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After importing and mesh map baking this FBX, the Ambient Occlusion mesh map has jagged edges on hard edges where there are no seams. The mesh is practically all rectangular boxes (a wooden shack made of planks). If I'm to eliminate all the jagged edges, should I be adding a seam to almost all of them? That seems excessive, as there'll be a lot more islands and the texel density will be lowered? The horizontal mesh across the door has no backface, so I haven't added seams to the long edge, only the corners.
Hello, I have this problem when I start painting on a layer, some kind of grid is displayed. It's definitely not the model, I checked other projects, they have the same problem. I also changed the display of shaders, it didn't help. What could be the problem?
Every time I use a modifier or assets that have an image input and then click on the "X" of the image to remove it, my Substance 3D Painter crashes and doesn't recover until I close the program. When I perform an integrity check on the files, it shows that there was an error validating 22 files. I've been experiencing this issue since yesterday (November 5, 2024).My Substance 3D Painter is installed via Steam, version 10.1.1 build 4060. I've already uninstalled it and even formatted my computer, but the issue persists.
In Painter: Exported version: Idk how to fix this?
my Steam copy of Substance Painter 2022 was working fine until yesterday (22/11/24), but sudently today it wont open and an error for 4 dll's appears that reads: ''Some features of Adobe Substance Painter 8.3.1 may not work because we can't confirm who published (DLL) that the app tried to load.''The DLLs giving the error are: usd.ms.dll, assimp.dll, OpenColorIO_2_1.dll and embree3.dll.I tried a bunch of troubleshooting including, re instaling the app, verifying the integrity of the files, sfc scan on the cmd but windows continues to block due to the lack of a digital signature in the dll's.Any ideas on how I can fix this?I believe Adobe should provide a patch with signed dll's to avoid false flags by windows in the future.
Hola, tengo un problema con el programa Substance 3D Painter. Resulta que intenté entrar al programa pero me sale un error que dice "Access Denied" y luego de eso abrí Adobe Creative Cloud para desisnstalar el programa y volverlo a instalar, pero me dice que compre una licencia, lo cual a mi no me cuadra porque se supone que tengo una licencia gratuita de un año y ahora me dicen que compre una licencia.Espero que alguien me aclare esa duda y me ayude a como solucionar este problema.
Hello! I have a problem with shaders. My whole 3D model has a main shader and it is pbr metal rough, but for one piece of model(glass) I want opacity. I chaged shader on pbr with alpha blending but other part of model became transparent, but not one that I want. How I can change shader only for one piece? Thank you in advance
Hello Adobe Substance Painter Team and Community,I'm writing to request a feature that would simplify workflows for many of us working on game assets. As someone who creates simple models for games, I often only need one single material with all texture details baked into a single map for my models. Right now, while Substance Painter does an amazing job generating multiple maps (e.g., Normal, Base Color, Roughness, etc.), there’s no straightforward way to export the flattened 2D view directly as it appears in the 2D Viewer.This is what I’m envisioning:The ability to export exactly what I see in the 2D Viewer: a flattened map that includes all materials, lighting, and effects—into one single texture.This feature would save so much time, as the current workaround involves taking the exported maps back into Blender, re-baking them under different lighting conditions that may not match Substance Painter’s perfect environment, or resorting to screenshots of the 2D Viewer, which is less than
Been testing out the new update to import ai file and I have come across an issue I'm trying to figure out. There are layers in my ai file that won't display above 512 resolution. The moment I try to change the resolution above 512 I get a grey image telling me image input is empty. Thoughts why it only works at 512x512?
Hi , I am pretty versed with baking and the likes, but I got the displacement map of this project showing up as in the images below. All the other baked mesh maps are perfect. The displacement map is unusable for displacement only. The image on the bottom is the mid res mesh with the baked displacement texture enabled, those edges of the mid res mesh appear on the bake tex somehow..what tdid I miss?
I am unable to use the Substance 3D Painter program as it crashes upon opening. Additionally, I cannot download 3D assets or textures from the Adobe Library. Despite uninstalling and reinstalling both the program itself and Adobe Creative Cloud multiple times, I keep encountering the same issue. This problem, which is preventing me from working, has become very frustrating. Could you please help me identify the cause of this issue?
hey everyone i have a problrm with PT program version 7.4.2 when i drag materials to the object nothing is happen the layer is empty it shows me a message ( [Scene 3D] OBJ: unexpected illumination model (0-2 recognized) ) [Viewer settings] Viewer settings have been updated from version 22 to version 23. [Paint Document] The project has been updated from version 67 to version 68. How i fix it ?
Is there a easy way to update the ai file for the broken out layers in 10.1? I tried to use the resourcer updater but it errors out with ai was a vectorial image and cant be replaced. Trying to find a way to update my ai file in all of my broken out layers without dragging into each color slot each time I make a update to the file.
I have this error after baking the Mesh Maps. Does anyone know how to solve it?Thanks in advance 😉
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.
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