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Similar to the new warp tool in the 3d view it would be super effective to have a way to do that in the 2d view, similar to what photoshop does. I find myself switching over to photoshop to do this currently for clothing seams when I want things to ride along the edge of a uv island. I feel like the tools are already there they could just be added to the 2d view. I'm assuming its not that simple but really think this would be a very solid tool. Ive tried doing this with the current warp filter but its just too hard to control and with a gradient and is very limited in functionality.
Hello,I would like to ask if the new 2025 version of Adobe Substance Painter will be released on Steam?I would like to buy it, but it would be a shame to buy it now at the end of the year, when support for the current version ends.I am not a professional and I do not make a living from 3D graphics. I just play with it for fun. Therefore, a subscription is unthinkable and disadvantageous for me. I would rather buy the software once and not be under time pressure.However, I have heard rumors that Adobe Substance Painter is only supposed to be available as a subscription. This means that it should disappear completely from Steam and there will be no 2025 version.Is this true or not? And if so, when will the 2024 version be removed from Steam? Otherwise, I would like to ask about the release date of the 2025 version.I hope that the Steam 2024 version does not suddenly disappear on 1.1.2025. I would hate to miss out on purchasing your software. Logically, I'm waiting for version 2025, but I
The monthly price of the substance suite is a big pain for any Mac user.I like what i get there, but your apps - most of all stager - are way too slow.The rendering time on my current M4 Pro is a joke.Is there hope at the horizon that we get a little speed up soon?And when do we get modeler for the Mac? Best regards,Volker
Having an issue where I've setup the OCIO env var, however the "Bitmap import/export color space defaults" all get set to Linear, 8-bit: Linear , 16-bit: Linear , Floating: Linear instead of the defaults specified in the ocio.config file. If I however disable the OCIO env var, and then manually specify the OpenColorIO configuration in the New Project dialog then the Bitmap import/export defaults get set correctly, 8-bit: sRGB, 16-bit: sRGB, Floating: Linear Is there a way to have these set correctly when using the OCIO environment variable? It would potentially a big source of error for artists if they have to manually set these for every asset they create.
Hello, I encountered a problem when importing a texture from Substance on Maya. My textures are correct on Substance and when I import them into Maya it seems to disappear and bugs strangely...? If anyone has a solution thank you, I tried everything....
Sometimes when I am working in hand painted texture, I wanted to go in details and work on few uv shell at the time, but I am still want these details to be in one layer, without necessarily split them into different layers using masks and geometry mask. A selection mode can be done as 2D software and selects uv shells that I want to restric, plus selecting geometry as geometry mask. This selection is a temporary restrictions for when going to details while people don't have to worry to paint over some strokes outside of the selected areas.
Height data is inverted project-wode after importing new mesh. Originally project was set up in a DirectX format, I switched it to OpenGL. But the issue persists regardless of this setting.This affects both existing layers and any new. Issue persists upon export to unity.My workflow is as follows:Blender to FBX, write face normal dataPainter: OpenGL. Compute space per fragment, export as OpenGLUnity: import both normals and tangents Does anyone have an idea on what might be wrong here?
My .fbx file does not appear?I can use FBX Review to see the image, but when Import to Adobe.I gett a blank page?Please see attached.Many Thanks,Gerard
So I am baking a character who wearing an outfit but I have to ask is there something i should keep in mind when baking him like how the ambient occulsion is set. my character is clothed and has outfit over him and all. A lot of his clothes have the solify modifier and they are applied when i export it. So i bring it into painter and when i do just a quick bake to set things up, the ambient occulusion has it where his clothes has marks. I wonder if it because maybe his body under his clothes are too close to the outfit causing these issue. I also notice it made his collar white plus does it for his head. Here i'm including screenshot to see what causing this. What could I do to fix this. I could fix the body inside more but like to double check on this. Any follow up questions on this model let me know.I never baked a character wearing an outfit so is there something I should keep in mind when baking with an outfit on and body.
Hello Adobe team,I have recently bought Substance painter.I tried following the tutorial from 2021 and as the last few years passed the program and its menus and settings have changed, making it dificult to follow along. Often i was able to find where to click and what to do based on trial and error but that takes forever and some of these things i wasnt able to find.Would it be possible you make an updated version of the tutorial? Or if you have done so redirect me to it? Thank you in Advance.
The end of the mesh is black and is not suitable for this array
my bake is still faceted even after smoothing groups.
Hi guys, I try to bake a simple cube that I Uv unfold in Maya. Looking at the Ambient Occlusion, I found hard to understand why the corners (my cube as bevels on the outer side corners) why I see a gardient when it suppose to be none existant My mesh is exported with smooth mesh and triangulate for FBX format.I did soft edges in Maya the all mesh so I can bake in Painter. But that simple cube give me issue Do you know the solution? I did try to play with the paramaters of the AO, no luck.
I always keep my low and high poly meshes in the same folder as the project, but the project keeps getting saved with their absolute paths which makes it tedious if I want to share the project file with someone else. I've tried to modify the project settings via script to force the path to something relative but then the baker fails to load it. Is there really no support for relative paths at all?
Hi there!I'm still a student learning how to create things, but I've never had this issue before and I'm not sure why it's happening.I created a model in Maya, created two UV sets, exported everything as an FBX file. Opened it in Substance Painter. And I want to something very simple for a game jam, and I'm running out of time, so I'll only use flat colors. So I select my color of choice and start painting... but nothing shows up in the preview windows. Nothing in the material or base color previews. I don't know why, and I'd be so grateful if someone could help me.Could it be because of the material I used in Maya? It's called lambert1 and I did some googling and read that it can give people problems and someone suggested deleting it, but it seems I'm not able to do that in Maya, neither assign new materials to my UV sets. Perhaps there are some unsolved bugs in the newest version of it? Either way, I try to click and click and click but no colors show up in Substance Painter...
Hello,I'm using Substance Painter 10.1.2 and working with 32-bit EXR textures that have white values exceeding 1. For example, when lowering the exposure in Photoshop, I can see details in the whites (like cracks on a wall).However, after importing these textures into Substance Painter (set to Raw) and exporting them back as 32-bit EXR (still Raw), the white values seem to be clamped at 1. When I lower the exposure in Photoshop on the exported EXR, the details in the whites are lost.I've ensured that my color space is set to Linear, and both import and export settings are configured as Raw, but the issue persists.Does anyone know how to prevent Substance Painter from clamping white values during export?Thanks in advance for your help!
importing smart material with a [Invalid preset resource://xxx]Does this problem related to substance painter version?for example,, smart material exported in 10.1 ver and use in 10.0 ver
Trying to launch substance off steam with terminal to look at whats going on, im seeing no errors in the terminal on what is going on. I have no clue whats preventing it from launching. I am able to launch 9.1.2 version of substance but that is the only version that will work on my computer. if there is a different log to see the actual log of substance please tell me the directory to look at. steam + substance are both installed locally on here so I can provide the file.Specs:Cpu: AMD Ryzen 7 5800xRAM: 32gb DDR4GPU: AMD MSI Gaming Trio RX 7900 XTXLinux os: Arch
Hello there. So I'm editing a black mask using the Mask Editor generator on one part of the model and it's working fine, but when it's time for a different part of the model it lags tremendously.I've attached a video demonstrating the problem. If you're an Adobe representative and would like to help please provide your email and I'll send you the project file.Specs:Intel Xeon CPU E5-1650 v2 @ 3.50GHzRTX 3060 12GB16GB DDR3https://youtu.be/f-g0cPwRtAM
I'm trying to programmatically adjust layer blend opacity values (range 0-100) in Substance Painter using the Python API.Specifically, I need to set the blend opacity value of in this case AnisotropyAngle2Screenshot attached showing the UI values I'm trying to modify programmatically.I'm using Substance Painter version 10.1.2Has anyone successfully modified layer opacity values through the Python API? Any code examples would be greatly appreciated.code snippet to create "AnisotropyAngle2" fill layer effectfill_effect_2 = substance_painter.layerstack.insert_fill(inside_anisotropy_fill_layer) fill_effect_2.set_name("AnisotropyAngle2") fill_effect_2.set_projection_parameters(substance_painter.layerstack.UVProjectionParams(substance_painter.layerstack.FilteringMode(1))) fill_effect_2.set_blending_mode(substance_painter.layerstack.BlendingMode.Overlay, substance_painter.layerstack.ChannelType.Anisotropyangle)
Hi there.I intend to purchase substance painter from Steam. Before I do that, I wanna know about the license.1: what is this Perpetual license?2: updates are only available up to the end of 2024? Which means I can't get an update after that? But I will be able to use the software?3: am I able to sell 3d models wich are textured using painter(Perpetual license) on marketplaces like cgtrader?
I bought free trial. It says I have it. I open substance painter. It has a pop up that says to buy free trial. I go to it. It says I already have that plan. Then it closes substance painter when I x out of the pop up.
hi; i am posting a problem that i dont know how to solve.i download the app "substance painter", and after i finish to install the app i try to open it but every time pop this warning:so i try to delete the app, and install it again, it didnt help. i try to edit the firewall and put acsess to creativty clous and this app and it didnt help. i try to close my computer and it didnt help nither. i really dont know what to do now, and i Would appreciate help
Hey guys, have mercy on me. I enjoy making models and using Substance Painter, but I don't make materials/textures. I went to Free PBR and got all their texture sets, but it's a folder with a bunch of maps. I want to convert them to a material for ease (a .SBSAR file?). I have a free trial of Designer and permanent Substance Painter. Is there anyway to do this? Thanks in advance everyone! I posted this to Designer's forem too, hopefully that's alright.
Hello everyone, I have a method problem and would like to ask advice from those of you who have already been through this.I do historical reconstructions, mainly buildings and city areas, in Blender, which I usually visualise via Lumion or Twinmotion.I want to insert a step through Painter to manage materials and add details (like dirt on the edges or in the lower parts of houses).In Blender, I usually set the Texel density to 1024 px/m but I do NOT use UDIM, so unwrapping produces HUGE UV islands!Hence the problem:1) If I import the model into Painter like this, the baking (especially AO) comes out rubbish and becomes unusable2) If I reduce the Texel density I have to get to about 64 px/m to make all the UV islands fit inside the edges of the UV map and I lose all the details in Painter3) If I start unpacking in UDIM it will take me ages.....Can anyone point me in the right direction?Thank you all in advance
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