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Hey everyone, I'm having a strange issue. My basecolor map is exporting with this strange checkered pattern, although it doesn't look like that in Painter at all.Here is the effect after exporting: What it looks like in Painter (simple Walnut wood texture): This happened after I exported in 8K textures. What could be the problem? I've tried different things, such as rebaking, re-exporting multiple times, and changing the quality setting in Shader Settings. Any help is greatly appreciated.
I keep getting these errors when trying to upload my .dae files into substance painter. I have tried unchecking "Use UV tile workflow" and that did not help either.
Hi Everyone, 1) Once I have completed the texturing process then I export the textures with glTF PBR Metal Roughness (output template). Thereafter I import the exported glb file in to blender, the mesh size is too big. Why it's happening? I need to export the same size as it is imported mesh size.2) Can I select or hide in mesh wise instead of material wise for texturing?Regards,Vasanth
I couldn't find how to convert the ORM map to ORD map, so RGB (R_AO G=Rougness B=Displacement) how can i merge displacement and Blue channel in the ORM map in Unreal engine package 4
Hello, I have a terrible situation. Substance 3D Painter froze and crashed while I was working with it. I wasn't saving anything at the time and literally the file was saved half an hour ago, but somehow it got corrupted and now the file won't open. It's a complete failure... I have to hand in a project today and I was finalizing the final and now the file won't open. It's horrible. No program does this to a file that hasn't been saved for more than half an hour. And by the way, it's not the first time and I see the problem stretches back to the 2016 version. I'm angry because I won't get paid for my work. What should I do? Error: Cannot load this project: Cannot decode data
I would like to export a mesh with displacement but when I go to export mesh the option to export with displacement/tesselation is unavailable. I have included displacement in my channels and have enabled it in shader settings. Fwiw I'm on a mac
I was applying for the code for the student plan and I recieved a notification on my phone, but when I opened it, the email wasn't there. I searched up other potential places it could've moved to in the app but they weren't there either. I even logged onto desktop and there was still nothing. is there any way I can be resent the same code to my email?
Hi, Is there a way to get the brush object to receive the cursor coordinates and manipulate the scene with the custom plugin API (e.g. using the Python API)? Best,Dryn
Hi, I have just subscribed to the Substance 3D Collection plan, but am not able to download any of the assets on the store. How do I access my downloads?Thanks
I just got myself this adobe account set up with the intent to verify myself as a student and use Substance painter, but the page to send the verification email simply isn't working. I tapped in the email for this account, and while it said that an email has been sent, I have recieved nothing, not even in any of the other folders of my inbox. I reloaded the page and tried again but it just told me that 'UniqueID already exist' below the input box. I've since tried to give it another email and it's been loading for 20 minutes now with no progress. And i fear if I reload again, that email will somehow become unusable too. Is there something I can do here? Are the servers just particularly busy or something?
Reading from Substance painter files on a Google Drive mapped drive.After updating to version 8.3.1 from an earlier version, I can no longer open files saved on GD. I get the error: [Scene 3D] Failed to load 3D scene. No suitable reader found for the file format of file.It's inconsistent though, sometimes a file will load, sometimes only if I double click from the windows explorer window. The issue seems to be related to another bug report, regarding saving files to a NAS drive. I've saved files to a mapped Google Drive for many years without issue, it appears to be some new lower level file action that Substance Painter is doing in this newer version, which is the issue. I can open the files if I copy them to a native drive. So I'm able to continue working, but don't have the added benefits of my previous routine. QUESTION: Will this issue be fixed in a future version?
March 2024 has brought another edition of the Game Developers Conference, the premier event of the gaming industry. The Adobe Substance 3D team presented Substance Days at GDC, and we were once again delighted to be able to meet so many of our 3D community in person, in San Francisco. Big announcements during our keynote presentation this year included: Substance Connector debuted at GDC this year. Take a photo of any surface; convert this photo to a modifiable 3D material in Substance 3D Sampler – and now, thanks to Substance Connector, send this material directly to Unreal Engine 5. Materials appear in UE5 in real time; they’ll load in your UE5 project, and can be modified there, right away. Available for UE5 right now, it will also boost artist workflows incorporating Blender, Maya, 3ds Max, and Unity in the near future. Wes McDermott discusses Substance 3D developments in our keynote presentation. On this theme of connectivity, we also a
I have created a scatter layer in substance Painter.Enabled in the shader the SSS.Export: added a grey 8bit channel and put the scattter in it.In the layers and preview there is a scatter channel visual.But the export is giving all the channels but not the scatter.what is the problem
I recently created a mesh in Blender of a cuff bracelet and imported it into Substance Painter. The mesh looks fine and smooth in Blender, but inside Substance Painter, the mesh is broken up by a series of fine lines across its surface (please see screen shot.) These lines do not correspond to the edges of the geometry. Does anyone have any idea what might cause this, and how to make the lines go away? My only guess is that it might have something to do with the subdivision settings in Blender, but I’m very new to the program so I don’t exactly know where to begin troubleshooting. Any help solving this mystery would be greatly appreciated.
When I drop a texture to Painter its ok . But when I drop sbsar having color image input or just color input it's always milky colors. Like if Painter does extra gamma correction ignoring the input is sRGB . I recall there were small button before next to each input where you could set if it's srgb or non-color or something like that. It was simple and easy like in Blender. Now I couldn't understand a thing. Could somebody explain it please . What current rules are ? I use default legacy color managment since I work for games.
Does anyone know a trick how to have projections in Painter more pixel to pixel accurate? I recreated the planar projection in Designer using planar projected UVs and rebaked them as xy gradients to target uv set as 32bit floatin exr image . Then ussed it instead of'get position" in pixel processor.Turned out to be pretty ok and visibly less blurry than projections in Painter where the extra blur my guess comes from positioning the projected plane itself . But when I bring it back to painter as sbsar it's no advantages at all. Now I am lost.
Hello, last year I registered for a student license which would provide me free access to substance tool. It worked and I did indeed have free access for a year.This year I renewed the license but now I am being charged 290,25 €/year for it. I've done everything the same as the last time. It's not written anywhere that the license is no longer free. My license is still marked as the license for students and teachers.What's happening here? Thank you.
Hi,how do I uv this wheel so that the texture in painter follows the curve of the wheel instead of going across?
I am having a problem with creating masks from an alpha. I used to simply drag the apha onto the mesh and set it to 'mask' and it would work fine but now(possibly since an update) when i set it to mask, the cropping and size is really bad and unusable whereas when i set it to base color its fine. any help would be much appreaciated, thanks.
as title.
as title.easier for copying over stuff. instead of dealing with the hassle of exporting smart materials.
Hey Substance Team, I'm looking for a way to create an export preset that utilizes the custom user channel naming upon export. I looked and saw that the "document channels" export preset has this functionality but I am unsure how to harness this in my own custom export presets. Currently I have to either create a new export preset every time I change the user channels name or deal with generic naming like RGBMask1 or BWMask2 etc. It would be great if the channel rename functionality was usable upon export.
desde que instale substance painter todos mis modelos salen con textura rosa, esto me impre pintar y hacer modificaciones, alguna solucion?
Hello, my UVs are outside the canvas and not able to be edited, I've tried enabling UV Workflow to paint across tiles, but when I try to do that it causes errors and fails to load.
Good!It would be cool to implement a $channel or $User0-$User1to automatically rename the channels
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