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In SP, I want to use the Python plugin to access and modify the 'Activate Color Profile' property value under the Camera Settings in Display Settings. However, it seems that SP has not exposed this API.
Hey there, I have a proeject I am working on for a game, and It is having some issues when I get to the ligt baking process. I am placing my maps in the emission channel, and all over the rest of the model it works flawlessly, however on this pass with this wall in particular, I get these awful seams, as if the texture isnt lined up properly. I was hoping someone could help, I have tried everything in my personal toolbox.
I have a question regarding the sale of 3D models with textures created in Substance Painter 3D. Are there any restrictions or specific conditions that I need to comply with in order to legally sell 3D models textured using your software? Does the End User License Agreement (EULA) permit the commercial use of textures created in Substance Painter 3D?
I'm writing an automation tool that will process hundreds of .spp files and output textures from them based on our custom preset. For the most part everything is working.The tricky part is that some of the assets have texture/color variations that are stored in grouped layers such as "0001" , "0002", "0003" etc. Only one of those groups is visible at a time, the rest are hidden. I see no info about layers in the documentaion, is it possible to get access to document's layers, layer types, and their names? Is it possible to toggle their visibility? Ideally I want the tool to be able to toggle folders on and off and export each variation
Currently the only way to identify layers that share a group is to choose one of the limited number of colors available for a layer, with members of the "folder" being assigned a slightly darker shade of the same color. This is better than nothing, but PLEASE implement an indented display similar to Photoshop so that's is very, very easy AT A GLANCE to see which layers are groups and which layers are the group members. With complicated projects with lots of layers, this is currently not the case.
After using the Paint Along a Path feature to draw a shape, I sometimes find that I need to slide the shape that I've drawn "up or down a little" and this is an excercise in frustration. While it is possible to select all of the control points in a shape, it is not possible to move them all as one. Simply being able to shift points along global XYZ with the arrow keys would be a huge improvement. As a follow-up, adding the ability to "maintain snap to face" would be a bonus, but more difficult implementation. Imagine a circle of path points around the base of a cone. Selecting any number of points and moving them "up" would hopefully cause them all to simply translate upwards; projection depth would determine whether they still leave paint on the surface.But with "maintain snap" enabled, the initial "closeness" of the points to a surface would be checked, to determine if each point is snapped onto a face, and if so, the direction to that face. As the Up key is pressed, each p
Is there a way to insert a mesh and bake into the height / normal channels? Like Zbrush IMM tools? Otherwise, I'll need to use both Zbrush and Substance for this workflow. Thanks!
Working with a project that was origionally made in an older version of ASP. When I try to boot it up and it starts to load/render, it just closes abruptly part way through.If there's anything I could try to fix this it would be greatly apreciatedIts not a TdrDelay issue, I have both delay values set to 60 so its not due to thatASP Version 10.0.1
I am little bit disappointed, I have used this software for one day, but it was very resource intensive and 3D modelling was not working well.So uninstalled the software, and closed the trial period, But then Adobe started to try charge my bank account, day by day i getting email from adobe but not able to answer it I only want cancel the monthly subscription, the following email are not working: message@adobe.com, store@adobe.com, trials@adobe.com. help is not working, (cancel the monthly subscription) I am very disappointed, email address is not works, bet getting emails from it, help is not meaningful, it is a nightmare,
This is my unwarp uv. I don't understand why when importing the highpoly into substain , it can't read it and my highpoly is missing. I tried another way. By baking the normal map on zrush and it works, but when I bring it to maya it has a black error and doesn't appear. I also used normal exported from zrush to substance and it still displays normally. But when I put it back into maya the same error happened I'm a student, this is my assignment and I don't understand why it is like that. Hope everyone can help me, please!
Hi -im using the baked lighting environment filter, and no matter what ive tried cant seem to get rid of this grainy patterning all over the model :(. I thought it was to do with AO samples, but ive upped those to the max, along with samples for all other maps but nothing seems to have made a difference. is there something i might be missing perhaps?thanks for your help!
Hi, i made this model in blender and i unwrapped it but i can clearly see the seams. i dont know if its because of the unwrap or an issue with substance painter. Please Help
It's a bug report for Adobe staff, I doubt anyone can fix that anyway.Build 3640 As you can see on the video, the handles jump in all sens, I guess that version were never tested. Mac Mini M2 PROVentura 13.6.7
Hi, Some weeks ago I downloaded the substance 3d painter desktop version but I had to restart my computer, now I want to download again the student version but it downloads creative cloud and the version of substance 3d painter of 30 days.
Hi there, help needed
Hi all. I get a error message in Painter "[Data Preset] Invalid preset resource:\\project/EF-2000 Stick". I already did a Resource update and a Clean. Doesn't matter what I do, the file crashes on save. Is there a workaround ?Cheers Olli
Dear Substance 3D team, on April 2nd my education plan of Adobe Substance 3D expired and I’m having difficulties to renew it.In the FAQ part on https://substance3d.adobe.com/education/ it says:"If you are still eligible at the end of the 12 months, you can renew your student license following the same redemption process." So I tried following the same redemption process: I’ve entered my email address and selected my country. But I haven’t received an email, yet.When I try again by entering my email address and country again, I’m getting an error message saying „uniqueID already exists“ now.I’ve contacted the Adobe support chat and they asked me to try entering my details again which led to the error message mentioned above.They also told me to create a new Adobe account and use its Adobe ID to redeem a code instead but for that email address I also haven’t received an email, yet.They said it would take 24-72 hours for the email to arrive but it’s been 10 days already and no e
My Windows specifications are:Edition: Windows 11 ProVersion: 23H2Installed on: 7/5/2024OS build: 22631.3810Experience: Windows Feature Experience Pack 1000.22700.1020.0I tried downloading Substance 3D Painter today after updating my OS and ensuring my PC is fully updated, but it still says the software is not compatible.
We need uv-based-painting-layers. The keeping the stroke approach (Non-destructive) is nice for some.But much more important than that for a characterArtist is being able to work on a model that needs changes in its geometry for example when texturing a head with closed mouth/eyes you often need to tweak the textures with a version of the head where the eyes/mouth are closed. It is utterly terrible for so long now not being able to do that with the workflow substancePainter is forcing on us. There is no technical reason i can see that would prohibit those layers. It is just the question of a mindset. This should be really remedied. It is really annyoing having to switch to mari for those cases.I hope the devs find it in their hearts to free us from this pointless pain 😉
Substance 3D Painter has already an option to show the grid and the mesh’s Wireframe inside Display settings. The idea is simply to display these options directly in the viewport to make them more accessible. This thread has been created in regards to a future QOL (Quality Of Life) release. We’re trying to prioritize users’ needs; therefore, your voice is very important! Please write your feedback below and don’t forget to vote for your favorite suggestions!All shared images are purely for visualization and not functional features.
I have a Alembic file i exported from Clo3d with animation and when trying to bake it in Substance Painter 3D, the uv's seem to be messed up, any idea how to fix this? With the same file, i tried to import and use the option "Use UV tile workflow" and it always gives me the same errors saying i have overlapping faces.
Howdy, I am wondering if bumping up the texture resolution in the viewport from 4k to 8k is in the roadmap? This is currently slowing down my workflow as I have to export the textures and view them in another app to check the more granular details. Thank you for your continued support, -Mike
Hello Substance peeps, I would like to request for a feature to rename your UV tiles while using the UDIM workflow. Maybe this is something that is already in the works or being discussed but here is a situation I am running into right now. In production for characters, we are currently using UDIM workflow for head and body.Right now, this is the best approach to eliminating seamline between the head and the body, rather than assigning the different material to each body and head and constantly jumping between texture sets. While exporting, it would always just be $ExportPresetName and $ExportPresetName_1. This makes it impossible to overwrite the texture file linked to the engine. (e.g. Character_Head_01, Character_Body_01). So every iteration I make needs to be manually renamed or resaved into the engine somehow. I understand that this can somewhat be avoided on the engine side to just use the file spit out by painter but for clarity sake this would be tremendousl
Hi I have a bought model which came with UDIMs correctly set up. On import into SP, when I try and apply a simple texture to a part of the model (labelled body) which appears across multiple UDIM tiles, I can distortion. I've verified in another app that the model is clean, and there is no UV distortion of a default texture map. Any advice gratefully received!Thank you
Hello! There is a problem. There are no problems when creating UV mapping in Blender, I checked. On the right in the picture you can see that the UV scan of the light gray contour is incorrect and blurry. I redid the UV unwrapping in Blender several times, turned off the Auto-Unwrap checkbox...I will be glad to solve the problem
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