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I have spp file with Output template "ECP Export".But i lost this Output template "ECP Export". So i want to extract this Output template from this spp file.In circumstance i make a new file it will not show me the ECP Export.
[WARN] <Qt> "[DBG WARNING][Data url converter]" Resource QUrl("resource://starter_assets.1c865f2e-31a9-4e34-b620-bf248e897bfe/shape/shape?version=1915c4df5847e865e7e329d02d1c2534c7b3b703.sbsar") can't be found, trying to find a similar one[WARN] <Qt> "[DBG WARNING][Data url converter]" Resource QUrl("resource://starter_assets.a4d17e39-edf8-4dda-8f7c-226c4be01759/pencil/pencil?version=184356608ce1e6bafbcee333f134402ed9f950c7.sbsar") can't be found, trying to find a similar one[WARN] <Qt> "[DBG WARNING][Data url converter]" Resource QUrl("resource://starter_assets.0820da14-c49f-4790-a96f-e386cbe694da/shape/shape?version=832ec2d00df9b3ed39c6c9cd41c0e47977ccaecb.sbsar") can't be found, trying to find a similar one[WARN] <Qt> "[DBG WARNING][Data url converter]" Resource QUrl("resource://starter_assets.44779f78-97c9-4289-b9f3-c100a5f9c028/shape/shape?version=1915c4df5847e865e7e329d02d1c2534c7b3b703.sbsar") can't be found, trying to find a similar one
After painting my model I realised I needed to move it in world space, but now after re-importing it all the textures are in the wrong place. The model only moved along the Z access, so I just need to shift the textures back a bit, is there a way to do that without needing to repaint everything?
Hi, I am new to Substance Painter. I am importing from Zbrush as an FBX file. Maybe this is a Zbrush issue, but I honestly don't know. I've followed several tutorials on YouTube but still, whenever I try to apply a texture to my mesh, it makes this weird pattern and doesn't apply right. Has anyone had this issue before??
Problem with display in viewport while drawing or working with filters or generators.
Dear people of greater knowledgeI am fairly new to the substance painter world. I would like to create an auto stitching/quilting material that is based on an input line graphic. Specifically I would like to create stitches exactly ON the input graphics. Is there a way to achieve this with substance painter? So far I have been unsuccessful. Here is what I tried:First I created an input layer with some black paint strokes in it and put an anchor point at this layer. (this will be replaced by some imported alpha texture from Photoshop or Illustrator later on)Secondly I applied the “auto stitcher” tool in a different layer and referenced that anchor point to it. But it didn’t worked as expected. (see reference picture) It creates the stitches around the input graphics and not ON the black strokes of the graphics.What seems to happen is that this auto-stitcher tool apparently pics up the border between the black and white rather than the actual black line from the input alpha. L
When I export to PhotoShopSome layer modes, such as Darken (Min), are not reflected and are converted to Normal layer mode by themselves, resulting in a different appearance.In addition, color correction functions such as level correction are not reflected, and the colors look different.The version I am using isSubstancePainter v10.1.1PhotoShop 2025I would like a solution to this problem.
I've got substance painter in both Windows and mac but my Mac version when i try putting on a black mask but it shows up as a generator i think, it doesn't let me do painting, and I'm very confused >.< id appreciate any help in learning how to change it as I've tried right-clicking on the map to see other options but it doesn't change and stays like this also i have these weird lines on my 2d side id love to know what they are to take off its like a boarder 0.0
Hi, I'm here because a few months ago, I subscribed to a premium plan in Artstation that included an access to two Substance 3D apps (Painter and Modeler). That means I was supposed to send a code that would grant me a temporary free access to the Substance 3D Painter and Modeler until February next year. But a few days ago, I wanted to opt for the Substance 3D collection plan so I could also use the other Substance 3D tools, including Designer, but now, it seems like Adobe is not allowing me to take the plan as I still have the plan including Substance 3D Painter and Modeler that is supposed to expire only in February. I wanted to cancel both the actual plan I have with also Artstation premium, but still, this seems unchanged and the Adobe plan I have could only expire in February, so that technically means I will not be able to use Susbstance 3D Designer nor any other Substance 3D tool while I will have to wait for three months. So, I was to know if there was a wa
Many offline renderers recommend that textures be converted to .tx format for optimized memory usage. Is there any possibility of directly exporting this file type from Substance applications? It would save the step of converting down the line and could help speed up workflows. Thank you in advance for your help!
This has happened to me several times in the past. I'm working on some model in my 3d app (3ds max) , part of a larger scene with sevveral other objects, and then I find out I need to move it or scale it. If I now export and FBX, if it moved too much, substancew painter won't accept it, even though it's exactly the same geometry, same UV's etc, just translated a meter away. Same for scaling. Either it doesn't accept it, or it does but messes up all my masks since it records strokes in 3d space rather than pixels in a 2D map, so it applies them in places where there's no longer any geometry. So, is there a workaround for such a case? something that tell SP to ignore the 3D change and just retain all the pixels in the 2D maps as they are? seems like unchecking "preserve strokes" should do the trick but in the project configuration its always grayed out and I can't uncheck it.
I need help figuring out why an image will stretch and fade. Is it something to do with the UV map?
Hey there, My goal is to have my low poly model have detail baked from my high poly model. This is what my baked normal map looks like and I have no idea what's happening: This is the uv map and preview of the high poly (1,170,176 polys):And my low poly (2,032 polys):Perhaps there's too great a difference in polys between the low and high? But I don't think that should matter...In Blender, I first modeled the low poly, added seams and unwrapped it. Then I duplicated the model and sculpted it and unwrapped it and call that my high poly. I duplicated the low model to create each cage and pressed Alt + S to scale along the normals to cover both low and high models.Both low and high models are located at the same exact location in Blender when they're exported. They are both aligned in each other.Both models have a rotation and scale of 0.I have triangulated my mesh and that made no difference.I have applied Shade Smooth to every face that has a sharp angle as well as add seams t
Hi there I have a mc m1 worked with Pt fine until I updated to newest version. I "fix" the issue by uninstalling and reinstalling but then after closing and reopening later same thing: crashes! So if anyone has experienced this and has a solution it would be so appreciated. Thanks 🙂
Why there is no toggle to turn on and off backface culling?I know i can change shader, but that`s a workaround and not a problem solver.In my current project i need to have backfaces (be able to turn on and off to check for errors) and opacity in the shader.At this point i can have either working opacity or backfaces. This is ridiculous!
Hi I have around 1000 materials in sbsar format. I need to get jpgs of the thumnail views in order to catalogue and reference them. Is there any way of automating this using Substance automation toolkit? It's not somthing I'm very familiar with so any pointers appreciated. Manually I use the substance player to export the screenshot. Thanks
Helllo, I'm new to Substance Painter scripting and I'm working on a plugin to do this auto uplater job for specified texture resources.https://community.adobe.com/t5/substance-3d-painter-ideas/auto-resources-updater/idi-p/14465522After some quick looks into the Python and JAVASCRIPT API and some attempts, now I can enter the name of a texture and update the shader parameters referencing it in scene. But a more intuitive approach would be able to select the texture in Assets tab and update it directly without inputting names or adjusting checkboxes. So...Is there a way to get the currently selected resource into script in Python or JAVASCRIPT (or C++ code or any other language?Any insights would be appreciated. Shabby Wang
Hey, for a long time I've been having an issue with opacity not displaying correctly, i.e. it showing off a white edge to things. Is there a way to fix this? I've used TGA files.^ This is what the alpha map looks like. It works perfectly with the diffuse but I'm not sure why when importing it into SP it has those edges. The issue also appeared when importing things back into SP after I've exported from SP (and they looked fine when I exported them).
Hi there, I've been working on a custom shader for our team to be able to reproduce our in-engine shaders and for the most part the shader API has been great for that. but as the shader grows, we're getting more and more parameters and controls and the shader settings menu is starting to become a bit of a nest. Is it possible to have some //:param elements or groups conditionally hide, sort of the same way as the displacement & tesselation menu can be hidden with the Enable tickbox. I've been using the groups and that definitely helps but only to a degree. Having nested groups would be another alternatice i can see helping. Thanks!
Hi,I am trying to bake a simple cube with the high poly mesh being the same as the low poly mesh, but when I turn on antialiasing I get this weird lines in the normal map is this normal behaviour?
Hello, We have this critical error message "Substance 3D Painted encountered an unexpected error and is now exiting, please restart Substance 3D Painted and send a crash report.Reason: Failed to relocated to saved project file ..." Do you know what is the problem? We have free space in disks and 128GO RAM ... Thank you in advance.
Resgatei o código pro substance vindo do Fab, mas não posso usar o programa devido à conta ser da empresa. Perdi o código?
I'm guessing handpainting features isn't at the top of Adobe's priorities for 3d Painter, but having an unlit shader w/ alpha-test and tranparency would be a simple but tremendously helpful option for handpainters. Currently, we have to use "Base Color" in viewport which means we can't see the opacity map which is very limiting.-- or if anyone out there can share a custom shader for unlit+alphatest or unlit+tranparency, would be appreciated!
I have the Substance 3D Painter 2024 version on Steam. Every time I open the "Add preset layers" option and then exit that option, the program crashes. This has happened to me 3 times in a row now.
Ive noticed recently that when i expose a uniform color grayscale node as a parameter in designer, the value of the parameter appears capped when using the material in substance painter. As far as i can tell setting the value to the "maximum" of 0.8114 is equivalent to 1, or pure white, but this is obviously not ideal. Is this a bug or something i can fix? screenshot below for reference, i am unable to move the Brush Roughness slider any higher
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