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Hi!Since Substance Painter came to 3d artists hands it has always been a desirable feature for every texture artist to have an ability of sending current work into Photoshop and get it back to Painter.Why? -Because Photoshop has its unique brushing ecosystem which has became native and habital for many handpainting texture artists. So I assume 3d artists don't expect a full layers stack interoperability between Photoshop and Painter because functionality are too different. But if we could send to Photoshop and pick back some specific basic color layers, as a projection or as flat layers method, it would be super helpful and game-changing!
Can you enable the paint across UDIMs to work with exporting to photoshop, it would mean a great deal for artists that will have to make a paint kit for their textures.Thank you so much
We are working on a heavily automated workflow with lots of assets of the same kind.Therefore we need a lot of tools and scripts to make it work.We would like to use the "Remove unused resource" function from the Python API.Please add it to the interface.
We are working on a heavily automated workflow with lots of assets of the same kind. Therefore we need a lot of tools and scripts to make it work. We would like to use the "Export Mesh" function from the Python API.Please add it to the interface.
Adobe, Allegorithmic team, please pay close attention to this bug in the program and make a solution!I often use the "Height To Normal" filter in my work and now I noticed a very nasty bug.There are 2 layers, each isolated its own group, so that one layer would not affect the other in any way. But when I put a display flag on one layer, I can clearly see how the intensity of the other layer decreases. Although they cannot influence each other in any way. I'll attach a simple test file where the bug is clearly visible. https://www.dropbox.com/scl/fo/ws6fpdx0is2fea5elpsur/h?rlkey=xs5lv73b0e5b2uo3ns0tcrk87&dl=0
Hello. IM using substance painter 9.1 and im running into a weird issue with my bakeing. Im doing a somewhat complex model, and for some reason, on one particular part, the baker is treating it as if there's a massive square in the middle of a flat face. Ive looked over the UV's, normals, face orientation, made sure to mark sharps and everything, and the bug is still there.Any ideas on what could be the cause would be appreciated. Its not a critical bug, but more of an annoyance than anything. Thank you for your time.
Does anyone know how to fix this? Upon opening Substance painter I get this error at the bottom of the screen, it stays there during my duration of usage and doesn't go away. Processor AMD Ryzen 9 3900X 12-Core Processor 3.79 GHzInstalled RAM 32.0 GBWindows 11 ProNvidia RTX 3070Adobe Substance painter Version 9.1.2
I would like to see a search bar in the anchor selection drop down. Once a lot of anchors are populated, it can be time consuming to manually look for them. Example image below.
I have a model, along with UV's, created in Blender. When I apply textures to the materials, in Blender, everything is perfect, but when import it in Substance Painter, I just get a jumble of artefacts and weirdness.
Is it possible to make edits to a mesh and re-import geometry changes in substance painter 8.3.0, at all?This was possible in earlier versionsBasically, I want to take an existing model, an do a damadged destroyed version.Thanks
Would be nice to have temprary "disable all layer on top of currently selected one " hotkey . Something similar to outputting selected node in Designer to see where things went wrong.
I have this only if I drop a filter as a layer . It makes unnesassary complication . Otherwize I could access only to content of current layer the anchor is on . Am I missing something?
Or otherwise add a few painting tools to Designer. IMO those anchors are nice but it's still a hell of a puzzle all the time. I couldn't figure out a thing in my own files. They looks like indecipherable mess a week after. No sense of flow , no compartmentalization, height and normal inputs fighting each other , endless workarounds and tricks for what should just be 2 or 3 parallel node flow easily accessible for masks whenever necessary. All the same as in Photoshop. Every time I switch from Designer to Painter I am gasping of inconvenience. it takes hours to figure out why smart materials are not working as expected for example . SBSAR export is another puzzle that eats your time like crazy. Perhaps Designer isn't a champion in clearness and simplisity&
Hi all, as seen in the picture below, I'm looking to bake the textures of the object on the right to the object on the middle to fill in the dark spots, but I can't quite figure out the method yet. Does anyone have any pointers or a methodology to follow if they've done this before? Thanks!
I'd love to have the wireframe overlay tied to a shortcut. Keeping the display settings window open and having to frequently click on the checkbox is not ideal.
This seems to be there on purpose but it has been annoying me since the beginning of Painter. Why isn't it possible to export textures to multiple .psd files, just like exporting .tga files? The exporter will always ignore the export preset and will just export only one .psd file with a bunch of layers. Why would that be useful? At first I thought this must be a bug, and nobody cared to fix it. But it is even noted under the exported maps:This makes no sense to me. Please make this setting optional. I would prefer to have the choice of using .psd files like any other fileformat.
Hello all, I'm a newbie here i've tried lots of things but don't know where else to turn. The problemClear seam running down the barrel where the material meets iteself, See first image, Seems to be related to the world space normals attached to the grunge map as turning off the normal channel on the grunge map makes the issue go away. However, the seam is not visible on the world space normal map(or any map for that matter)What I've already tried. Changing projection settings to TriplanarChanging the grunge map to use Triplanar mappingChanging the grunge map to just use the normal map, rather than the world space normalsUsing the updated version of the "Finish Rough" FilterRebakingAdjusted the UV map so there is space between the UV islandsusing a pass through layer, then clone brush then painting over the seam. (This worked but imo looked messy and there feels like a better way of fixing this)
Or only square ones are possible? I mean something like in corel painter , 3d coat , zbrush and lots of other soft where you can take a photo of long more or less straight seam or crack, make a brush from it and then you can paint it having each stroke starts from random V value ? Having extra start /end dabs if necessary , alternate to another long dab ID at certain V point etc. Never looking repeating or artificial . I hate square shaped brushes , either in Photoshop or elsewhere , they always look fake whatever random things you put over .My guess it should be possible now with pen curve based strokes at least , right ? like in almost evry vector soft . Have anyone managed to do one?
It was my most loved feature in Mari when I used it. Wenh you can being MAri screen to photoshop and then use puppet wrap to match something precisely and keep those projections saved . The projection tools in Painter are monstrously inconvenient . Including that wrap one. I believe nobody use it really . No way to match the projection accuratly to specific features, no way to save it . It slips accidently easily. Not that puppet wrap is a perfect tool but still so much more easy to work with. My theory is that the reason of certain artificial "procedural", "hand made" look of things done in Substance Painter vs Mari is not some super resolution but rather lack of convenient tools to work with photo sources.
Welcome to the February edition of the Substance 3D Community Digest. Here we’ll be presenting some of the latest Substance news, highlighting some of the Substance-themed content being created just now, talking about real-world events, giving out some brief technical tips, and more. Let’s do this thing. Substance 3D News The big news in the Substance ecosystem just now is the release of Substance 3D Sampler 4.3, which brings to the table new parametric texture generators, updated material content, and new and improved filter tools. For more information, hop on over to our post on the Adobe blog about just this subject. Substance 3D Events Notable events coming up for the Substance ecosystem include: IAMAG Master Classes, March 15-18, Forum des Images, Paris: stop by our booth to chat with the team and share your experiences. On March 16, at 15:00, our own Technical Artist Louise Melin will be presenting a session on sculpting a s
So you could make 2-3 brush strokes on a canvas and just take pictures . It looks so much more natural and simple than gazzilion of those procedural things that never looks real actually . My guess it should be possible with pen input alredy but it's so complicated I wasted a whole last weekend trying to do it. . Please make it a simple option for regular brushes . like loading 3-4 1024 x 128 images that would alternate one after another with smooth deformation along the brush stroke. I would prefer such brush anytime even if it could be a bit slow. Basically a reason I switch to Affinity designer evry time I want to hand paint something in Painter . Path tools are still inconvenient as hell too IMO. Lacking basic vector transform features.  
I just applied for free Substance 3D Collection Apps (for Education) with this account but It says Link has been generated, but failed to send email.After I refreshed site and retried it with same email, It tells me "Unique ID Already Exists". What should I do?
I just got Substance Painter and I am new to it. And I open Substance And I See This. I have done research and tried everything but nothing worked. this is my only hope.
The Render Settings UI palette can effect the final renders appearance if docked to the right side.I imported a camera from Maya with my model. In Iray/Renderer, I set up all the display settings and render settings needed and resolution I wanted. I then render from my maya camera with the default UI palette setup. On a new render, with the same camera and all the same settings and the same model, i render again, but this time i have the Render Setting palette docked to the right side. The render should be identical, but instead the object appears smaller as though the camera moved back. I was able to repeat this with different cameras and models consistently.
Hi, All I want is to paint my metahuman(UE5) across head and body. Im setting up everything, Udims are enabled and working. However, I cant draw a line between the head and the body. Is this just not technical possible ? I thought thats was the point of udims? Kind regards, Björn
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