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Don't know if this is a bug or an oversight. I currently have X symmetry active. When I paint onto the UVS directly via the UV viewport, symmetry seems to work. However, if I attempt to paint with a stencil, the result is not mirrored.
I hava a two questions When I press the Shift key to draw a straight line, the dotted line does not appear. When I hold down the A key while painting, the "Resume Previous Stroke" function does not work while painting.please help me Substance 3D Painter 8.3.0Windows10 64bitNvidia GeForce GTX1070Nvidia Driver 516.94
Before the end of the month, we just have time to squeeze in the March edition of the Substance 3D Community Digest! Substance 3D News The big news this month: GDC 2024 happened! And so we presented one of our world-renowned Substance Days! The big news: Our Blender plugin 2.0 update which was released recently, bringing in refactored plugin architecture, improved stability and overall performance improvement, new image formats to export textures, bit depth selection for each map type, Substance Engine selection support (defaulting to GPU), and much more. In Substance 3D Painter, some news for our spring release: Access Substance 3D Assets directly within Painter. Also, a preview of our new Text Resource, to add lettering to your surfaces. In Substance 3D Sampler: Text to texture powered by Adobe Firefly – provide a text prompt, and receive a selection of modifiable textures. This is available today in the Beta panel of CC Desktop! &nbs
when I want rename the textureset used python.I find an API substance_painter.textureset.all_texture_sets() to get all textureset,but I didn't find any renaming API.if Iwant rename the textureset,What should I do
Paths right now exist in some kind of vague order super position of being both on top of and behind brush strokes that as a user I don't understand what's going on. As a programmer I can make a guess but. Let me give a common example:I'm not sure of the shape I need, but I want to fill that area, flexibility to change my mind is key. So I use a path to define its outer edge. Now when I go to quickly paint the back fill area it turns out I've painted over top of the path, silly me I didn't notice in time to undo so I have to erase it, but I erase the path that I still wanted. There's nothing I can do, the path is gone. When I duplicate the path all of the painting changes gets duplicated with it. It's like there's some extra information stored into this path I can't interact with. But if I start drawing a new path, then copy the verts and copy the brush I get the path back in full form.From a user point of view the definition of the path is external to the painting commands and there's
Hey, Why isn't it possible to autosave files to an smaller interval than 10?Painter crashed on me several times today and lost my work. I want to set it to something like 2 minutes.
Why can't I use the op channel in the gloss process?
Whenever i use warp transform my substance painter crashes after a few pulls to reshape.The only error in the logs is this. but i am not getting any licensing errors doing anything else.[err] substance painter "an error occurred while retrieving global node information: the HTTP request took too long to complete so it was cancelled."
Hi, I am working with the material on an FBX model from Blender that I've imported into Substance Painter and added a material to. When I then export it back into Blender, it becomes distorted, like it's a material for a ball. How do I fix this? I´ve tried many things so desperateto know what I do wrong..
Is there any way to attached this color window on UI? Like in Photoshop. It's not convenient to open it every time.
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.
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