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Pretty much what the thing says. If I run Substance Painter in Windows 11, It loads the OBJ file with no issue. But if I use the exact same OBJ file on my MacBook Pro, running Sequoia and the literally most recent version of SP (installed today, in fact), it fails out, telling me that the OBJ file is too small. Why would the two versions deal with the file differently? I am using the exact same process to load it on the Mac as I do on Windows, so I would think it should also load. (New file, choose template and then the file, make sure I'm telling it OpenGL instead of DirectX - all the stuff that loads it successfully on Windows.) (I'm having a different issue with working on the Windows version, hence trying to get it working on the Mac.) Any ideas why the files loads in Windows but not on the Macintosh?
I curious how much the high_mesh maximum polygon count is in the SP baking feature ? Cant find any answer on webside .From some tut they say its about 10 million?Is that true?
My university says I can access substance painter on my personal device for free, but I am not sure how to access it using my university account
Hello, I tried to get the education version of substance painter but everytime i give in my e-mail it says "APO codes not available for this product". Is there any way to fix this?
Hello all, I have a chance to get a superb condition Workstation using Dual Zeon E5-2697A V4 16-Core cpu's and a Quadro M6000 24 Gb GPU. and 128 Gb of 2400 DDR 4 Ram. It is a HP Z840. would this machine work well with Substance Painter ? It is an older machine but works perfectly and is in superb condition.Cheers.
Starting in Subtance Painter 10.1 suddenly it seems that the `'alg.mapexport.getPathsExportDocumentMaps` javascript command requires the `stackPaths` argument which has always been optional and is still depicted as optional in the documentation: For example this fails:```pythonsubstance_painter.js.evaluate('alg.mapexport.getPathsExportDocumentMaps("export-preset-generator://viewport2d", "/path/to", "png")')``` Stack trace:```pythonRuntimeError: TypeError: Passing incompatible arguments to C++ functions from JavaScript is not allowed. At:C:\Program Files/Adobe/Adobe Substance 3D Painter/resources/python/modules\substance_painter\js.py(56): evaluate<string>(2): <module>``` But this works:```pythonsubstance_painter.js.evaluate('alg.mapexport.getPathsExportDocumentMaps("export-preset-generator://viewport2d", "/path/to", "png", [])')``` Even though the first command worked fine in Substance Painter 10.0 and below. --- For more details, s
hi. when opening substance painter i am immediately given this errori have tried quite literally everything that i can find in forums, youtube etchave deleted and redownloaded creative cloud, used the clean tool, updated c++ redistrobutables, logged iout and back in, deleted the app, restarted my computer and all of those at once. it is getting to the point where this is quite frankly a joke. a product so industry standard and expensive should not be prone to such issues. i have a deadline i need to meet tommorrow and am running out of options. help would be very appreciated
Hi there, I want to drag multiple layers simultaneously to adjust them equally to the opposite side of the 3d model.How can I do this? At the moment, the 3d cursor disappears when I select more than one layer. Thank you.
These new thumbnails (left pic) are pretty and all but it doesn't help the ease of workflow and the overview of the project. The old thumbnails (right pic) were much more easier to get an overview of and much more easier to copy a color if you needed to do so. now you cant really eyedrop a color from those thumbnails now. at least give us the option to switch between views so we can decide on which thumbnail previews to see.
hi i have few questions to ask 1. is the steam substance 3D painter 2024 perpetual license? 2. is it legal to use the Steam perpetual licence for business/commercial use in company? thank you
hi,I have one texture set 5 UDIM 4k Res, substance has been super slow, i had to re-create my project and merge my layers , now new project is also very slow even though it has way less layers, Turning a layer on and off take 30 second, painting a brush takes 30 second to respond.*i don't have custome materials *No warning or error in my log*I have latest drivers*GPU:RTX 4090*CPU:Ryzen 9 7950X 16 core*Ram 64GB*NVME diskIdeally, i need to work in 4k.
Sometimes it can get really complicated inside the work, we can forget which object is in which layer. It would be nice if there was a small menu showing the layers under the mouse pointer like in Photoshop.
Hi everyone, my system just upgrade to Win 11 and after that I am not able to open the software anymore, I've tried to search how to fix this problem on google but at the end nothing help, tried to reinstall for few times but nothing change, does anyone have any idea about this? Thank you so much for the help QAQ
I'm having trouble launching Substance 3D Painter 2024 on Steam. I'm using Windows 11 with a GeForce GTX 1070, 64 GB of RAM, on an Alienware Aurora R7. Despite reinstalling, updating drivers, and checking Windows Firewall permissions, the program refuses to start. Any help would be greatly appreciated.
Hi,I'd like to ask couple of things regarding colormanagement that I'm finding a little bit confusion. I've got two monitors, one LG monitor and a Huion Kamvas tablet which I calibrated via Hardware obtaining great color response but more important, almost identical colors while switching between screens. Now, for how windows works the real match happens when the app you work in takes into account colormanagement which very few dedicated apps do by default. Example: Photoshop does everything fine so I've got matching images on both screes when working in photoshop. The problem: I took for granted that Substance painter would have worked the same way (out of the box) but seems to not be the case at all. Working on one screen gives me some colors, switching to the other screen gives me a different result, which are both wrong if I check the texture directly into photoshop. So I must conclude that Painter does not color manage the viewport as I have expected. The question:
Hi everyone,I'm working with the Substance Painter API, and I'm trying to add both a project preset and output templates during startup of the application. While I've successfully added the output templates using the API, I haven't been able to find a way to add the project preset template. Ideally, the project preset would appear in the dropdown list as per the image below.We are aware of other methods that can add preset while creating a project with mesh & adding to user's preset's folder but we are looking for a way to have this setup centrally so that all users on our network can pick it up from the same location rather than having to set it up for each user. Is there any specific API method I might be missing, or is this functionality currently unsupported? I'd appreciate any guidance or suggestions. Thanks in advance!
I am getting Failed to decode error. Photoshop opens them just fine with Nvidia plugin installed. ps. probleem solved actually. You need to save 8 bit RGBA and 16 bit gray , not 16bit RGBA. It's not great although since I'd prefer to pack gray channels into one 16 bit RGBA . But looks like only Designer and Photoshop read them back.
Hello Can I use assets from https://substance3d.adobe.com/community-assets for my commercial projects, and under what license is that assets is?
Okay, yes, I am reposting but my last post nearly 20 hours ago has only gotten 12 views and zero replies. The issue is that when I export from substance 3d paitner the bullet holes are all outlined with black markings, like the inside was put on the outside.
As the title suggests, Substance painter has been lagging and awful lot lately. Especially when trying to move the camera in the 3D viewport. I go from 80+ FPS idle, to barely pulling 3 FPS when trying to simply rotate my camera. This is not a problem I've ever had prior. I'm up to date on driver updates and windows updates. I'm running a Windows 11 Operating System and I've had the program since around August of last year. Since then, I have had no errors with Substance painter besides just not knowing how to use it well which I have learned overtime, and then this problem presents itself out of the blue. I'm thinking it has to do with the app itself since it's gotten a few updates recently, but that still wouldn't explain it. The last time I really used Substance was March 22nd of this year. I tried booting up Substance yesterday and found this problem. I asked a friend of mine who also owns the product if he was having the same problem and weirdly enough he wasn't, but that still do
The issue is that it seems like whenever I export the textures from substance painter the textures within the bullet hole seems to appear outside of the impact zone. Why is this happening? I would have to go back and redo the layer.
Hi there, I am making a skin for Counter Strike 2. The game shader supports the use of the alpha channel on the base color texture to dictate wear. Usually I use Photoshop to Add a Alpha channel but was wondering whether I can just export the Opacity Input Mesh into the Alpha Channel of my Base Color in TGA format. I tried to do that but I dont think its working as when I open up the exported TGA in Photshop the Alpha Channel isnt already added. Sorry im still new to this so any help would be appreciated.
I just bought Substance Painter 2022 on Steam. I have a dual monitor setup, one 4k 60hz monitor and one 2k 165hz monitor (Main Monitor), both connected to my GPU by Display port. Substance launches okay on both monitors however on the 2k monitor it has a flickery and slow interface and once a window is opened and closed substance painter crashes. It works fine on my 4k monitor no issues no crashes, however when I drag the window to my 2k it immediately crashes. By crash I mean both monitors go black for a second and then susbtance painter crashes completely. Thanks in advance for any help I'd really like to use Substance on my main monitor.
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