Adobe, which is also mentioned clearly here https://substance3d.adobe.com/education/ Recently, my licence ended, so I did request another for third or fourth time like I did before. This time they provided me link to verify my student status, which is not working. (The link https://www.identit-e.com/adobe ). As I need it for my studies, I contacted Adobe through chat, asking to grant me my student access as I am a student of higher institution. In return, I was told that "they don't have student plans for Substance". Which is a lie (?) because the website still mentions that Substance apps are free for students and teachers. For every question I had, I was told to refer to my university. But my univeristy does not provide licenses and it has always been done by students using this link https://substance3d.adobe.com/education/ .At the end, I was told that they d
I'm having a problem with making panel lines in Painter. I can't get the line to go all the way across half the time, even when I go well beyond the edges. Is there a way to prevent this?
I am a freelancer from Russia planning to work for a European company as a short term contractor. In Russian Steam, there's Substance 3D Painter 2025 in two versions: perpetual and subscription. My question is - which version do I need to be able to sell my textures and .spp files to the companies so they can use/modify my files in their commercial projects? They told me they have Adobe subscription for studios, and they are concerned about the "2. Restrictions" of the license agreement. Please clarify which Steam version I can use, if any?
Hi! There is a problem in Substance Painter. I am exporting a model from Blender to Substance Painter, and white lines appear on the borders of the UV islands when sharpen is turned on. The same problem with bevel. I checked the curve map, it baked correctly.I’ve been experimenting with different padding sizes – I was previously using 0.002 (which is what I always used when texturing in Blender), but have also tried going up to 0.01. Unfortunately, none of those changes seemed to make any difference in how these artifacts look.I have a hunch why this might be happening. Typically, sharpness filters in different software look at neighboring pixels to determine the color of a specific pixel. Since there are no pixels outside of the UV islands, the sharpness filter seems to be using a pre-defined color – which is clearly not matching the texture’s actual color. I think expanding the texture beyond the UV islands could help with this, but I’m not sure if Substance Painter has that function
Issue:I receive 3D model files from my team, who work in KeyShot, and when I import them into Adobe Substance Painter, the model appears disassembled or not fully put together. The same files seem to work fine in KeyShot and other software like KeyShot Viewer.Details:The files are exported from KeyShot in FBX, OBJ FilesWhen opened in Substance Painter, the parts seem to be separated or misaligned.I've checked the files ingestaltor.io & KeyShot and they appear fine there.My primary goal is to apply materials and colors for a color study rather than detailed texturing.Why I’m Using Adobe Substance Painter:I’ve been using Adobe Dimension and love how easy it is to apply materials and render scenes. However, I’m looking to step up to a more advanced 3D workflow. Is Substance Painter the best tool for this kind of work, or would another Adobe or third-party tool be better suited for color/material studies?Troubleshooting Steps I've Tried:✅ Opened the file in another 3D viewer to v
Hi, I have this weird effect happening when baking the ambient occlusion of my mesh. I can't seem to find the problem.
So im currently at my job atm and Im bringing in a model to bake in substance basically to bake the maps from a HP onto a LP, and when it bakes it bakes everything but when you try to use the bit map as a mask it just said fails to decode map. This has been an issue for i dont know about a year or more i feel and ive seen multiple threads about this but zero answers now myself and alot of other customers have had this issue and were paying customers can somone please for the love of god figure out what is going on within substance painter. [EngineBitmapLoad] Failed to decode bitmap.resource://project2/Curvature Map from Mesh body?version=a7b603ca8fc7757fb5c46344211c1902f42c323f.image error code Im not bring ANNNYYY textures in this is just what i think you guys have programmed into the actual texturing software and somthing is bugging up the system this WAS not an issue before adobe took over but alas here we are dealing with zero help and no solutions im sorry for
Helllo!I've created a custom material, importing it into painter and using it as a custom brush (a nuts and bolts generator) but I'm getting some major aliasing / bit depth artifacts in Painter where in Designer it looks fine. I've done various testing but cannot get rid of this artifacting at all. Does anyone know the issue here?Thank you,Marcus
hy guys so i'm working on texturing a model of my own but i can't find the solution to this problem :when i bake my model, i obtain this , which is quite cool but when i look at my normals, i get this, which is a big problem i tried a few things, flipped my UVs, but i really am out of options based on my limited knowledge of the soft If a life saver can answer me, he'd have my eternal gratitude thank you
I'm needing some help; I just bought Substance 3D Painter 2024 off of Steam and it immediately gave me this error:[ACEComponent] error while loading ICC profile data:invalid profile I don't know how to fix it, and is failing to load my project files as well. I attempted to sign in via my google account to fiddle with my profile as well, and for whatever reason, I keep getting these errors as well: Any advice is welcome. Using a Legion 5-15ACH6 Laptop (Lenovo) - Type 82JW with Windows 11 Home x64.
Hello there!I am currently experiencing some trouble while developing a python plugin for the newest Substance Painter version (8.1.2).Lets say I want to save some string data from my plugin to the project file, when the project file is saved.My current approach is to write that into the projects metadata, when the project is about to be saved, using the substance_painter.project and substance_painter.events module.Consider the following pseudocode: import substance_painter.events import susbtance_painter.project class PseudoClass: def __init__(self): ... self.event_dispatcher = substance_painter.events.DISPATCHER self.event_dispatcher.connect(substance_painter.events.ProjectAboutToSave, self.save_settings) ... def save_settings(self, event): metadata = substance_painter.project.Metadata("PluginSaveData") metadata.set("plugin_save_data", "testsavedata") This should work in theory, but sadly raises the following Error instead:[Python]
Hi!I have been working on a character and baked my high poly onto the low poly in substance painter. Hoewever, I keep getting some weird results on the neck. I have tried a bunch of different things already but to no avail. There are no visible issues with the low or high poly, and there is no overlap in the UV's, yet I keep getting this one error in the middle of the neck as well as these subtle lines (looks like stretching to me) on the sides. Below you will find images of my bake, the wireframe, high poly (decimated) and UV's. (I am using UDIMs for the UV's)
Im doing a script to process a list of .spp files, and at end of my script Im using substance_painter.project.close() to close the current file and repeat the process with the next file in the list but this command closes the Substance Painter instance and not the current file. There is another way to process a bunch of files? A strech of my script is:for i in range (100😞 substance_painter.project.open(substance_painter_projects[i]) #do something substance_painter.project.close() #jump to the next file
Hello, i'm currently trying to export my textures in 8k from substance painter. The problem is that squares appear in my textures and only when i'm exporting in 8k. If if I export in 4k, the problem doesn't happen. I join a screen of the texture in 8k with the square problem, and a texture in 4k without the problem.As I really need to export in 8k, could you help me to find a solution ? Thanks
Is there a way to work with material references between files?For example, I have a wood material in a file, and I would like to reuse it in another one, but if I change the source file of the wood the other files will be updated.Something similar in Blender we have the "Mark as Asset".
When a resource from the Library is updated/replaced, it is also automatically updated in the Layer stack (in the project). 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,can someone point me in the right direction?The mesh was auto UV unwrapped in Substance, and Im trying to paint in the eye shadow. But the paint stroke is super blurry in some parts and sharp in other parts. I've illustrated the issue by painting a diagonal line across the face. You can see the line is varying thickness across different parts of the model.How can I get the paintbrush strokes to remain constant across the entire model??
I am trying to export different resolution for different map instead of texture set resolution but I am unable to figure out what should be actual settings for export via python. ( The below code only consider the first resolution override for each texture set )Here is my sample code :from substance_painter import export export_config = { "exportShaderParams": False, "exportPath": "", "exportUSD": False, "defaultExportPreset": "custom_export", "exportPresets": [ { "name": "custom_export", "maps": [ { "channels": [ { "destChannel": "L", "srcChannel": "L", "srcMapName": "roughness", "srcMapType": "documentMap", "srcPath": "" } ], "fileName": "$textureset_4K_roughness(.$udim)",
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