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I have created a custom shader expanded from "C:\Program Files\Adobe\Adobe Substance 3D Painter\resources\starter_assets\shaders\pbr-material-layering.glsl", it has total about 1600 lines. It works fine in 10.0. After updated to 10.1, I updated all the error qml to pyside6. But I got this error when using the shader. [Plugin - customUI/session/xxx...] Cannot read property 'description' of null@qrc:/js/shaders.js:308filterObject_@qrc:/js/shaders.js:200materials@qrc:/js/shaders.js:307displayShaderParameters@file:///D:/xxx/ArtRawData/Art/ArtPipeline/SubstancePainter/shelf/shaders/custom-ui/material-layer/custom-ui.qml:24 I tried to delete some functions to find the place causing this error. And I found this error will show up if there are too many parameters defined in the shader. Not related to certain parameters, but seems only related to the total parameters numbers in the file. I have around 900 lines of parameter defined
the title. I got accepted for a student licence, put in the code and it worked but was on the wrong browser. when I changed it and tried to log in again to finally download substance it didn't work. so now I can't install substance. because if I try to use the link again with the code it says that the code has already been used.
Was about to work on some projects today, only to be greeted to this Alert. I bought a perpetual licese off steam before adobe bought them out. I thought a perpetual license was forever to use. I'm not really sure what to do next or who to contact to get this issue resolved.
Hello,i'm quite new to making filters in SD for SP. I am making this filter with some mesh-based masks. However, when using the filter in SP, i'm noticing that the filter is only placing the curvature into the image inputs and not the AO, position or ws normal (despite these already being baked and ready to use). Is this normal ?
Hello, Python API is missing these two commands.Remove unused resourcersSave and reduce file size Best regards,Petr MaxaTake-Two, Zynga
Hello community,I recently downloaded the Substance suite, but I found a problem on most applications, that it divides the faces of the object and multiplies the drawings I make with brush or the images I insert repeatedly on the screen.I already updated the video card and drivers thinking it was a problem inherent to uello, but you do not change anything.Is there someone who can help me?
Hello everyone and the team!I've been thinking about the backface on the poly fill since people have been asking for a while and wanted to ask if any progress has been made on it ?I think it would help a lot 😄
Hi, I'm new to Substance Painter and I seem to have confused myself. I have an FBX with an empty/null root and contained in the root are individual meshes and materials for a wall and its door frame.|-Corridor |---Wall |---DoorFrameWhen I import into Substance Painter all I see is a single combined view and a Texture Set with a number (1001) and a single material. I was expecting to see the basically same mesh topology and the two materials. Am I importing it incorrectly or is this the expected behaviour?
Hi, I've been having the same problem for a long time, and it is that the program crashes, I try to uninstall, close the program, and open it again, but I can't find what's the problem. I have the version for Steam Substance 2024, and my laptop is:Windows 11 HomeProcessor Intel Core Ultra 9 185H 2.50 GHzRAM 32.0 GB System type 64-bit operating system, x64-based processor And always when I try to paint or add a material the program stops working and crashes, someone can help me, because I can change anything and work in my mesh 😞
Hello everyone, I am sending you this message, because I have a big problem with substance painter, the smart materials base and materials have disappeared, if anyone can help me, thank you very much and have a good day.
On 14 jan I had gotten charged for my previous subscription. On the 15th of Jan , I bought a new substance painter subscription for lesser the amount. I was told I would be refunded the amount of the earlier subscription since I paid for a new one. But I have not yet been refunded the amount. When will I receive the refund??
This is a feature that most if not all environemnt artsits in the video game indsutry including myself have been looking to get since pretty much Substance Painter came out. The 2nd UV channel is widely used in most games across the industry and has been for years now. Current work around that we all have been doing is to copy the UVs from the 2nd UV channel into the first and then deleting the 2nd UV channel which is cumbersome. Additionally with a lot of things that use trim sheets for texture information as well as a 2nd UV channel for additinal texture information Painter could benefit from getting the information mapped to the 1st UV channel and applying it to 2nd UV channel masks. I could go on but there'd be a ton of use for this 2nd UV channel feature.
Today I've started a new project in Substance Painter where I need to bake a high-poly mesh to a low-poly. In my last project (My first time baking in substance painter), I could easily find where to import my cage file. I remember there was also a setting to "Use lowpoly mesh as highpoly."Now neither of these are apparently there. I changed my export settings my last project but I don't see how that would have an impact.
Hi. I had been googling for some hours now, and I cannot find a reliable source to read about the API to create a toon shader for substance painter 2019. Why? I am asking Chat GPT and Claude to walk me through the basics of writing gsls code, and I'd like to do a simple ramp for a toon shader.I've done the toon_shader.sbsprs, toon_shader_frag.glsl, toon_shader_vert.glsl, toon_shader_icon.png, but I get errors for compilation and when I select the new shader, my mesh becomes pink.Please help me find the documentation for this. Thank you.
I am a student MA Games Art and Design, I am working a project where I am trying to design a character, I started with clothes. I have doubt regarding the texturing process for a game ready character for engines like Unreal. Before taking it to substance painter should keep my clothes low poly mesh as single sided plane or should I add a thickness to all the cloth meshes, before unwrapping?
So, as you can see I made a fill layer, added a black mask and then added a generator to it, but when I search generators in the generator tab I don't get any. Is this supposed to happen?
Please add Hydra viewport support to connect 3d party renders inside Substance Painter such Arnold, Render Man etc. (like alredy done in Substance Designer)Render inside SP using production render would be great benefit.
Please add support of OpenPBR Surface
Can we have have pixel snap in Painter. For example I have an asphalt texture and want to place some decals , dash painted line or manhole. Can we do it with pixel precision ? To scale it to be say exactly 400 pixels and scale around specifically placed center of transforms like in Photoshop and then say move exactly 20 pixels right or left ? I can do it in Designer with pixel processor but never managed to make it work with sbsar imported to Painter and whatever I try to composite in Painter always get sort of extra blur due to lack of pixel snap. It shouldn't be that much of a trouble really . Evry image editor can do it . Please Adobe, add this option.
Please add mesh opensubdiv smoothing inside SP. (and in USD mesh importing)
Hi. I downloaded the latest version of Substance Painter today, hoping to use the new baking viewport that I'd heard about, but the entire baking mode is not accessible. The croissant icon isn't there, going to MODE only brings up Painting (F9) and Rendering (F10) modes. Pressing F8 itself also has no effect. I can't see anybody else talking about this online. Is this a bug or is there something I'm missing?I'm using a student license, in case that's important. Thanks in advance-Andrew
UDIM approach requires same sized textures but often we need just slices from a big master image. For example I need to crop a thin narrow 32x2048 stripe texture from 2kx2k master document. An asphalt texture and painted line in the center . Right now I had to export 2kx2k master material and then cut manually 32x2048 painted line from it . Would be nice to do it directly in Painter
Wrap projection scale option does work always around this gizmo placed in the center. it's not really convenient for a number of things. For precise positioning especially . Would be much easier if we can put a center of transforms first in 2d view and scale around it.
Substance Painter에서 기본 색상 텍스처에 포함된 알파 채널이 색상 자체에 비해 더 어둡게 표시되는 문제가 있습니다. 흑백 값을 사용하여 불투명도 맵과 컬러 맵을 모두 내보내도 알파 맵은 여전히 훨씬 더 어둡게 보입니다. 알파 맵이 컬러 맵과 정확히 일치하는지 확인하는 방법을 안내해 주시겠습니까? 감사합니다!
Not much more to it than what the subject line says. The color space data is not included in the metadata of the image textures I'm exporting from substance painter which is a problem for what I need to use it for. Opening the image in photoshop and saving it with or without changing it adds the color space data that I need but I feel like substance should be doing this automatically without me needing to process the images afterwards. I've changed the color management in the project config to be OCIO and it says sRGB in the Export color spaces section, but all that seems to do is add sRGB to the end of the file name, and even that I don't want to happen. How can I get substance to include the data I need (that should be there, and purportedly is, but really isn't) in the exports?
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