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Hi, Welcome to Adobe Sales. My name is Pragya. How can I help you today?Hello! So I am still waiting on the email for adobe substance free version for students and teacher, created an account using my .edu hoping that it'd be send there. (Went through your steps already yesterday and would be on step 3)PragyanLet me check it for you.thank you!PragyanCharles, I see that you do not have any active CC All Apps student plan on your account. In order to get Substance 3d you will need to subscribe for CC All Apps.Shall I help you with the plan?Oh, I was looking at this website:substance3d.adobe.com/education/This is from you guys right?1:54 PMPragyanYes, this is from us.But, if you check the FAQs, you can see that it available once you have the Creative Cloud All Apps plan under student discount.Ah, didn't know that, rather unfortunate. I'll look into it though tyPragyanNot an issue. Let me help you with it.The price for Creative Cloud All Apps is USD 19.99+taxes per month.We can setup the a
So i have this weird issue. I am running dual monitors and whenever I scale a brush, rotate or even try to use the color picker, my mouse continues to jump off screen or to the other
Hello, I've recently been working on texturing my model, however I noticed that my textures are low quality. Is there anyway to fix this? The resolution is 2048x2048, the preset is Unreal Engine 4 and the texel density is around 85%. Below are the pictures of the texture. The reason that I want these textures to look better, but don't mind the wheels and parts around that is the reason that the "platform" and the cabin will be accessable which will mean that players will be able to look closely at the textures
Hi, Sorry if this is an easy question, but how do I listen for 'BakingProcessEnded' from Event.Py in my own python script? From the documentation I havent been able to deduce what I actually need to add to get a function to run when that even is triggered. Could someone break this down for me please? Thanks! Graeme
Textures in the project look corrupted when I open a project with UDIMs this looks like incorrect projection of UVsIf I change resolution to any other, then textures regenerate and everything looks fine, till i start woking. Then, when using a fill layer from time to time textures get corrupted again. Example: normal map not rendering, roughness looks wrong i.e. incorrect, normal map in wrong places of the mesh.Recalculating textures by changing resolution fixes it for a while, but then everything breaks again.Painter Ver. 9.0What I did to fix it: reinstall painer, rallback AMD graphic driver, disable sparce virtual texture hardware acceleration. Check on a different project that worked fine before (same issue, except with one UV tile the project is loading ok, but then during adding fill layer graphical glithes occur).Have no clue what is wrong and where the error is.Any help?---AMD Driver ver 23.5.2Radeon RX 6600M
I want to create a height modifier that gets current layer height as input and takes extra pixel input from an anchored height somewhere beneath and blends it in . What should it be ?A filter? A generator? Just general sbsar ? Can any of those have two inputs ?
After latest update of Substance Painter, my Ambient Occlusion maps are blotchy and unusable. Is there a new setting that I am not aware of? PBR metal/rough
* Please note that this article was written using a translator.* My computer parts are... ㄴ AMD 5950X ㄴ RAM 64 GB ㄴ GTX 970 (4GB) Hello, the program is running well, but at some point it's not running. (No white screen response) (7.2.1-1120 x64) (7.1.1-954 x64) Of course, when I first installed the program, it ran well. I updated the graphics driver. ( 466.27 > 471.11 ) After updating the graphics driver, the substance paint was executed and a warning pop-up appeared. I heard that the minimum supported graphics card has been changed to gtx1060. Then the problem began. The screen turns white and the program outputs no response. This pops up when you press the button to exit the program when there is no response. I updated the graphics driver and thought there was an error, so I returned the graphics driver to the lower version again. ( 471.11 > 466.27 ) There i
For example I want to sample all the height beneath of a curent layer , blur it and add the current height then apply compare mask that wouldn't see that blur on "below" . How can I do it? By anckor maybe? But looks like it sends higher only content of current layer and not combined image of whats bellow. Like this? Can I do my own compare filter and how can I sample "bellow"?
I've created a project and wored on it for a bit. When I reopened it. All the UV seams became visible They even show up in UV view The only way I could fix it is to change padding to UV space neigbour.So my question is: am I doing something worng or is it a bug? Never had this problem before, while working with no UDIM workflow.
Now with that vector pen can we do a "roll" brush like in Zbrush or 3d coat. I mean a very long image of something that would roll out and deform smoothly along a spline UV . Not a small shifting slices blurring one into next one? I have very hi res and good looking non repeating crack and seams brushes in Zbrush and always something much blurrier in Painter. Have anyone ever managed to do it in Designer?
Hello to all Adobe staff,I am having a problem with 3D Painter. I use a Huion Pen Display tablet more precisely a Huion Kamvas Pro 22 "v. 2019. Every time I move 3d Painter on the Huion screen, 3D Painter freezes after a few seconds and I can no longer work. The only way to unlock it is delete the settings from regedit and restart it in default mode on the main monitor. This problem only happens with 3d Painter I have tried other software of both painting 2d and 3d and they work without problem. I have also updated everything both softwares and drivers. If anyone can help me I would be very grateful to him.Thanks in advancePS: I add some info about my PC setup:- OS Windows 10 Pro- CPU 11th Gen Intel(R) Core(TM) i7-11700K- GPU ROG-STRIX-RTX3080-O10G-GAMING- 64 GB Ram
I drop same texture in base color slot of deault "fill" layer ( right side) and as a texture input for a substance . . Why I see different colors? I attached the sbs file. What did I do wrong? The sbs file have base color as sRGB in the output. I tried linear. Still not the same. I want to make a substance where I could drop packed RGBA files and it would output them into proper Painters channels. But this color gamma issue doesn't let it work properly . What should I set in Designer for sbsar export? Tried sRGB. just raw , linear. Nothing works.it's "legacy" color managment btw.
To update a texture I have to not just right click "reload" it but re-drop it in evry slot where it's used . It's quite annoying imo. Is there a trick to do it in one click for all the curent project ? Perhaps automatically when I save it in outside app. aka Photoshop?
Hi all, I am new to using UDIM, currently using the last version of Painter (before all this adobe update, not ready for that yet). I am frustrated trying to keep track of my assets by their udim number and would prefer to send them out with their description name (which i have added in the list next to the UDIM ID). I know that you add .$udim to get the number in the name, but what do you put in to get the description instead? ie SofaLeather instead of 1003. Is there a way?
It's very annoying when you set material fill properly , pixel to pixel to avoid extra blur at export and then accidently move the gizmo. Once set can I lock uv transforms somehow?
I see only clone tool In Painter. Is ther anything like those more advanced Photoshop tools in any of Substance line of products? Is there anything like patch tool and content aware fill I could use on height channel to fix photogrammetry artifacts?
I am texturing an ammunition bag for a character I am making, and when I paint in especially the front flap of the bag it bleeds through to the base part of the bag. I have no idea why it's doing this and I am curious if I screwed up my UVs or if there is a function of the brush I don't understand. Help would be greatly appreciated.
I am attempting to export my textures for my asset as glTF files but this option is shown as grayed out in my viewer and says (this preset is not avalible for your current project). How can I fix this issue? I selected PBR metal roughness for the project template. Substance Painter did allow me to export a GLB 3D asset but without the textures it is useless! Please help!
I got the new Version of Sub Painter 9. I work with Cinema 4d and i have to convert the Lightsettings to Aces. Wich Format should i take if i export from Painter to Cinema 4d ACES ? Will sRGB 907 work ?
I can't work with the new version of the program, how to download the old one?
Hello friends, Can someone tell me why my texture is coming out blur even after I have assigned a whole U.V tile for the specific part Currently the textures are set in 2k but I tried increasing it to 4k and saw no difference and I also assigned same texture to different objects with smaller U.V spaces and the texture is coming out crystal clear in those objects
Hi, I"m using Susbatnce Painter 9.0 and i export a file from Painter to Blender 3.0 and then use Ctl Shift T to import the textured into the Shading nodes and it looks like the model is covered in a tile of the texture map that i see in the 2D window in Substance Painter.Below left is the result of the model in Blender (close up) below right is the texture map window i see in the 2d window in Painter.Below is the model in Painter (with the colors in place)and this is what i hoped it would look like in Blender. Below is what it looks like when i import in from Painter to Blender with the tiled texture map appearance.Can someone let me know what i did wrong? Thank you in advance.
Every time I press "CTRL+S" there is an addition in message saying "Saving project" in the most bottom left corner. While the project is not saving at all.
Hi, I have a SP file from another artist with working materials and textures, but when I want to use some of those textures elsewhere, I cannot find them in the assets list. But they are working correctly in the existing layers. It seems they are embedded / packed inside the SPP file. How can I extract them?
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