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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
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?"
Hi all, I wanted to request the addition / implementation of a small coordinate manager tool, to allow numeric positioning of any selected (control) points and / or bézier handles. I feel like multiple tools could benefit from this. Most notably the path tools (paint/ smudge / erase along path) and the warp projection grid come to mind. I'm trying to paint a character right now and am quite frustrated that this feature is missing. Setting up a precise symmetric warp projection is pretty much infeasible right now, as the only means of doing the same (mirrored) transformation to two opposing grid points is to use snapping, which severely restricts the possible outcomes. The surface tool can't be used on symmetric stuff at all in that regard (correct me if I'm wrong). Furthermore, a coordinate manager would be incredibly helpful to manage path points, e.g. if you want to mirror a path in 3D space. Just activating the symmetry on a path isn't always going to be the righ
[Data Preset] Invalid preset resource:/industrialpaint-worn Above error is reflecting every time while importing.
I find the "--split-by-udim" Command line is only support the old UDIM!Can add new Commandline to Support the New UDIM??
In Substance 3D Painter 10.0.1, my project has essentially Fill layers with Substance sbsar associated to them. There are no Paint layers. I noticed that after a while working with the layers, adding some, deleting others, changing parameters of the Substances etc., performance begins to degrade. Even saving the project, quitting Painter, reopening it and and reloading the project doesn't seem to help. Can someone help identify why this is happening and how to mitigate the problem? I know that when using Paint layers, performance may degrade because all the stokes are recorded. But here, this is the not the case, I am not using any Paint layer, so why would performance degrade?
In Substance 3D Painter 10.0.1:When creating fill layers with API inside and existing group (group was created manually with the UI and not with API), the fill layers do not have the preview icons and also the group cannot be collapsed/expanded. There is no such problem when creating the group with the API.
Hi, i'll try to explain in a better way than the title, but it won't be easy as i myself don't understand what really happened.Basically when i opened Substance Painter today something weird happened: as soon as i click on the smart material section of the library, half of the materials won't load, cpu temperatures starts rising up, it's impossible to save projects and the software itself won't even shut down properly like usual.Last time i worked with SP it was fine as always so i honestly don't understand what's causing the issue and how to sort it out.It had happened something similar previously and the cause was the last smart material i had created so i was able to sort the issue out by deleting it. But now i really don't understand.I hope i explained myself in a clear enough way for any of you to be able to help me. I can't work with SP in these conditions. I already tried uninstalling and reinstalling the software but nothing changed of course.Any help would be muchly appreciate
Hi im finding the paint along path tool really useful, and was wondering if there's any way to fill the path thats created?Im using it more as a shape creator that 'straight lines' per se, and so am currently just filling the shape in manually.thanks for any help!Nick
(Using Substance-Painter version 7.4 - Windows) Hello,Since the latest big release 7.4 that introduce OCIO, it seems that the color-picker "picking" function doesn't work as excepted when using OCIO as a color-management system. The result vary depending of the OCIO config being used. Unfortunately there is no OCIO config that make it work in all the cases : Here are my hypothesis : Case 1You are using an OCIO v2 config that uses Display colorspaces and Shared Views (OCIO v2 new features) :The picker take the value at the display (after the view-transform is applied) and return it. This only work when there is no view-transform, i.e. is it is disabled or use a display with a "passtrough/raw" encoding. If you are viewing color data with the proper view-transform, the picked value will not correspond to the original value you used. Case 2You are using an OCIO v1 config or v2 without the new features : The picker take the value at display (with the view-transform), the
Hello all We have just upgraded from 8.20 to 10.0 (we are on Linux) Just testing starter materials on the PreviewSphere and the same material looks different in the two versions. Almost as if one of the axis of the texture projection is broken in the new version (see pics). I don't know if it's a bug or something broken in our installation but it seems very strange... has anyone else seen this issue? Thanks!Dave
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