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I have applied a black mask to this boot. The mask only appears to affect the Base color . How do I get the mask to affect the other channels like normal, AO and so on?
Hello, so I just picked up Substance 3D Painter a couple of days ago, finally abandoning the beyond ancient 3D Coat (which just gave me one headache after another). But I am having weird issues with coloring my first model. Like the polygons are weirdly connected in some places, maybe it's the uv doing weird stuff but I honestly have no clue. Video: https://imgur.com/a/RS9SzMQ When coloring one part of the model, it colors another one as well, seemingly at random. The eraser tool wont do anything as well. I tried directly painting on it, doing it with a fill and black mask, but the issue persists and randomly appears each time. I tried Smart UV unwrapping in Blender, Auto UV Unwrap in Substance Painter, changing the Template to Blender when setting up the Project in Substance Painter, checking my geometry, normals and verts in blender, but nothing helped. The issue seems to pop up at random and I don't know enough to try and find a solution beyond what I did. Puttin
Hi guys, Many years ago, like 8 or so, I bought Substance Painter, Substance Designer and Bitmap2Material from Allegorithmic but due personal reasons I stop using the software. Recently my old laptop broke so I bought a new one, while copy my data I found my old installers & licenses from the software but my question is... Which is the most recent version of Substance Painter/Designer that I can use with my perpetual licenses before the Adobe monthly plan. An example of what I want to do will be something like this:I have SP 1.7.3 installer, and the software Key, so which would be the "newest" version that I'm ellegible for with my old Licence without being forced to get a monthly suscription.
When I pull up my Resources updater, it keeps showing my baked maps as outdated. I tried deleting the maps from my Asset library and refreshed the resources updater, and it gets rid of the error. However, every time I reload the project, they just pop back up. Also, why are there 3 copies of each of my baked maps in my asset library? One last thing... what is the "4" overlaid on each map referring to? Any help would be much appreciated!
I have had this problem for a year now. The substance painter in my home is slow and lags 10-30 seconds when it completes any action (change layer, move object, paint, any simple action). It is not a hardware problem. I have a Nvidia 4070 GPU, 32g of DDR4 ram and an intel i7 12700K which has never had any problems (never with maya, unreal, etc., even with heavy files) except with with substance painter. The every file lags even if it is small or large. I contacted Adobe customer support 4+ times, and they always tell me to remove my VPN, and update my drivers which dont work. My drivers are already updated and it still lags. I also uninstalled and reinstalled substance painter, which didn't work either. I went into settings and increased the RAM cache, which worked for a bit but then slows down quickly. The files are not corrupted as I have tried them on other people's and school computers and they work normally, even when these computers have worse specs than me.summary: su
I am using Mac Sonoma with PCOIP to Rocky 9 Linux with Adobe Substance painter version 9.1 running on the linux side. For getting the color picker tool to work on one monitor I have had to setup specific window focus settings on linux to get the tool to work.(Rocky 9)Window Activation Policy : Focus Follows Mouse(Rocky 9)Focus stealing prevention : Extreme Now I am getting the behavior of the tool auto-cancelling when I try to move the mouse over to a second monitor. Is there a setting I should be enabling in order to get cross-monitor functionality to work with the color picker? Thank you for any feedback you can provide.
Hello there,I'm having a really weird issue and never encounter it before, when I bake by mesh name (all the name are correct, indeed I have no warning too, see pictures) only the normal map is baking correctly (see picture) while the AO and Curvature are not, taking in account the rest of the meshes.
Please add random seed for Instanced layers.It should be change all Random Seed parameters in instance layer. It will be useful when object has symmetrical parts with instanced material, but you don't need 100% exactly same material.
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
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