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Hi everyone,i'm encountering an hateful weird issues with HEIGHT MAP in Substance Painter. As you can see from the image the mesh in some spots it opens and in some other areas it creates cracks. This happen in conjunction with the UV seams:Inspecting the Height map i noticed that this could happen because where the uv islands comes togheter the paint across became unmanageable and is impossible to fade the transition: Someone know why this happen? There are ways to solve it ?Thanks in advance to everyone.
Hello everyone 🙂I’m encountering issues with normals at the seams of my UV maps, including between material IDs. Even though the piece is perfectly modeled and joined, the normal maps extracted in Substance clearly show these seams.Is there any function or setting I can use to avoid this? Sometimes I have to use plugins like Unwrella, especially with complex organic models, and I’m also limited by texture size and number of material IDs.
I'm trying to texture a character model I made in Blender, I have two materials, one for the body (one connected mesh) and one for the accessories. Everything is connected as one object. I have 2 UDIM tiles where I have arranged the UV islands so that the first UDIM tile has the body and the other one has the accessories. I have triple checked that absolutely nothing is overlapping between the two UDIM tiles, and have tried UV unwrapping the meshes twice already, hoping it could have fixed the issue. When importing it to Substance painter while having UV tile workflow checked, I get an error like this: [Scene 3D] Errors have been found while splitting meshes per UV tile:Mesh 'Full_Body_lowres.005' has a face spanning across multiple tiles: UV tile 0, 0 (UDIM 1001) with vertex at U=-0.00128091, V=-0.000508858Mesh 'Full_Body_lowres.005' has a face spanning across multiple tiles: UV tile 0, 0 (UDIM 1001) with vertex at U=0, V=1 Please help me 😞
hello guys.when I import my model in substance, it shows me an error like this;[Scene 3D] Errors have been found while splitting meshes per UV tile:Mesh 'mask pCylinder1' has a face spanning across multiple tiles: UV tile 3, 0 (UDIM 1004) with vertex at U=3, V=0.316657Mesh 'mask polySurface15' has a face spanning across multiple tiles: UV tile 4, 0 (UDIM 1005) with vertex at U=4, V=0.550256 I double-checked everything and I changed every Udim.Please anybody has an idea??
I WANT TO COMPLAIN. I've been waiting for Adobe (like a fool) for years to get into the 3D game. I've been using Adobe Dimensions, yes the original name was plural back in the 1990s, and now you've come up with three new packages which ARE NOT included in my EVERYTHING subscription. Why NOT? You want people to use your product right? There are a ton of better 3D programs out there already and you have the audacity to put this into its own subscription? Wooooooooow, ain't nothing like selling it to a group that's not using that subscription level when it could be getting more use in a lower subscription.
So I have the 'Creative Cloud All Apps' plan, in the Creative Cloud App when you click on the 'All Apps' tab and scroll down you'll notice 'Substance 3D Painter', 'Substance 3D Designer', 'Substance 3D Stager', and 'Substance 3D Sampler' under the "Apps to try". These are all apps in the Creative Cloud App, yet they are not included in a plan that is named 'Creative Cloud All Apps'. I literally use three apps, Photoshop, llustrator and After Effects. Yet a program I use was bought by Adobe and added to the suite yet not to the plan. Adobe I request to please add these 3D applications on the Creative Cloud All Apps plan. The subscription literally says, all apps. not some apps, not most apps, but all apps.
I need help. I've been trying to boot it up for a while, and nothing has worked so far.[INFO] <Qt> "[DBG INFO][RunTimeInfo]" projectName: "Adobe Substance 3D Painter" [INFO] <Qt> "[DBG INFO][RunTimeInfo]" softwareVersion: "10.0.0" [INFO] <Qt> "[DBG INFO][RunTimeInfo]" softwareVersionName: "" [INFO] <Qt> "[DBG INFO][RunTimeInfo]" buildNumber: 3640 [INFO] <Qt> "[DBG INFO][RunTimeInfo]" buildArchitecture: "x86_64" [INFO] <Qt> "[DBG INFO][RunTimeInfo]" sourcesVersion: "800cda81e784a2625aa1db60a3a8d867fc2aacfc" [INFO] <Qt> "[DBG INFO][RunTimeInfo]" osVersion: "Windows 10.0.22631" [INFO] <Qt> "[DBG INFO][RunTimeInfo]" cpuModel: "Intel(R) Core(TM) i7-9700K CPU @ 3.60GHz" [INFO] <Qt> "[DBG INFO][RunTimeInfo]" ram: "32683 MB" [INFO] <Qt> "[DBG INFO][RunTimeInfo]" swap: "Not bounded" [INFO] <Qt> "[DBG INFO][Main]" "Substance 3D Painter launched with the following command line arguments: " [INFO] <Qt> "[DBG INFO][Ma
Hello, I don't have experience in writing Shaders and I'm just looking into it. I have problems properly displaying the height and displacement values in the viewport. Its a lot of times just black and enabling the "Use +/- color for HDR values helps a bit, but not enough. I understand, that I would need to write a custom shader to change that. I'm currently using the pbr-metal-rough-with-alpha-blending shader. Is there any opportunity to edit these values and how would I do this? Would be great, if someone could help.Thanks in advance
After finishing texturing I noticed that 99% of my height and normal modifications were being drawn on this weird combo height + normal + mesh channel and when I exported the textures my normal and height maps are completely flat. Is it possible to transfer this channel to correspondings ones or do I have to do heights and normals from scratch?
HiOur company recently changed the method we subsrbibe to out adobe apps (im very confused over it all) but now i dont seem to have any credits to download anything from substance source 😞 I contacted our IT depertment but they said we dont pay for getting the credits which i was surrisded at as we used to get them. The subscription we used gives us all of the adobe apps so i would have thought we'd get some free credits! is anybody able to help?thanks
Please add an option to move paths together and add scaling to selection/group. I have often found the need to move my paths for various reasons or scale them.. I would love the option to be able to move them as a group, as moving individually is painful and time consuming. I use paths for my daily workflow, because I like the finite control I have over specific strokes and the ability to adjust the pressure manually.
Hi!While working on a project, I imported a bunch of materials. After creating a new project, all the materials are now gone and I have to add them all again, even though I selected "Import your resources to: library 'your_assets'". Why? How can I add materials/resources so that they stay in Substance painter forever, for every project I make?
I recently got a free student trial of all the Adobe products. I thought Substance Painter would be really useful to texture any models made in Blender, that I can then use in Roblox. I've tried everything and I just can't get it to work. Every texture file I export just turns in to plain colours. I've used Roblox Surface Appearance template, and tried creating a custom output template, but neither have worked.It should look like this.
So I'm learning Substance and made a mistake with outputting a texture using the Blender Principled BSDF template. To correct it, I thought I only needed to output the BaseColor, so I deleted the other maps. While that worked, the problem is the other maps didn't come back in the preset. They seem to be gone. I didn't tell it to save settings, but it seems to have anyways. I thought I could just restore them to the default settings or something.How do I either restore the template or rebuild it?
i am not able to bake these text data on lowpoly mesh, i tried everyting like cage, max frontal distance etc, but didnt get the result.
Hey guys. How can I resete all settings in substance painter? Even after reinstall some settings (for exmaple viewport background colour) are not reset. OS: Win 11 21H2; Substance painter 7.4.3 build 1610 Steam Edition
Hello, I would like to propose a small improvement regarding the color picker and the OCIO implementation. We are currently having an issue where by default the color picker uses an inverse transform of the View and this is not artist-friendly at all. I believe instead it should simply use the "color_picking" role. Here is the proposal: If the "color_picking" role is declared in the OCIO config, then the "top colorspace menu" should read that. I believe this would be the correct implementation of this role.If the "color_picking" role is not declared in the OCIO config, the behaviour of this "top colorspace menu" can stay as it is. Does that make sense ? (I have attached an image for reference). Thanks !
To mark the 10th anniversary of the creation of Substance 3D Painter, Sébastien Deguy – the Academy Award-winning founder of Allegorithmic, and VP and Head of 3D at Adobe – recently wrote about the origins of the Substance software overall, and how this led to the inception and development of Painter. Read more right here: Celebrating 10 years of Substance 3D Painter: A journey of innovation and creativity
In the above image, I have just exported an .fbx of a low poly model from Maya 2023 to Painter and baked the high poly on top of it. During baking and after baking, I am left with this pixelated mess? I have never seen this issue before...in the 3 years I have been making .fbx models and doing high to low baking. Has anyone ever seen this issue before? I am at a complete loss and I have a deadline due next week. Any help would be appreciated. Thank you
Hello, I tried to search for this, but came up emptyhanded. I am wondering the compuational cost of the Passthrough blend mode. Basically, If I have a group that has a bunch of layers in it and set the master group blendmode to Passthrough, does that add complexity to the compuations of the layerstack and would that start to slow down the scene. Even if it was a little slowdown, as I added to that layerstack, or the more groups I added like it with the Passthrough blendmode enabled, would this also add more cost to the scene, slowing down performace, versus if the blendmode of the of the groups was set to the default Normal blendmode. Or is the Passthrough viewed as more of a non-entity container? My goal is the optimize performace on complex scenes and not add cost when unnecessary, although the Passthrough blendmode is necessary sometimes. I.e. does Passthrough add cost veruss Normal blendmode, and if so, at what point would it become a problem. Thanks!
my GPU was under heavy use and was working on a file and suddenly my GPU crashed. painter then turned black and i closed it then restarted my PC, tried opening file again, and "cannot decode data" message appears. the thing though is that i wasn't saving at the time it crashed at all.I CAN SEND FILE TO SUPPORT TO CHECK ITfile link
I have a project which I worked very hard on which crashed during a render. My entire PC crashed and restarted. The file cannot be decoded and will not open anymore. Is there any hope in reopening this file?I attached the log.Thanks.
Hi all,I have an education account for substance 3d (free) and I would like to sell textures made from Substance painter to the Unity Asset Store. I would like to know if this is legal also with an education account. If someone can reply as soon as possible, that would be appreciated. Thanks
Hello everyone,I have a beginner's question: I'm attempting to apply a wood texture to this model, but regardless of the projection type I use, it consistently creates a symmetrical appearance. How can I correct this? It seems like the model is mirrored.
"So I have purchased a license for Substance Painter, and after some time, it started acting up. It's frustrating. How do I fix that?"
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