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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
Substance Painter 2024 10.1.0 is currently broken for Linux users.We tested the following :Flatpack / Steam with Substance Painter 2024, no joy. Substance Designer 2024, works.Steam locally installed on Linux, Substance Painter 2024, no joy. Substance Designer 2024, works.Always get the same error for Substance Painter 2024 :com.valvesoftware.Steam/.local/share/Steam/steamapps/common/Substance 3D Painter 2024/Adobe Substance 3D Painter: error while loading shared libraries: libtiff.so.5: cannot open shared object file: No such file or directoryOur test we're conducted on Enterprise Linux 9.4 and 9.3.Locking version to 10.0.1, in the beta section of the parameters of the software in Steam, fixes for now and can be launched.Although all work done on a Substance 10.1.0 cannot be opened in a 10.0.1 version.
It works well overall, but this only happens at certain edges. Is it a UV issue?
I got a free year subscription to substance painter as a student last febuary and just today I tried to log in and Adobe had a pop up that asked me to sign in. When I entered the email I had used for my student account it said I didn't own substance painter and I had to buy it. Has anyone else had this problem occur?
Release notes for 10.1.1 says "[Import/Export] Remove support of unused image file formats".Which formats have been removed?
Is there a way to snap path tool to a straight line like in illustrator when holding shift?I've realized I'm using pen tool and not curvature tool, which looks more similar, but it can snap too in illustrator.
Hi, my yellow plastic material is somehow bleeding onto the black plastic material that is using a mask and I do not understand how I can fix it. Painting over it doesn't work and neither does changing the material settings. I'm guessing the problem is in the shape of the black mask but I don't know how to fix it.
Even though I'm paying for a Substance sub, I can't download any more assets / textures in the Substance Painter from the library because I have 0 points? How so?
Eight months ago I got Painter and Designer for free through the educational licences. It's supposed to last a year, but suddenly my apps are locked and I get a message saying "You no longer have access to this app. Contact your administrator for more information." Last time I used it was a week ago and it was working just fine. None of my classmates are experiencing this issue either.
Hey Substancers! Simply feature request, altough it should be a default function imho. So sometimes when I import a scene into Substance Painter with cameras, in some cases the order of the cameras are not alphabetical, but seems to be random. I think it is something to do how FBX handles object order. But Substance Painter should not follow this, but sort the name of cameras in the dropdown menu alphabetically instead. Thanks!
Allow the user to rename textureset through the APISometimes our user will have renamed the texturesets imported in our game-engine and we would like to push this rename to the painter project when it gets opened to have consistency but it seems to be currently impossible through javascript or pything as far as I can find
Specs. Hello folks, Have came up with these specs for my new machine for Substance Painter and 3 DS Max / Arnold Let me know if they are any good.Case Corsair 7000 D airflow,PSU Corsair HX 1500 iCpu Core ultra 9 285kGPU Nvidia RTX 4500 ADA 24 GbRAM Corsair 64 Gb DDR 5 6000 mhz VengenceBoard ASUS Pro Art creator Z890C drive Solidigm P 44 pro 1 TbD drive Solidigm P 44 pro 2 TbCooler Noctua NH U 12A Chromax7 Noctua fans A 12X 25 Chromax. I am only a hobbyist so is only for my own use.Thanks.Raymond
Can substance painter baked the Roughness & Metallic maps of a high poly mesh onto the new UV’s of a lower re-topologized object? And if so, how? I can only see functionality to bake the Normal maps.I’m looking to see if Substance Painter can do the kind of texture baking of remeshed objects shown in this video: https://www.youtube.com/watch?v=UJwnxSrsN7k&t=1s
Hi, I'm new to substance 3D painter but am having an issue. I'm hoping it's just something i forgot to tick somewhere! I've made a model in 3DS Max, exported to zbrush for a high poly mesh and then brought bothe into Substance 3d Painter to do the bake. All worked fine, I worked up the textures etc and was happy. However, when i went to export the textures and opened them in Max, the normals were a bit of a mess! I've used Arnold and made a physical material for the sake of this test. It seems the UV islands are creating normal seams and sometimes the normals are inverted. I don't know if it's anything to do with mirroring geometry in creating the model, but i have applied an Xform reset and normal modifier to ensure all normals are unified but it doesn't resolve the problem. As you can see from the images below what i see in substance painter is quite different from what i get in Max. There are seams everywhere and some of the geometry even has hard edges b
Hello, I have a problem with my model when I try to bake it.I have this lowpoly model (helmet_low)and this highpoly model (helmet_high)and when I try to bake it I get this result and I don't why.Maybe I don't understand how it works the high and low poly topic, so I would really appreciate it if someone could help me.
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