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Hi! I really need your help. SP has stopped starting. The program window is loaded until shaders are loaded (icons are updated) then the program crashes. I was working in SD and sent the finished file directly to SP and after that Painter stopped working. In the log I found one error with drivers, but I updated the drivers, and after this error the loading continues
Hello, basically im new to substance painter and i made my first texture ever today but when i export it to roblox it doesnt work (basic gray color)...The problem is, I think "User "MapExporter" The "Opacity" input map used by the "DefaultMaterial_ColorMap" map in the "DefaultMaterial" texture set is not available, because : The "Opacity" channel is missing from your texture set." But where do I find this opacity thing ? Can u guys help me pls ??
Hello Substance, smart materials have disappeared, maybe from last update (Steam version). Thanks
Hello there I'm in dire need of help. Here's the issue. I can load the program fine nothing is wrong with that however when I start a new project or open an old one it has about a 98% chance of being unusable. whenever I move the model in the viewport, add a layer or anything else other than paint on the mesh it freezes for 2-6 seconds and even longer if I decide to click in that time (classic program white haze freeze/crash screen) I've had this issue for nearly two weeks now I have tried absolutely everything. from reinstalling drivers, changing TDR timing, closing every other programme, changing cache locations, changing program location, turning off Threaded optimization in the Nvidia control panel, disconnecting other monitors, and changing refresh rate, and more. I'm really at a loss for what to try next. I have attached a log of it happening, I really hope someone can help me. thank you guys! System:Windows 11 Processor - AMD Ryzen 7 5700X 8-C
Hello.I am currently learning how to use Substance Painter.I have a mesh in Cinema 4D that is subdivided. I took off the subdivision surface in order to bring the base mesh into Substance Painter thinking I would be able to subdivide it there because I would like to paint on it in its final state.The model is appearing it its low res form in SP. How can I see it subdivided?Thank you for your help.Joe.
Hi, I have an issue with the painting on my 3D model. When I paint on the model the stroke is very pixelated no matter how big the UVs are or how high the resolution is. I tried to re cut the UVs with a lot more UDIMS and it kind of worked but it'll make my model way heavier, so i want to know if there's a better way to make the brush look less pixelated without having that much UDIMS. Thanks,
2 weeks ago, my substance painter 2024 (steam edition) was working as intended. however today (2 weeks later), I opened the program to start a new project and it kept crashing upon launch.I had already reinstalled substance 3x, restarted my pc countless of times, deleted my assets/ materials folder thinking that may have some sorta corrupted files in them. updated my GPU drivers, but in the end, doing all of that has not done anything to solve the issue.I do need to get this issue fixed ASAP as I depend on substance painter for my work.I can provide the logs file if needed as well. Thanks so much for your help in advance
Hi,I am very very new to Substance Painter, so I am probably missing something obvious but I'm totally stuck. After exporting my FBX from Blender, I followed this tutorial to bake all the maps I needed. When I finish baking, I have no controls for HSV, tiling, scale, height, etc. Usually there are some things I can tweak, but now it just shows all these maps and those weird L8 and L16F things . How can I get controls back? I want to add materials and change their scale & hue, and am hoping there's a simple way I can do this. Thanks so much.
it seems that when painting near the edge of a UV island in the 2D UV editor, it's affecting the adjacent area in the 3D space, even though they are not connected in the 2D UV space. Have you come across this before, and if so, do you have any suggestions or solutions to address this issue in Substance Painter?
I have a amd 7900 XT card and I realized in Substance Painter settings I can enable GPU Raytracing and Hardware support acceleration for sparse virtual texture. So I wonder what enable gpu raytracing is doing or is it working in amd gpus? Also when I bake my mesh maps does it use gpu or cpu ? Thanks.
Ive tried on Substance painter 2020 and 2021, and am trying on the most recent version... all of them have had the same issue, I prefer to have all my projects set to "UV Space Neighbor" in "texture set settings" as I don't like not having control over how textures blend between seams, Problem is... all my maps will export fine as if they are and hw they appear on screen... except for normal maps which seem to export out as if 3D Space neighbor was active instead which is honestly infuriating to me. It should export as it appears on screen like all the other maps do should it not? 3D Space neighbor UV Space Neighbor
Hi there, My team and I are running into an organizational issue with our smart-materials. Could there be an option to designate which folder the smart-material is saved? Thank you,Hannah
Hi everyone, our students can no longer access the Education License of 3D Substance Programs...When they try to make the request, they get the message: APO Codes not available for this Product Is it broken also for you? Education - Substance 3D (adobe.com)Please it is urgent! Thank you
Hey. I made a smart material to instantiate across texture set as a base for a character i have multiple variations of. The UV map is identically laid out of the base texture on all of these. When I instantiate across texture sets, I run into two issues. 1. I have some information that is only intended for some of the UV map, present on all of it.2. More importantly, i loose all color information. This is for even subsets of this texture. I can do it with other materials that already exist though, so I'm not sure what I'm doing wrong.Any help is appreciated, thanks !
I don't understand what's happening with the UVs in Substance Painter since the last few updates... I am able to select UVs of other parts from the Texture Set List but unable to make them all appear at once in 2D view, why?This is how the UVs are in Maya.Also, I am getting baking issues with this model how do I fix this?
I am trying to export a 2D view. The top is in substance painter’s viewport but when I export the 2D view, I get the bottom picture. I want the 2d texture exactly like in the substance painter viewport (the top image) I’m a beginner and idk much, please explain, I heard you bake the lighting but I have 8 layers and I don’t know what layer to put the baked lighting environment filter on? I have no idea what to do The hat I'm uploading is going on a platform that only accepts 1 image texture and that is the 2D View, that is why I need help with the 2D view texture because I want it to look exactly like how it looks in the viewport of substance painter.
I tried to export all of the textures I have on substance painter and I get this? I'm so confused please help.
when im using black mask in fill leyer and im using polygon fill when i select leyer other leyers get selected too.
is it possible ? for example to color only cavities of a layer ?
Where can I see how Painter filters are made to make my own ?
When I drop a filter to my layer stack it creates a sort of invisiable fill layer with actual filter modifying evrything what's beneath . When I do it on my own fill layer with same path through blending it still override evrything . I want to create a material that color part modifyes whats " beneath" only while still adds height. is it possible somehow?
It would be nice to have the middle click button able to scroll down or up when we are over the menu pannel.3ds Max style (control pannel window)And also having "Tab" hotkey switching between values.
Since it's -1 to 1 in Painter should I do 32bit sbs and (X2) -1 in designer to get it work same way in Painter?
I'd like to make my own compare mask filter . How can I do layers bellow input in substance designer? is it possible at all or I just need to put layer wITH anchor? ps All I want is adding some blur slider to "bellow"
Due to always a bit of blurry pixel to pixel textures I have to work in double of my target resolution in Painter and then crop and downscale it with affinity photo thanks to its slice based auto export and Lanczos3 resample. But it gets really tiresom quickly. Is there a way to downscale at export in Painter itself ? I weirdly see only max axis dimention . Can it be specified by an exact size ? I hardly ever work on square shaped textures.
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