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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.
Hi,Wondering how to combine UV tiles into one texture? Currently there's 4 UV tiles or 4 texture sets, so when the textures export there's like 16 textures. So in Unity I can't add that many textures to the 1 material on a mesh. I'm just trying to figure out how to export 1 albedo, 1 normal, 1 roughness etc. I tried the baking button but when I tried exporting again there's still 16 textures. Cheers!
Normally don't have any issues with saving, but i'm working with a scene with a higher number of materials 50+ and every time auto-save fires or i manually save, my app will hang for ~20mins - have very fast SDD and no other programs open. Opening a smaller scene and is fine, file size is around 4Gb which isn't horrendously big...
Hey! So, I created a smart material for a project i'm working on to use as a base for all of my objects, and when testing it earlier, i noticed that whenever i import it, even if it's on the same object i made the smart material on, things like my generators and filters revert to saying mg_ambient_occlusion (Outdated) instead of Ambient_Occlusion. When i go to change it back to ambient occlusion in the generator settings, it resets every change i did back to default. Is there a way to fix this so i wont have to redo all of my sliders everytime? In the attached images below are the outdated version before i re-change it back to AO and after.
Hello,I have a perpetual license for Substance Painter / Substance designer 2019 indie. It has been upgraded from prior versions which go all the way back to 2016.I have the install file and the license key file I backed up from the webiste ages ago. The last time I installed the software was in 2020 for a new computer. I have since upgraded the harddrive and proceeded to install my software as usual only to find that my backed up Key which use to work is no longer reconized by the althentication software. What can I do to fix this?I have my recite emails if needed for proof.
我想使用交叉 UV 绘制将贴图添加到我的模型,但每当我创建新模型并选择它时,它都无法正确加载。我对这种软件还是新手,不知道怎么回事,但是没有cross-uv图对我的使用影响很大,错误码和模型文件如下,希望有人能帮我解决。
Problem: I'm iterating on a custom material in designer and frequently reloading it into substance painter. It's setup on multiple layers with each layer using unique parameters. It's frustrating to keep re-entering all my old parameters per layer as I reload and apply the changes from designer. I can only preserve one set of parameters by setting defaults in designer. Idea: It would be nice to have the option in some form to preserve parameter values inside painter if their name & type have not changed when assigning the reloaded material to a layer that has the same material. Either a pop up question "yes/no" I can enable in preferences or check box etc. Unless there is already a way to smooth out my work flow?
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