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Hello Substance Fam! I was wondering that we can have a separate new window like properties panel, you people decide the name. I just wanted to convey the main idea. So, nowadays so many people even I create large materials system where we use so many fill layers and effects, I just want a tool (like mask tool) beside the layer by which we can transfer the particular fill layer or the pain layer or any effect into that new window. In that window we can have some options to edit the sequence of fill layers and effects so that if we share our material file in office or to any other user, then he can directly look into that window and edit the properties rather going into the full material folder. It will be very easy to edit material properties quickly and material folder will also not disturb. Hope I'll see this feature in future!! 😊 Kartik Bunkar Texture & Lookdev Artist
I exported it from blender to Substance Painter as fbx . On the material tab, it looks like the mesh was damaged. It should not look like that because it is smooth on both low and high poly models. Why does it behave like that so I could learn from this experience and fix it?
This is the log shown, when i open an FBX it simply doesn't open anything, none of the brush options shows up and it says "Untitled(Read Only)". How can I fix this?
I was wondering if there is a way that i can export non-square texture from substance painter. To save space in game engines I often make textures that are non square. But currently I have to import them into photoshop and export them with the right size. So I was wondering if there exists a way to export them with the right size directly from substance painter?Thanks!/Robin.
How can one create an effect like this one? You know when you get a "rainbow-ish" effect from different viewing angles.
Hello,I have somehow generated multiple sets of baked maps.Can anyone tell me how to remove the extras. I did try the clean tool, but no joy there.Doesn't seem to be any delete options.I'm sure I'm missing something obvious.I have version 8.1.0Thanks in advance.
I have an OCIO environment variable pointing to ACES 1.0.3 config, which I share between other DCC software in my pipeline. Up to SP version 8.1.3 (or maybe 8.1.2?) it was possible to customize defaults in "Color Settings", "Bitmap import color space defaults", "Substance materials" and "Export color spaces" sub-sections of the "New Project" window's "Color Management" section. This has worked ever since OCIO support was introduced in SP. Something has changed however, and currently it's no longer possible to do this, because for some reason all dropdown lists are grayed out. Of course the defaults are completely wrong, so my pipeline is broken at the moment. Was there any change introduced lately that now prevents from modifying OCIO defaults if OCIO envar is set? If so, then what was the rationale? Or is it a bug? (Steam, SP 8.1.3, Debian Bookworm)
Please add support for Position float2 controls for generators/materials/filters (any sbsar actually), at least in the 2D view and would be awesome to have them in the 3D view also. These are already available in Designer and Sampler, but not in Painter, where many tools could make use of them.
Have had this problem for a while now and I assume it's simply because my SP version is too old. However, Is there a way to import the new materials (spsm) in particular from 3D Community Assets to a old version of SP. Because everytime I do that (either manually or via the import content) I recieve the error:[Data Preset] Invalid preset resource://Since 2018 was owned by Allegorithmic and the newer versions by Adobe I assume they restructured the way files are imported and read, but I find it incredibly annoying that Adobe would make sure older versions of the program cannot be used with new content.
I use painter and designer on a laptop with a 15" screen at 4k resolution (250% DPI scaling). The two programs have UI fonts that area unusually large. In designer I can disable high UI scaling, but then the fonts are tiny. I haven't found a settings like that in painter. Changing DPI scaling settings in the properties of the executable has no effect. Is there a way for me to adjust the UI scale in both programs?
I badly need help, substance painter randomly restarted my PC while texturing. It kept happening over and over again. It would open for a bit and then it immediately restarts my pc. I've also tried other files, to see if the file I was originally working on was corrupted but it still does the same thing. Substance painter restarts my PC whenever I do literally anything. It restarts my PC when I bake textures, it restarts when I access the assets tab, it restarts when I paint on textures. I have done everything I can from reinstalling the app, updating drivers and installing Windows updates. I never tampered with any of substance's settings or preferences. I've also reset my computer, as in reinstalling Windows all over again and redownloading all my apps, CC and substance painter but it still does the same thing. I do not know what to do anymore.
Hello substance 3d painter developers and hello community. I would like to start a feature request.A Baking Graph: the idea is rather using naming convention to bake high-poly into low-poly which is sometimes can be confusing to beginners (at least it was for me) the baking graph by attaching the high-poly meshes nodes to low-poly nodes , this way we can have better visual control of what's going on.
I have no clue whats going on I have tried everything and my computer is compatible yet I cant download subatance painter I was able to download on my laptop no issue yet a computer that is a step up seems to have issuesProcessor 12th Gen Intel(R) Core(TM) i7-12700KF, 3600 Mhz, 12 Core(s), 20 Logical Processor(s) GeForce RTX 2070 SUPER32GB of ram
Hello! I'm new to Subtance Painter and I don't know how to fix this issue. I've imported the model from Maya. The front part of my game boy model only shows the color of the assets and no textures. Please help!
When opening a particular FBX file and some others, substance painter will begin to load the scene then crash very shortly into the loading process. Initially, increasing my virtual memory from 12 GB to 16 GB seemed to allow me to open some additional files, but the one I want to open next will not load. It occaisonally makes it into the auto UV unwrapping stage but only makes it into single digit % completion before crashing (I would like to auto uv unwrap the model). After increasing virtual memory to 256 GB, it still crashes and doesn't appear to utilize a noticable percentage of virtual memory when viewed in performance monitor when attempting to load the file (viewing % Page File utilization). This makes me think that virtual memory isn't the limiting factor. Any information that could help me open my FBX file for texturing would be greatly appreaciated. In case it might be useful for troubleshooting the issue, here are some details on my machine and Substance Paint
Texturing a water tank. Made a glass front for it. When I had the glass as PBR metal rough with alpha blending, it worked great in the viewport but low opacity parts came out black in the Iray render. That's an issue in itself.Then changed the material to asm metal rough, same issue with the renderer showing black instead of transparency this time.Also in the viewport with this new material, the transparency affects the back of the mesh when viewed through the glass at the front. From the back of the model, the outside is still fully opaque as it should be.My main issue is the renderer not showing low opacity/high transparency.I'm fairly new to SP and don't know code (yet anyway) so non-programming answers only please.
I'm pretty new to the software, i think i might be doing something wrong. I wanted to import an alpha on top of a opacity layer and there is this pesky gray border around it. Shoulden't it be transaprent? I've tried to play with blending modes, I also tried using an anchor.The only thing that i came up with is manually painting it out with a mask, but thats not precise..Can someone help me here? Without the opacity layer underneath, everything works as intended, there are no gray borders. Alpha with opacity channel on and off.
When trying to open my project, I get the error 'Failed to open Projectsettings.ini' and then substance closes. The project file was working fine the last time I was working on it, a few months ago, not sure what has changed. If its salvagable, please help, this is for my workAttached is the log file.
Hi, I was breaking down layers from a sample project, FrenchRestaurantTable one by one, so that I can learn how to work efficiently and possibly new fuctions from it. And While I was looking at it, I found that there is a AO brightening layers which they are getting resource information from Shape for mask. And I wonder what it is. and possibly how I can apply this to my work. Thanks!
Hi,Would it be possible to have the renamed user channels show in the export textures windows with its new name?Currently renaming a user channel in the texture Set Settings panels (for exmaple from user0 to Mask1), is not propagated to the export texture window.When creating a lot of custom channels it becomes difficult to see which user channel is the right one to use when creating outpust maps. One side note could If this is not possible could we at least have the user channels listed in numerical order.Currently it goes like this:user0user1user10user11....with user2 being below user15Thank you.
Hi,Would it be possible to have an extra tag in the export texture windows that uses the Input maps name?Something like $InputMapThis would remove the need to manually define the image type (like baseColor, roughness...)I made another request about renaming the user channels in the Export Textures windows (https://community.adobe.com/t5/substance-3d-painter-ideas/user-channels-naming/idi-p/14635612), this new tag would be working very nicely for all the customs maps exported via user channels.Thank you.
I have a low and high poly mesh from zBrush. I bake the details in SP2024 to the low poly. I can't seem to figure out what map is being used for the details like my scars and teeth marks. For example, I am trying to add blood in the crevice of the scar maybe using a mask based on height or narmal.I am not sure if this is possible. Perhaps someone can suggest a method.
Hi everyone,For a project to be used in Unreal Engine 5, I am asked to export my textures with the emissive only as a mask.I have no trouble exporting the emissive as a grayscale mask, but the emissive colors are blacked out of the base color.How do I keep the color of the emissive in my base color?Is there a way to combine the two, base color and emissive color, on export?Thanks!
Hello. Someone knows if there is a way to load Adobe Fonts in Adobe Substance 3D Painter? Noticed in the new release now we can import fonts and all of that, but those added from Adobe Fonts not showing. Thanks beforehand 🙂 Greetings
The exact same feature that Marmoset Toolbag has: You can add premade texture maps to the High Po
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