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Whenever I try to boot up Substance Painter in version 10.0.0 or above, it shows a completely white screen and stops responding.
I'm having an issue when exporting out of substance painter to Unreal Engine. Within Substance Painter, all of my textures and UVs look fine. However, everything is bugging out when I try to import them into Unreal Engine. My mesh maps are baked and I made sure my model matches in Maya as well. Is anyone able to tell me why this is happening? Here are the images down below!
The days of the calendar keep on ticking by, and we’re already into the later days of August. What’s going on in the world of Substance 3D? Let’s find out. Substance News Big events over the last month, and fun things coming up: Coming up: Substance 3D at Promised Land Art Festival, Lodz, September 8-10 From September 8 to 10, the Substance 3D team will be at Promised Land Art Festival, organized by CD PROJEKT RED, in Lodz, Poland. The event will be full of lectures, discussion panels, and sessions and workshops in drawing, digital art and sculpting, and miniature painting. Notably, Technical Artist Louise Melin will be presenting a demo session: Making a Creature of Myth: A Showcase of VR Sculpting and Stylized Texturing. She’ll show how she creates a mythological creature, starting by sculpting in VR in Substance 3D Modeler, and then taking an in-depth look at stylized texuring in Substance 3D Painter. I won’t say which mytholo
I having a problem with the mesh that i want to turn transparent, where does apears artifacts, like triangulate geometry in the mesh. How can i solve this ? I'm importing the mesh from Blender, and try to redo the uv mapping, exporting on obj, and fbx, and a number of different things !!
Hi, I want to able to drive the size of the procedural cell pattern with the use of a map or meshmap or even an anchor point from a previous layer.
I can't install Adobe Substance painter 'cannot install on your device'. I've checked everything, and it seems like my hardware is good enough to power it. I have windows 11, and I have checked and installed all available updates. Please help.
Hello,I am encountering a very frustrating issue while using Substance Painter. When using the UDIM workflow, the texture mapping in any tile outside of the 1001 tile seems to affect other UVs. Could you please advise on how to correctly set this up?Thank you in advance for your assistance.
I've been trying to install Substance, but it asks me to update the system. I’ve already completed the update, but the issue still persists. After further investigation, I found out that one of the requirements is to have Windows 11 version 22H2, but I have the latest version, 23H2. Does this mean I need to downgrade to an earlier version of my system for it to work?
Hi, after my PC froze with my substance painter open It stopped working. when I try to open the file, It compares Invalid Binary Data and closes it. I don't know what to do please help me. I don't have any auto-save.
Hello, I would like to ask a question. While testing the Python API, I was unable to find the API for the Projection property in the ToolBar. I would like to use the Python API to achieve the following functionality: automatically enable the Projection feature and set the Texture for the basecolor attribute as per my specification.Moreover, my primary objective is to be able to manually select an angle and position, and have the texture automatically projected onto the model. Currently, I have to manually refresh the view to ensure the texture is properly projected onto the model. If there is an API for automatic projection, that would be even better. I would greatly appreciate any assistance.Looking forward to Any replies.
I've found a beyblade model and it have glossy glass on it. There is no information about that on internet. The creator that model have used "Translucency" map, "Opacity" map and "Scattering" map. All options are supported in Substance Painter but its not works for me. How can i do this glass with substance painter? did anyone know about it?
Hi can we have a way to turn off geo in the viewport ?
This is a problem I've had for a while but ignored it, usually resorting to Slope Blur when needed but now I really want to figure out why I cannot get the multi directional mode of the Warp filter to work. Using the JadeToad sample file, if I throw an Ambient Occlusion generator on it and add a Warp filter with the mode set to "warp," it works as expected, as you can see in the attached image. Once I switch the mode to either Directional or Multi Directional, the warping disappears as if there is no filter there at all. I did notice that Multi Directional makes it bolder for some reason, but there are no changes at all no matter how much I mess around with all of the parameters, including the Source Parameters and the Noise Parameters if I try it with a custom noise.I use Multi Directional Warp nodes a lot in Substance Designer and they work fine in that program. I'm expecting a similar result in Substance Painter. Can anyone explain why it might not be working for me in Substance Pai
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Why does Substance 3D Painter make such visible UV seams? It's definitely normal map problem, because if I export the texture set and apply it in a 3D modeling program, the seam disappears if I disconnect the normal map. Before you suggest:Hiding UV seams: it's not always possible, depending on the model, and it shouldn't be needed. Texturing and baking textures in Blender, for example, doesn't create these visible seams, so I don't understand why Substance does this.Blurring the seam using Clone tool or some other way: again, it shouldn't be needed, since Blender doesn't have this problem.Using tri-planar projection: doesn't help.Increasing shader quality: doesn't help.
Hello,How can I create opaque glass?I am trying to create a shade for a banker's lamp, but the shade is made opaque, which means that the inside of the lamp cannot be seen through. However, if there is light inside, it will let that light through. (Just like a white, opaque light bulb).If I use Opacity, the inside is completely transparent and I just can't get a good representation of that lamp.If anyone knows of a solution, I would be glad to hear from you.
Hello, I am fairly new to Substance Painter (Substance Painter, version 2019.3.3Build 3714 - 16df6a1111f5c64f54fb9005e3267806ee670439), and have a problem with seams appearing along UV borders when the UV islands are not aligned in a specific way. I have been searching for a while now and cannot seem to find any solutions to this problem. I have attached photos of a simplified recreation of this problem with a flat plane made of two squares, each with their own UV island. In this photo, a seam can be seen in the 3D view when a smooth flat surface is expected: In this photo, I have rotated the two UV islands in Blender so that the edges they share in 3D view are facing each other, and the seam problem is fixed:However, it seems like it should not matter how the UV islands are rotated, and manually rotating UV islands like this for larger models is a lot of work. After more texting I found these seams do not appear when the texture is exported out of substance painter, but
您好,我在使用 Substance Painter 时遇到了一个非常令人沮丧的问题。使用 UDIM 时,除 1001 以外的任何图块中的纹理映射似乎会影响其他 UV。我怎样才能正确设置?
I was wondering if it is possible to get a custom shader that supports 100% rough materials that don't reflect light at all. Currently if the material is 100% rough in painter there is still light that is reflected. At work I use a custom viewer where the darker areas that are fully rough dont reflect light at all. I would love to have a this as a custom shader in substance 3d painter so that I know my model will look the same in both programs. Below I have attached 2 images comparing the shadowed areas inside a shoe. I also noticed that in painter the textures seem to be slightly less saturated? I have attached one more image comparing the base color in blender vs substance 3d painter.
It would be great if Substance Painter had a Batch Layer Renamer for selected layers.Search and ReplaceSelect Layer by nameAdd prefix and suffixRemove prefix and suffix based on an input number Our studio pipeline relies heavily on standardized naming and hierarchy stuctures. Having a layer renamer would really improve efficiency for larger scale projects. This Maya plugin has some of the features I listed above:
it is a very straight line when i bake this normal map in substance painter. after export the maps, the line became distorted when im using it in blender
Hello, I have Substance Painter 2023 Steam Edition and it won't launch. I have no idea why. I tried looking for an answer in the forums but I haven't found a solution yet. OS Name: Microsoft Windows 11 HomeSystem: Model OMEN 25L Desktop GT12-1xxxProcessor: 11th Gen Intel(R) Core(TM) i7-11700F @ 2.50GHz, 2496 Mhz, 8 Core(s), 16 Logical Processor(s) C:\Users\Personal\AppData\Local\Adobe\Adobe Substance 3D PainterHere is my Log file:[INFO] <Qt> "[DBG INFO][RunTimeInfo]" projectName: "Adobe Substance 3D Painter"[INFO] <Qt> "[DBG INFO][RunTimeInfo]" softwareVersion: "9.1.2"[INFO] <Qt> "[DBG INFO][RunTimeInfo]" softwareVersionName: "Steam Edition"[INFO] <Qt> "[DBG INFO][RunTimeInfo]" buildNumber: 3333[INFO] <Qt> "[DBG INFO][RunTimeInfo]" buildArchitecture: "x86_64"[INFO] <Qt> "[DBG INFO][RunTimeInfo]" sourcesVersion: "3dc9c3a1a7902324d43145613f44b539a0d66f51"[INFO] <Qt> "[DBG INFO][RunTimeInfo]" osVersion: "Windows 10.0.2263
I am creating game assets using Blender, Substance Painter and Unreal Engine 5. I watched this post from Wes McDermott - https://www.instagram.com/reel/C9kej89CY90/?igsh=dHFkOGx2d2prNjJu where he uses Substance Sampler to preview materials in Ue5 and is able to make changes on the fly using the plugin. Is there nothing like this for a Substance Painter - Ue5 workflow, like a live link? I want to be able to take materials I've made in Painter and preview in Ue5 and change on the fly.
Hello guys, I have been working on this taxi for the last couple of weeks and ive been trying to fix the exporting issues on my own and with google but have not been able to find an answer to it. Basically what is happening is that my Normal map gives my model this pixelated look with wierd shading when i use it on Unity or Blender but my model looks fine within Substance painter. Ive tried to export with 8 bit, 8 bit + dithering, and 16 bit and its the same problem with them all. Is this substance painter fault or am i missing something? Ive never had this issue with any other model. How it looks in substance Painter:Exported maps to Unity:
Would be nice if you could share a project file without the other person be able to save x thing, per example u disable the person to save the mesh, or disable to save the texture, or both...
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