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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?
Hi I have a couple of python plugins that stopped working after the recent Painter update to 10.1 . One part was caused by the switch from PySide2 to PySide6. This was easy to fix thanks to the proper documentation in the release notes. My other issue is, that the pillow (PIL) modules can't be loaded anymore. They were installed with pip on my PC (no virtual environment). No Problem with Painter 10.0 whatsoever. But Painter 10.1 can't load it anymore. I can revert to Painter 10.0 and immediately all plugins work again. The script already fails at the "from PIL import Image" line: [Python] ModuleNotFoundError: No module named 'PIL' What could be the cause? (maybe the switch to python 3.11). Is there any solution to this?
This is a problem with the model I'm pretty sure, but I can't figure out what is wrong that I'm getting this behavior. When I scale max frontal distance to fix the red areas the cage seems to invert on itself. Anyone see this before?
Hello,I have two separate folders here for metal and rust, the metal folder has a black mask that's supposed to completely cover the rust folder so that only small sections of the metal are chipped off, but the metal ends up blending with the rust and I have no idea how to fix this.I have swapped all of the blending modes to normal, which did not fix it.Image 1: Everything visible - Image 2: Metal folder black mask visible - Image 3: Rust folder visible
Hi i have this problem that is currently giving me anxiety and sleepless nights (and anger issues). I recently started using ACES for a project with a group of friends, and we are using Adobe Substance 3D Painter v8.1.0 with OCIO 1.0 and ACES 1.2, we tried to set up everything through this guide:https://mrlixm.github.io/blog/substance-painter-color-management/#aces-workflow at the "ACES -Output" section, it says that the best workflow is to export everything with exr because "Color channel will be exported in ACEScg while scalar channels will bypass any color-transform encoding" when i was going to export i, indeed, saw that everything was going like the guide instructions:--the color channels (Base color and Emissive) were setted on ACES - ACEScg--all the others data channels were setted on Utility - Raw Once all the textures were on my desktop:the color of the Base_Color texture was a bit lighter, and that's correct, because i exported them with ACES - ACESc
App: Substance painterVersion: 10.1.0 Hello im writing a python script that hooks into the `ExportTexturesAboutToStart` callback/eventsubstance_painter.event.DISPATCHER.connect_strong(substance_painter.event.ExportTexturesAboutToStart,my_func) But that only gets me the file destinations. I am using javascript to get the current project export preset export_preset = substance_painter.js.evaluate('alg.mapexport.getProjectExportPreset()')But this does not tell me what overrides the user has made. Is there a way to get that information? If they changed file formats or bit depths? Best thing is just to get all the final export information into a json file. I also have noticed there's no way to change projects colorspace, I want to make sure the project is using 'ACES 1.2' before the user exports. The end goal is to use that information in other dcc to recreate the shader (no matter how the artist set it up). Without forcing the artist to use a preset. I am
I am exploring the possiblity of using the Substance SDK to add support for converting .sbsar files to images, in my commercial closed-source 3D game engine. Am I allowed to do this? Do I need any approval from Adobe to release this feature, including only the SDK DLLs with my product?
I have a substance painter file that once open takes about an hour to load. It did not always start like this but eventually, the load time increased. The file is 590MB. 58 layers. A picture of my usage while still loading the file.My computer specs:CPU: AMD Ryzen 7 5800X3D 3.4 GHz 8-Core ProcessorGPU: XFX Speedster MERC 319 CORE Radeon RX 6800 XT 16 GB Video CardRAM: G.Skill Ripjaws V 32 GB (2 x 16 GB) DDR4-3600 CL18 MemoryThis is how much has loaded thus far and this has happeneded repeatedly.
I am trying to use the Substance SDK to eliminate some friction in our workflow.I was able to easily follow the tutorial to load an .sbsar file. However, my artist has .spp files they want to more easily export into our texture format, in one step. Does the Substance SDK support loading .spp files and getting the image data for the various textures that make up a material?
HelloWhy is it that in substance painter, when i set my project to use OpenGL normal map format and also use OpenGL normal maps i created in Substance Designer, still every type of layer or material defaults to this in the color spaces setting:auto (Direct3D Normal)I also noticed similar behaviour for some nodes in substance designer where some nodes defaults to DirectX type normals despite i use OpenGL for the default normal map format setting, altough there at least most of the nodes follow what i set in my project and are only a few outliers like the bevel node normal output.In painter every single element that uses or interfaces with normal maps defaults to the Direct3D Normal color space and i have to manually set it every time to OpenGL normal for every layer which for me defeats the purpose of a project wide setting.If i remember correctly this started when the color management updates came to substance painter, before that it respected my choosen normal map format.Is there a hi
Hey all, I'm running into an issue. I created a file using OCIO (it was enabled by default, because I had an OCIO config on my computer). When exporting textures, all of them including diffuse get exported as linear. I can't find options to determine the color space of exports. In the project configuration of the file, color management is set to OpenColorIO, and the rest of the settings are greyed out. Is there a way to determine which texture (diffuse, specular, etc...) gets which color space?
Hi, Im trying to export my texture with dilation, but the output is with out it. My model has multiple textures, but only one of them is with out the dilation, it's the one, that has transparent background. Whatever what I do, the reuslts are the same. These are the settings that should work:
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