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Hi,I'm a student and we are supposed to have access to Substance 3D Painter via our school. My problem though is that every time I try to request access to the program, I get a pop-up telling me that I will shortly recieve an e-mail with further instructions so that I can get the access I need. This e-mail never arrives. I've waited 3 weeks now for it to arrive, and I've tried multiple times, but it never comes. Does anyone have any idea whom I could contact regarding this? The chat-bot is useless and doesnt have any options for this. I've e-mailed the only e-mail I could see Adobe has public which is tcssup@adobe.com which I now wait for a reply from. Are there any other e-mails or numbers I could contact? I'm located in Sweden, Europe.
My bake has a weird line on the tire tread part and I don't know why.
I just spent a long time trying to get vertex colors to import from Maya/Omniverse workflow into painter. The issue ended up being differences in how different applications name their color set for vertex colors. Omniverse was writing to the name "displaycolor", and Maya used "colorSet1". After some trial and error, painter only accepted "displayColor" with a capital C. I'm sure while USD is still being adopted in more software, applications will have different default color set names, and in advanced pipelines, assets might have multiple color sets for multiple purposes. I propose that for at least USD import (but ideally all formats) there be an option if Vertex Color is selected in the baker as the source for the ID map, that painter presents a drop down with all the color sets on that object to select from. This would be very valuable for everyone trying to transition to a USD only pipeline. As a side note, the vertex colors all came in really dark, even after
Substance Painter is crashing for me when starting or reloading plugins. This seems to be the case due to appending another path to the "path" variable in the substance_painter_plugins module and then reloading the plugins. The variable is also appended to during a startup script, which might cause the start up crash.This seems to be an issue with Version 10.1.0, 10.0.1 is working, both on Windows 10. Sincerely,Benedikt
The brush alignment currently has 4 different types: Camera Tangent Warp Tangent Planar UV The idea would be to add a fifth type (or something similar) named “Dynamic”, and it would automatically switch between Camera or UV depending on where the cursor is located. If in the 3D view, the alignment type will be Camera, and if in the 2D view, it will be UV. 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.
This has been hurting me for a while, and I've lost a good deal of work over the past couple of years and nothing has been done to fix it. On the odd occasion, I will either ctrl+S and manual go into File Save and save my project, but it will result in a bunch of processes where it tries to save. I don't get how it can pile on saves when the other saves hasn't finished. Also autosave is broken. I usually find this out when I haven't saved for a while, and there is nothing in the folder linked in the autosave options for the script. It's a common problem with the majority of people in the office, and is almost a joke now, but not when you've lost a good chunk of work through depending on it. The onus shouldn't be on the user to remember to save, that's why autosaves exist, especially when the actual save function is bugged. I'm not bothered about your opinion on the onus, can someone please address this, thanks. Search for 'painter infinite save' in google if you say
Hi guys. Is it possible to create a material preset from Python ?That is, after creating a given layer (ex. new_layer = sp.layerstack.insert_fill(...)), do what RMB + Create material preset does in the UI. Thanks.Stefano
I recently ran into a frustrating issue while working on a project in Adobe Substance Painter. After spending 10 hours on the project, the application ran into a save error, and I lost 5 hours of progress. While I still have some of the work saved, it was a tough blow.Has anyone else faced this kind of issue with Substance Painter or similar software? What are some of the strategies or solutions you use to avoid losing progress?
I have successfully downloaded the plug, but there's no where to download the integration tools. Can anyone help me out please
I work on a quite large game studio with with an old school handpainted style for our MMORPG and throughout the years we have heavily relied on coloring everything with gradient maps in photoshop. Now the team has slowly migrated over to using substance painter instead. We are very happy with the workflow and the software but we are all very unhappy with how the gradient tool work in substance painter. In substance you have these sliders, they are not very intuvetive and you have very little control of how the colors will affect your grayscale. The transition gets choppy and the colors feels almost washed out.In Photoshop and designer you have this gradient map tool where tou see the whole scale and you can control the transission much better. In designer you can ever colorpick gradients from external images. You also get a much smoother transission between colors.I'm thinking since we have this feature in both Designer and photoshop, wouldn't it be relatively easy to add it to pa
Hi,I noticed my previous messages might have been overlooked. I saw that you helped with an Solved: Unban request for Discord server - Adobe Community - 13784832 and I would appreciate similar support for my issue. I have been a member of the Substance 3D community for a long time and regularly share my 3D work like everyone else. Recently, I was banned, and I would like to understand why. I use the Steam version of Substance. The ban occurred after I posted a link to my article about a 3D asset made with Substance Painter, which I sold on my Sketchfab store. This asset was used by a modder from Nexus Mods in a Cyberpunk mod. My intention was to share a success story, not to spam. This ban has led to the assumption that modders on Substance discord like harrasing people or don’t care and don’t like to read. Here is the link to the LinkedIn article: The Growing Importance of Modding in the Gaming Industry and Digital Fashion. My Discord handle is Bartholomewkoz
I could be overlooking something, but I think we should add more options for triangulation methods within Substance Painter, especially to match those used by certain engines for ease of use and giving more options for the user. I believe there should be a greater focus on handling triangulation directly within Substance Painter, as this could enable edge selection, which often works best with quads. Other algorithms could also benefit from having data in the form of quads. Alternatively, I could imagine using a dummy quad mesh for selection, inputted alongside the triangulated mesh. However, this approach might encounter challenges with alignment, especially when dealing with overlapping edges.
If I wish to add painted embellishments that follow modeled geometry, it's suprisingly difficult to be precise, even with the newish Path tool. My goal is often to snap a painted line along an edge, or to snap a brush stroke to an edge or vertex, and I cannot find a way to do this precisely; I keep needing to zoom wayyy in to wiggle path control points around to get the paint to fold around corners and follor edges reliably.
I would like there to be an easier way to set up channels for a texture set, as it can be quite tedious when working with materials and managing numerous user channels, especially for shaders external to Substance Painter, such as those used in stylized shading. My best idea would be something akin to export templates, but specifically for channels. It might even be possible to translate some of that template information directly into channels and potentially combine the two for a more streamlined workflow. It’s possible that I’m unaware of an existing method to quickly set up user channels; if there is, please let me know, but I haven't found anything like that. My best guess is that, with a custom shader for Substance Painter, you might be able to define the channels from the start of the project.
I have a few ideas in mind, and I will list them accordingly. The general goal is to improve the legibility of the hierarchy for layers.Additional Color Options for Layers: Currently, we only have seven colors to choose from. I think there should be an additional button alongside the existing quick-access colors that allows users to manually select a custom color. Alternatively, or in addition, another row of colors would be a nice enhancement, at the very least.Improve the Icons, Making Them More Legible and Distinct: Currently, the layer icons are either too small or not distinct enough, lacking sufficient contrast to differentiate them from one another. This could be improved by adding a background behind the icons for better contrast and creating more distinct icon designs with some color or depth.I often find myself looking at the same color and icon without any distinguishing features, which makes it very difficult to discern things at a glance, especially with repetition.Option
I've observed that the HSL filter within Substance Painter doesn't shift hues as well as OKlab does, particularly with regard to human perception of lightness. I've seen an implementation of this being used within a shader and hope to see OKlab implemented as an additional option within Substance Painter for the HSL filter. There is a possibility that better options than OKlab exist—please forgive my ignorance. Side note: While you may achieve better results by adjusting individual layers for hue, along with the necessary manual adjustments for lightness, an improved HSL filter with OKlab would be a great addition for quick iteration or testing.
Approximately two months ago, I made a purchase of Substance Painter. However, upon opening the software on a particular day, I discovered that my essential starter materials, including aluminum pure, brass pure, copper pure, gold pure, and skin textures, were missing. Seeking assistance, I contacted Adobe, but unfortunately, they were unable to resolve my issue. This situation is becoming increasingly frustrating for me as I rely on these materials to continue my work. I attempted to address the problem by uninstalling the software and even purchasing Substance Painter using a different account, but the issue persists.
Hi,I've been masking displacement to specific UV shells, and it seems to break my mesh at the seams in Painter. Would anyone know as to why this might be happening? Tested it on Mat after it happened on my project file. But it doesn't break the mesh at a Non UV seam (second image), only at the UV seams.
Hello I am trying to bake AO and Curvature again for the second time after I baked my initial maps from a zbrush high poly, I added some normal details and I was trying to bake my ao and curve again using the new normal map (generate from normal map option) but for some reason the details do not get applied at all, I un check the normal while i am trying to bake the ao and curve and also uncheck the seams, I transfered the new normal map to my baked maps sections, I think I am doing everything correctly but it not working anymore, I use to do it alot and always worked, now it does not anymore can some one help please?
Hello!I remember finding select and de-select directly without clocking on any icone and go inside.It was there a few years ago, is it possible to have that back?
i was workin on this proyect in SP, and my hegiht map Disappeared, do u know how to resove it?
Is there a reason the texture export options have to be so completely, desperately unintuitive? I know this menu set existed before Adobe bought the product, but I have never, ever been able to wrap my head around what should really be one of the simplest parts of this program. It only needs to basically handle a few things: 1) What texture sets do I want to export2) What channels do I want to export3) File format and resolution4) Naming conventions Yet it's completely overloaded with options, none of which function in a remotely intuitive way to the point that even setting up a naming convention is a massive headache. I've tried reusing existing templates, often having to add a version number into the string by hand (since, so far as I can tell there isn't a version token available, WTF?), only to find that even this doesn't work and my version number will get stuck on a particular version even when I update it by hand in the saved/copied template that I've created
Hi i'm learning substance painter 3d. I see some video on youtube, Intrucstor use adobe substance (same version with me) but they have mini review thumbnail in layerstack but i can't have anything like this( i just have icon symbol). I try some way to fix but it's not working.
Hi .please any help -I work on a simple shape in 3d painter-and i want to export sbsar file but I dont find that option in exportation window-How can in add sbsar option to choices?i attach a screen of choices and substance versionThak you
Hoping that Painter (loving it!) can have an expansion on the methods for UV Unwrapping (manual) as well as when exporting mesh and textures Texel features could be added. This way the appearance of a painted texture could be better made and represented on export as currently they are a little 'fuzzy'. Would be fantastic to be able to export as DDS format too! This is a more personal hope as I have to manually convert them in paint.net. Thanks.
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