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I asked an agent in chat and they didn't know, nor did they know if there even would be a 2024 perpetual license. If there will be one, will it release January 1st? Sometime in January, or later?If anyone can shed some light on this, I'd greatly appreciate it! Cheers 🙂
Hi,I need to create a pattern similar to "polka dots", but with randomized size and luminance. Is there anything that comes to mind? I'm trying to avoid many layers for easy maintenance...
I'm creating a sequin top and each sequin is a single plane with an alpha circle projected on it. I'm applying roughness + metallic properties to make the sequins reflective, but the reflections are very flat, single color only. They don't seem to be reflecting the details of the environment or the rest of the surrounding sequins at all which makes it look very fake. Is there a way to get realistic reflections on planes? I've installed the latest update and still not finding a solution! Thank you for your help!
Hi,I'm having trouble baking my model correctly for a normap map. Here are some screenshots for the settings.I have tried to export different forward settings as well. Model is also triangulated before export. In Substance painters new project setting, I have tried out both DirectX and OpenGL as well.While baking, all object are in exploded positions. The baking was fine until I re-import or create new project for the non-exploded models. Some parts are alright tho. Been trying to search for a tutorial to fix this error but doesn't seemed to fix the baking imperfection. Appreciate it if there is a tutorial or guidance for the setting that you can point me to. I might have followed the wrong steps somewhere in the tutorial. Thank you!
Hello everyone! I've recently purchased the Substance Painter via Steam, I needed 9.0.0 version, but it turned out to be 9.1.0. Is it possible to downgrade somehow or to change to the necessary version? Because now I still cannot open the necessary files.
Is baking a high poly onto a low poly viable when you have a mesh that is going to be seen from multiple angles? I don't think so, but I'm not sure.
Ideally it would be good to hide parts of a mesh to aid painting complex interior forms, I'm working on a mesh that is a scan of the Endless House - it's a complicated shape and trying to navigate around the thing is impossible, Is there a way to hide certain parts of a mesh - for instance the exterior walls so I can concentrate on painting. It's a single mesh with one texture and no Udims.
Hi im trying to get a layered effect with some shapes im painting with height, except the height always seems to blend with that thats already there 😞 . Is there a way i could get any height/normal information to be 'clamped' to the one im painting (if that makes sense?) thanks for any help you can give!
Hello, I got some models Ive been knocking out. I did some smaller versions they look fine. For some reason the large one in unreal is giving me some face issues like its not reading the height map on my buildings and causing them to look wrong. I have tried many varients of exporting the model different. Here on the left is a quads version. on the right its a Triangles version. The thing that is annying is it looks perfectly fine in substance painter. Anyone hit this issue before? Any assistance is greatly appreciated! If it helps seeing my normal maps are all facing out correct too. So it doesn't appear to be normal maps. (This is a versionw here I used N-Gone tool) I have a version where faces are all still quads. Same results.
Hi there so I was working on baking the high poly detail into my low poly. Now I got these issue and just like to know what are they and what causes them and if suggestion for what I could to fix them I appreciate it but I feel it best if i know what they are and cause them so I can learn any I encounter.I'm including pictures of the objects and the effect they have on the normal and ambient occulsion map. There are these detail that the arrow point to and not sure what they are and all. I like to know what issue they are and causes them plus how to fix them. Thank you.
Is there a way to detect when an application has completed loading? I am developing my own plugin to determine if all shelf resources have been loaded, but when I run this process in start_plugin(), the plugin does not complete loading and the application does not finish loading. Therefore, I need to trigger this process on the application load completion event.I can detect that the project has been loaded with substance_painter.event.ProjectOpened(), but I could not find an event to detect the application loading. I would appreciate any suggestions for a better solution. [sample code]import os import time import re import substance_painter def check_shelf_is_loaded(root_dir="shelf_reference_path", max_limit=90) -> bool: """This returns True if loading of all resources in specific shelf has completed.""" src_resource_count = sum(os.path.isfile( os.path.join(root_dir, name)) for name in os.listdir(root_dir)) dst_resource_count = len(get_s
The product key I got from the email is same as last year's, and identit-e says: "This product code has already been submitted to Identit-e". Any help?
It seems I can't use my serial in my Adobe account and every time I go into Adobe's help area it tells me I have to subscribe before contactng an agent.. I have to pay to talk to someone about this? doesn't seem right.
Hello,I am not sure there is information about the way we can combine anchor points and instanced layers. So I encounter a problem with my anchor points the way I work. perhaps someone will have an idea to solve this issue. I have a layer constructed with some anchor points coming from another layer. So far so good, everything is fine. But if I instance this layer, it destroys the link to my anchor point in mys source layer, and the tab is greyed out when I want to relink the below layer. Is it normal ? Is there a way to instance a layer with anchor points coming from below itself ? Thanks in advance for any help.
I don't have an icon like a chain.
About .glb files, I struggle on how to save as .glb files once I'm done painting them in the Painter. It only lets me save as extension SPP.I tried saving as EXPORT TEXTURES, and then there are over 40+ Output templates to choose from with no explaination. Now I have tried several including "gITF PBR Metal Roughness" because an online tutorial said that's what is necessary to use .glb... Okay done.When I import the .GLB into Adobe Dimension though it's flat on the Z,X axis.Writing this, I notice a .gltf file that I can import. Okay great, it works.So now I export to another .glb file with the texture from within Adobe Dimension?Mercy. Please someone help me understand these procedures. It makes zero sense why the process is so frustrating. Is there an easier way? I'm learning as I go and I don't have the vocabulary to easily find what I'm looking for.
I find the new Bake Mesh Maps feature extremely useful, especially the Match by Mesh Name and Max Distance visualizationHowever, I'm unable to bake other maps like Base color using these features, and it seems to be absent from the options.I suspect my workflow might not align with what's typically anticipated in Substance. My process is as follows:Texture the high-poly model (complex industrial products with multiple parts).Bake all channels onto a low-poly model (utilizing Match by Mesh Name would be convenient). At this point, the absence of a Base color option in Bake Mesh Maps seems to block this workflow.I'd welcome any advice or tips on how to navigate this issue within Substance Painter. Thank you!
It seems like the renewal process should be straightforward, but I'm having some trouble. My product expired today and when I try to renew it, the signup page is telling me to go to step 2 if I have an Adobe ID. After entering my ID, it tells me that it already exists. I'm a bit confused. Can you help me figure out what I'm missing?
Hi!In older versions of Substance Painter, I could select multiple layers with Ctrl pressed.How do I do this in the new version?
I have a problem with my export to sketchfab. i have 3 tiles of udims. I sucessfully export the model with 3 materials( not optimal but will work) there is a problem however with third tiles material. I try to change the setting in sketchfab material setting but no luck. i was wondering if it is something i did wrong with the export or the udim. If the problems is on sketchfab and not on painter just let me know.
Hi, I have an issue with ID map. I want to bake by mesh name High poly model with colors on Low poly model. So than I can place textures by ID maps (colors) on it but when I am baking, the colors are baked to different objects as you can see at the picture. Also I add pictures with options in baker which I changed.If you will help me I will love you thanks xd.
Is there a simple way to properly rotate a Smart Material? This was asked (here) before, but the suggested solution using a filter is not working at all for the "Wood Ship Hull Nordic" smart material (maybe it works on a simple quad, but not a model with multiple UV islands). Having to orient all UV islands to match a specific orientation (such as for wood grain) can be a nightmare, especially since there is no standard for this. It also limits how well we can pack UV islands. Some wood smart materials are oriented with grain running vertical while others run horizontal is seems. Trying to find all the places that need rotating inside a smart material is a also nightmare and that requires us to make rotated "duplicates." It seems like we may just be force to just make our own substances in Designer where we can expose a single rotation value.
Is there a way to hide the standard export presets and only show custom created ones? The standard list is very long and I only need to export with a very small curated list of presets. I suspect the answer is to remove the starter_assets library, but I'd rather not have to do that for this. Any suggestions for how to better organise this would be great.
I can't get my high to bake onto my low.
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