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Substance 3D Painter 12.1 is here, and it brings some significant improvements to baking workflows, along with initial support for OpenPBR. Here's a rundown of what's new. Auto Rebake Painter 12.1 introduces Auto Rebake, which automatically triggers a rebake whenever a change is detected, confining this to only the changed region rather than the project overall. This makes baking iteration significantly faster, particularly when working with skew corrections. Auto Rebake activates automatically when entering Skew Painting mode, but can also be toggled manually — and should you prefer full control, a new single-map quick rebake button is available, letting you rebake just the visible map without touching any other settings. Skew Map Painting This release also brings in Skew Map Painting, a powerful new addition to the baking workflow that gives you direct, hands-on control over skewing artifacts — the distortions that can appear when baking low-poly meshes due to the angle at which r
I have finally saved up enough money to purchase a perpetual license for Adobe Substance Painter but because we are halfway through the year i want to wait for 2027 to buy it to get more updates out of my purchase. Will 2027 follow the same model? Thanks
updated my drivers to the latest and tested it in two different computers. the maxfrontal distance cage preview does not update in realtime when dragging the slider. you have to hover over the viewport before it updates
Currently, the Texture sets are clearly distinct UV maps. This suggestion would add the possibility to merge those together at export, instead of having multiple sets of maps. EDIT : I've merged a similar user idea thread with this one. This way, the feature suggestion will have more upvotes, therefore more visibility on our side. This thread has been created in regards to a future QOL (Quality Of Life) release. We’re trying to prioritize users’ needs; therefore, your voice is very important! Please write your feedback below and don’t forget to vote for your favorite suggestions!All shared images are purely for visualization and not functional features.
Hello everyone, I looked online and seem not to find a answer to my question. Is it possible to make a displacement/Height map from your normal map on SP? Heres a example; you purchase a premade high rez basemesh that includes texture and normals but would like to use the high frequency details from the normals in zbrush but zbrush does not use normals maps. So now you need to convert the normals map into Height/displacement maps and how would you go about doing so in SP? I hope to hear from your soon and thank you in advance.
Basically the title, I was painting along, happy as can be until suddenly the lag attacked. It takes anywhere form 3-20 minutes to compute a single stroke of the paintbrush.I've uninstalled and reinstalled on my fast SSD.I've updated my windows preferences to both Best Performance on Power Settings and Best Performance on Substance Painter specifically.I have "Saved and Reduced File Size"I have upped my cache limit to the max and also moved all caches, preview, and temp files to my SSD.I have tried only working on one layer at a time.I have reduced the resolution of my UVs to 1k for the main body texture and 512 and 256 for the eyes. I have Sparse Vrtual Texture enabled/Hardware support acceleration. I don't feel like my model is particularly super detailed or layered compared to other Subtance projects I see. Processor: AMD Ryzen 5 2600 Six-Core ~3.4GhzMemory: 64GM DDR4DirectX 12 When running performance tests while it was trying to compute a brush stroke it was using 6
Photoshop Export fails when a Black Mask is present in Substance Painter 12.1.0Environment Adobe Substance 3D Painter 12.1.0 Photoshop Export plugin 1.1.9 Windows 11 Adobe Photoshop (latest Creative Cloud version) IssueAfter updating from Substance Painter 12.0.3 to 12.1.0, Photoshop Export no longer works if a layer has a Black Mask.Regular texture export works correctly. Only Export to Photoshop fails.The issue is reproducible even in a brand-new project.Steps to Reproduce Create a new project. Add a Fill Layer. Add a Black Mask to the Fill Layer. Click Export to Photoshop. The export fails. Expected ResultThe Photoshop (.psd) file should be created normally, including the layer masks.Actual ResultThe export stops while generating the temporary mask PNGs.The log shows:[Plugin - photoshop-export] An error occurred while exporting map "..._mask.png"[MapExporter] Nothing could be exported from the Material Stack:[MapExporter] Channel "Blending mask" cannot be used with
※ Sorry if there are any parts that are not correct as I am using a translation tool.I am always lagging when I rotate or move by entering alt + LeftClick , RightClick , MiddleClick keys in the latest SubstancePainter. I have been suffering from this problem for the past 6 months.I thought it might be a problem with my computer, but it is not.Old PC i7-12700 rtx3070 mem64gbNew PC Core Ultra 7 265F rtx 5070 mem64gbPC at work similar to the above specs and the same phenomenon is happening on all computers.So I installed Substance Painter 2022 (8.3.1) which I bought on Steam and tested it, but there was no problem at all. (Attached video)I also installed 8.3.1 with AdobeCreativeCloud and had no problem.I do not know how to solve this problem. What should I do ...Translated with DeepL.com (free version)
How come the Curvature generator, using a seamless curvature map (out of Marmoset), creates visible UV Seams with no way of fixing this?
I want to use the Zbrush to Painter bridge plugin but the Substance 3D painter plugin folder is blank. I have updated all apps and maxon on my end but the folder is still always blank and the Zbrush send to painter button just opens Painter and does nothing. What do I need to do to get the bridge plugin working from Zbrush to Substance painter?
This started happening randomly yesterday on projects i had just worked on. Everything else works but it just crashes after reimport, when seeing the log it shows that it was imported succesfully then it crashes. The log shows no useful info about the crash. If i import the mesh again and again with the same material it works but if i reimport the mesh with another material it crashes. This happens on every project.
Hi,I textured the model, which I created with 3 different material IDs and a single UV map, in the substance painter program. When exporting, I want to combine these texture sets into a single UV map. Substance painter creates 3 separate texture files even though 3 different texture sets are included in the same uv map. Isn't it possible to create the texture of this object in a single texture set? Having 3 different textures causes the file size of the project to increase, I want to avoid this.thank you!
After updating Substance Painter from version 12.0.3 to 12.1.0, all anchor points connected to material channels no longer return the correct anchor mask. Instead, they produce a completely black mask, even though the anchor levels indicate that the values are within the expected range and are not actually black.This issue did not occur in version 12.0.3 and appears to have been introduced with the update to 12.1.0.Expected anchor mask:Expected anchorReturned anchor in material color channel:Returned anchorAnchor values in material color channel:Anchor valuesAnchor values in mask:Anchor values
The core of this proposal is simple: when a channel is toggled OFF, its blending mode and opacity values in the layer stack should be greyed out, allowing artists to instantly filter out visual noise.To maintain a seamless workflow, simply interacting with a dimmed slider should automatically re-activate the channel, sparing the user unnecessary clicks. Naturally, whenever a channel is actively driven (whether by the main layer, generators, or filters), its text must return to a bright, solid white.This minor refinement offers a massive quality-of-life boost, minimizing visual fatigue and making the interface communicate far more intuitively.Thank you.Max
This is the First time I am exporting textures but after i export it ive been having this right here For some reason i cant find the problem i added opacity channel on the the texture set settings and nothing is working is i check to see if there is something wrong with the input but i dont know what im looking for here is the configuration i tried to use the opacity one but it still doesnt work Tf2 paint i use
Hello, I’m new to Substance Painter and I wanna use this color texture for the base of this mesh. Is there a way to randomize it and make it seem organic?
i want to learn adobe but none of get in free, most are paid and if free, there quality of video or teaching is not good, basically for beginners, so i want to find best course that i learn advance adobe uses.
When attempting to use Dropper Color Picker to select a color on my screen or on my scene on Ubuntu26.04 LTS with Wayland Compositor and KDE Plasma 6 Desktop color dropper tool bugs out creating a black layer on the entire screen breaking functionality of the tool. I do not have X11 support outside of XWayland and am unable to utilize an X11 session to work in substance due to both my Distro Version and Desktop Enviornment.
Could Substance Painter add a feature to directly train a textured model into a Gaussian Splatting model and then export it?
Right now a common workflow of mine is to create a masked fill layer to display a certain visual like let’s say green slime across the entire suit of a ghostbuster.Once I set up the layer properties I define my mask by using generators, paint, and most importantly fills, because I can reposition or scale them later.In order to add a fill effect to my mask I drag it from the shelf onto the model, so I get a good starting point for the position. At the moment the only way I understand how to do this is to drag an alpha to the model, choose “Mask” from the pop up menu. This creates a new layer with the mask I actually want to be a part of the mask I was currently working on. So I need to scroll to the top of the layer stack, select the new mask, copy the effect, delete the new layer, scroll back down, select the mask I was working on and paste the effect.This procedure is most painful the first time around after which I will usually duplicate existing mask effects as a starting point.Bu
I'm wondering if there's a way to automatically reload textures?Our pipeline uses Marmoset Toolbag for baking and Substance Painter for painting.While Toolbag automatically updates and reloads everything you overwrite externally (which is really more helpful than you can give it credit for) unfortunately Painter does not.So after rebaking the textures I'll have to manually find all of them in the textures shelf and select "reload texture". Then, after repeating this for all 5 or so textures I'll still have to re assign them to their dedicated slots (as in: the AO map goes to the AO slot, the curvature map goes to the curvature slot... etc)Or I can open the ressource updater, hit "update all" and close it again.This workflow feels very cumbersome, not what I expected from a modern software like this. Am I missing something?
I am trying to log into Adobe Substance Painter with my google account, but it keeps telling me that the browser is not secure. I don’t know what to do.
Unable to compute normals because some triangles were to small on high poly part I'm trying to bake my high poly from zbrush on to my low poly but these errors keep showing up and I'm not really sure why, some advice would be great. Never encountered them and my mesh from maya has no errors or ngons it seems.
Right now a very common workflow of mine is to create a masked fill layer to display a certain Visual like let’s say green slime across the entire suit of a ghostbuster.Once I set up the layer properties I define my mask by using generators, paint, and most importantly fills, because I can reposition or scale them later.In order to add a fill effect to my mask I drag it from the shelf onto the model, so I get a good starting point for the position. At the moment the only way I understand how to do this is to drag an alpha to the model, choose “Mask” from the pop up menu. This creates a new layer with the mask I actually want to be a part of the mask I was currently working on. So I need to scroll to the top of the layer stack, select the new mask, copy the effect, delete the new layer, scroll back down, select the mask I was working on and paste the effect.This procedure is most painful the first time around after which I will usually duplicate existing mask effects as a starting poin
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