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getting this error whenever I try to open the project. Other projects are opening fine. Hoping for some help so my work isn't lost 😞
How do we use the substance painter python API to export the 3d viewer view of the asset? I tried this:view_3d = window.findChild(QtWidgets.QWidget, 'Viewer3D') and use pixmap = QtGui.QPixmap.grabWindow(widget.winId(), rfg.left(), rfg.top(), rfg.width(), rfg.height())pixmap.save(filename, file_format) to grab the screenshot. on my computer it works, but on my friend''s computer, they always export a pure white image. Anyone know a robust way to do this?
Hello i have imported a fresh model i have make on blender, and on multiple object im able to see half way trough like if the normal was reversed, i tried put the inside ( in my project), that put off the half way trought but the texture look strange, not like the others (with same materials). Please help me, i dont know what to do to fix that
Hello!I've been spinning my wheels and wasting a lot of time, so I think I should reach for help!I've modelled a character in Blender, UV'd it and rigged it. Brought it into Substance Painter to create textures. Then applied those maps to the Blender model in Unreal Engine 5.Result: Texture lines look distorted. After a search, I see that the solution is to use the mesh exported from my Substance project. When I bring that into UE5, the textures look fine but the rig has been lost. Next, I try importing the FBX from Substance back into Blender and re-rigging. But when I take that to Unreal, the textures are distorted again (not sure why, it seems to be the same triangualtion.)I'd be grateful for some tips on a workflow that will (a) produce clean textures in UE5 while keeping my rigging and (b) keep thing as flexible as possible ie. being able to make updates to model/paint/rig without having to redo a lot the other aspects from scratch. Thanks!Btw, all this is happening
Hello!In previous versions of Substance Painter, I was able to bake textures (AO and Curve) using only a normal map instead of a high poly. Can I still do this in 8.3.1? If so, how?Thanks!-William
Hello everyone, I exported an OBJ file from CLO3D which had Udim and different materials that I separated on Blender. However, when I tried to bake the object, I noticed some dark areas. Upon further inspection, I realized that these dark areas were a result of Ambient Occlusion. It's worth mentioning that the dark areas were mostly present in places where there were double layers of "Fabric". Before baking, I set it to self-occlusion: with only the same mesh name. Please see the picture below. If you want the 3D object: https://drive.google.com/open?id=12nBUolrcsQ1umJ3RpDq05XD7IP8S8zv7&usp=drive_fsHas anyone else encountered a similar problem?
Hello everyone,I've encountered a particularly perplexing issue with Substance Painter in the ACEScg workflow, and I'm hoping someone might have insights or has faced something similar.When I download JPG/PNG images from the web and import them into Substance Painter, there's an apparent color shift from the original image. This discrepancy becomes even more pronounced when I export the textures and bring them into Maya, despite both being set to use the ACEScg color space.Here's a breakdown of my process:Source Images: These are standard JPG/PNG images directly downloaded from the web. They look as expected in any standard image viewer. Substance Painter:The color management is properly set up in Painter.On importing these images, the colors appear different than the original.On exporting, I ensure that color maps (like Diffuse/Albedo) are in ACEScg, while other maps (Roughness, Normal, etc.) are set to Utility - Raw.Maya:The imported textures' color discrepancy is evident here a
Hi,Why is all Height Layers MOVED in Substance Painter, - when I only want to adjust ONE (1) Height Layer in Substance 3D Painter ? Anybody knowing HOW to solve this issue in a simple way, please ? ALL LAYERS in SEPARAT LAYER BUT STILL MOVING ? ... PS: try to solve this for like 2 weeks now... and still any solutions, Googlat, YT, etc. , but nothing. YouTube Video (0:29 secondo) below what I meaning : https://youtu.be/O6SZXyUFdPI /// Ciao /// McRoman
Hi there ,I have a very basic question . How do we import the color palette swatches ? Is there the way to import it from Photoshop ? Or how do we manage to have a colors from our color palettes ? Thank you in advance 🙂
Hi, I try to bake the high poly to the low one. While the high poly mesh is broken in Painter, but the obj file is fine.Appreciate for anyone helping.
Hi there ,I vae a bug m i dont know what is the reason . When i import my model from Maya to Substance the UV layout is becoming a mess .Happenned first time , what could cause that ?Attaching here screen form Maya UV layout and what is doing in Substance Thank you , really hoping for a help ^^
Hi everyone, I have sculpted a model in ZBrush and would like to use Substance 3D Painter for unwrapping.I am getting the following error messages: [Scene 3D] Failed to compute tangents; need UV data in channel0[Paint editor] Invalid scene, mesh 'Group41280' has no UV coordinates[Paint editor] Invalid scene, mesh 'Group41280' has no UV coordinates What can I do?Thank you very much for help.
Hi! I've been having an issue with my Substance Painter for a while where materials on my models have been rendering at a low resolution, even with the shader settings and document settings set to 4096px. I was importing FBX files from Rhino - I read that this might be an issue with the UV alignment and some texel density issues. I tried these solutions but nothing worked. To do a "control" check, I used the MeetMat sample file and the same issue came up. I'd appreciate any guidance! Andrew
Hello! Not sure if this is a bug, or user error. Bit of a noob, but I've encountered an issue I've never come accross before. Trying to search for this issue didn't yield anything useful yet.I'm trying to bake my model and everything is working as it should be except for the pants. The high res is mirrored for some reason and I'm not sure what's causing it. I got the bake to work once before without issue, but needed to adjust my mesh and UVs. Bare in mind the UV I made changes to was the hair and not the pants. The pants are the same but when I tried the bake again I got this. Any idea what is going on?I've included screens of the UV set in question as well as the bake settings. I am trying to use Vertex Color ID if that helps at all.
Hi I think it's a simple question,I imported my character to SP while I checked "convert UV tiles into individual textures set" box. I've already baked maps and did textures but now i need to change uv tiles workflow to "preserve UV tiles layout per material and enable painting across tiles".Is it possible to change UV tile workflow now?If yes, how should i change it.
Hiya I'm facing an issue in Substance where some materials are wrongly categorized under filters and generators. This problem is shown in the screenshots attached, highlighting the incorrect usage tags and their placement in the dropdown menus. So because of the incorrect usages assigned for these materials (Image 1) they appear in the dropdown list when trying to add a filter (image 2). I haven't found a way to correct these usage tags within painter, sampler or designer, the closest i've come is in designer but I still can't find a way to alter this information. Does anyone know how to adjust or fix these so the materials are properly categorized? Any guidance or solutions would be much appreciated. Thanks.
Hi, I got this wrong pattern when I use pattern.Could you tell me how to fix it?
So I have been experiencing some absolutely insane boot times for Painter.18 minutes to open a 12MB file. Also every click I make in it takes seconds of processing time. Like noticeable wait times for just clicking on things like layers and toolbar buttons.I have so far tried:reinstallingclearing all custom assets and librariesResetting all my cache and library directories to known good local directories on SSD's.Increased memory budget to max (10000)Is there anything in my log that might point to the problem?The app is virtually unusable.Thank you!
Hello everyone! Today we released the latest version of Substance 3D Painter, which introduces a major new feature – Paint along path! Paint along path allows you to create paths and curves in the 3D viewport making strokes more precise and editable. The path tool works exactly like the regular brush and retains all its properties, but unlike brush strokes, it is created by placing points or vertices which allow you modify any part of your path at any timey whether it be stroke position, alpha, brush or material properties. Key features Paint along path The path tool works on paint layers and effects. You can create as many paths as you like on any given layer or effect. Aside from editing global parameters per path, it is also possible to edit individual vertex parameters, like making them smooth or pointy, as well as modifying their pressure to make a path thinner or more faded, depending on whether pressure controls are set to size or flow. &nb
Hello there, I am attempting to use a CAD bolt to make onto a low poly texture I made and things seem to be coming out fine, except for the generated textures look like they have a "wave" to them and no matter what I do with either model it seems like it doesnt make the lines straight.anyone have any ideas as to what can be causing it/have a solution?
Hello,I tried to save an export preset and got this message : [Library agent] Failed to save updated preset 'Blender (Principled BSDF)': The default library 'starter_assets' is only available in read mode because you don't have write permission on it. I tried starting Painter in admin mode, that didn't help. I understand what the message says, but really don't understand how it's possible that I don't have "write permission" on my own computer... Any idea ? I'm on Windows 11Substance 3D Painter, version 8.2.0Build 1987 - 772e8c568b0b05753504c17acf6c5f950b1c5093 Thanks a lot,have a great holiday
Hi!Previously updated, layer thumbnails were displayed as spheres.Frankly, this is difficult to work with because of the lack of visibility.When I googled it, people said that if I unchecked that part in the settings window, the thumbnail would come back to the flat 2d map, but it was still displayed as a sphere.In older files it displays a 2d map, but when I create a new file, the thumbnails of the layers always display as spheres.Are there any settings I need to change more? I want a solution other than reinstallation.
It just gets in my way, i don't understand why you can only drag it and not even completly close it.
Hello, I can't seem to open an OBJ in Substance painter and I have no idea what the error even means, though I know it's related to a grouped obj (working on a building with separate meshes grouped into one) because I imported just the base mesh and it worked fine. Does anyone know how I can get the all models in?
I see it only when I paint mask. How I can remove it?
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