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Hello.What is the actual state of support of Substance Painter for the apple m1 chips, and did you get to make it compatible with the comming M1 ultra / macstudio? Or are we still on Rosetta conversion ? I've been surfing a bit the web to try to understand, but still a bit confusing.I'm currently working with a MacPro 5.1 with a GTX1080 on OSX10.13.6, stuck with SP 6.2.2 ; everything works fine except it's pretty buggy on very heavy files, and support feedback answers are that you don't support "non-official" mac hardware. I'm planning to upgrade my 10 years old system to this Mac Studio with 128 ram to unsure more stable workflow, will it be compatible with Substace Painter?Thanks for feedback
日本語ユーザーのみなさんへイベント開催のご案内です。 来週品川で開催されるSubstance 3D尽くしのイベントのご案内です。ご都合合う方はぜひご参加ください!!! 2024 Adobe Substance Day TOKYO開催 - 2/21 (Wed) 品川
Hi, I'm looking for information about a feature listed in the release notes for Painter 8.2. https://helpx.adobe.com/substance-3d-painter/release-notes/version-8-2.html [Shader] Allow to set User channels as RGBA in Material Layering shadersWhen settings the Texture Set channels configuration inside a shader for material layering, it is now possible to specify the format of the channel to deviate from the default value. This allow notably to request color user channels instead of grayscale only. Is there documentation on how to specify this? I've searched around in the Shader API docs but so far haven't spotted anything related to it. Is the format specified soley in the shader code (if so, how?) or do I need to do anything else when creating my layering materials in Designer (such as specifying a Format other than Default in the Integration Attributes of the output node)? Any help is greatly appreciated.
Hi, I was wondering if there is a possibility to implement a simple function to switch the interpolation method. I was not able to find any article or post about such feature.I very often create textures that are relatively small, but where the interpolation makes the preview in Painter or Designer not really usable.I would therefore like to know whether such a function can be implemented to switch off the interpolation so that only the pure pixels are visible. I would like to see an implementation of this feature in Painter as well as Designer, if it is even consideredThe Preview I would request:Current Painter Preview:
why is my 128gb AMD 32 core 4090 PC running SP so slow in the viewport, a small 3d model thanks for any ideas.
When using projection maping, the image projected has smooth curved lines, but when I project it to the surface of my model, it is very jagged (this is in 4096p). How to I fix this jaggedness and make the lines smooth? Thank you.
IS Situation:I am using Substance Painter for texturing Models i use in Minecraft for example. I do not want to use shader ingame. Therefore i want to Bake the Normalmap shadows into the Colormap.I tried to use Curvature Sobel in Designer to get this effect, but it was more a pain as a working result. I got this effect basicly from taking a screenshot from the Material 2D UV Preview like in picture 2.The Bake Lighting Filter/Material does not work for me. Target SituationWe need a function to bake the shading of the normalmap directly onto a layer / generate a new colormap with the regarding shadow and lighting effects (like in screenshot 1)Screenshots
I just got Subtance Pianter , but either it dosent load or crashes right away. Other programs are running smoothly. Maya, Blender zbrush, but substance just crahses and its getting annoying i have projects i need to complete. Using Wacom 24 pro
Is it possible to Instance a path?simmilar how the anchors work but just with 2 path tools that use the same path with the anchor im able to adjust the color, height etc. on my Fill layer 1 but is it also possible make this layer use a different tool? like for example the "puckering" tool?
I find extremely slow when, everytime i change a channel and i need to change something on it i need to manually go for the specific blending mode and change it. Could you guys make a toggle that. Everytime i change a channel in my viewport, for instance. I go to the height channel, the blending mode for all my layers and groups go for the height blending mode as well ?
Hello I don't know if this is a bug or not but I want to ask on this. So I make a change to project configuration as just had to fix up one small island i mean everything is fine but when I go to put it in, it has it where it deletes all the data on my mask as in the selection parts I have and to add these aren't the island I move or so. To add some still stay in. Is this something it normal does as in delete the mask data so it black or white again or is this something else.
HiI'm trying to find the old height adjustment option with numbers that used to allow setting negative values.
Hello,I need a few of Kyle's brushes for a project I'm working on, but they are nowhere to be found in my Substance Painter. The Starter Assets in my Assets panel is completely empty (yes, even after clicking on Clear Search)and navigating to the brushes folder under documents shows that it is empty too.No search either in Painter (kyle) or Windows (*kyle*) propts any results. I just installed the 2024 Steam version and thought the Starter Assets would come back, but nope! Is there any way to make them appear? Or a place to download them from?Or am I not looking in the right place? Mostly I'm interested in Kyle's Brushes, if there's any place I can download them from, I'd love to know as I've been googling for an hour with no results.ThanksAS
When I was purchasing my licenses recently, it was kind of unclear what you got for all the packages (maybe I'm just stupid), but I wanted to make sure anyone else thinking about purchasing any substance software knew all the differences between the offered packages. This will be referring to prices for the Indie licenses, but it looks like a similar pattern was used for all offering levels.I'm not sure why perpetual licenses are offered, unless they are just a trap to overcharge customers for less software? Or, perhaps, it's just for them to be able to say they sell perpetual licenses in an era when many large software companies are moving to the less popular subscription method only when they clearly don't want you to buy them? The bottom line is, if you buy perpetual licenses you will get access to less software and it will cost you more money. There is literally no reason to buy perpetual licenses because you can convert the annual subscription package (which includes more software
Hey guys, I have noticed that there is no support for multi plane symmetry, this feature would be super helpful for props such as swords specially in combination with the path tools.I have included an image of one use case for this.Thanks!
Please retatain UVMap placement for textures, stitching, alpha masks on reimport.Things are constantly changing in our studio, model position or orientation requirements. Everytime I have to go back to substance painter, it's a setback. Substance painter instead assumes all you did was change the UVMapping and tries to guess where things go.I was now told I have to rotate all my models 180 degrees, and that just breaks everything apart in substance painter. Very frustrating. Substance 3D Painter, version 9.1.2Build 3332 - 3dc9c3a1a7902324d43145613f44b539a0d66f51Windows 11Add stitching and alphas to model, rotate model 180Expect to see everything stay the same, get a jumbled mess.
Hello,I was trying to figure out where to access the "description" field for a UDIM tile's texture set settings with python. I wasn't able to find it in the docs. If anyone knows where to grab the description string, that would be really helpful.Thanks
Having an issue where the 2D View is exporting with a black fill in the TGA texture alpha area, instead of taking color from the visiblle image and filling/padding with that. Is is possible to get 2D view export with filled color instead of black?I've tried changing the background color in the settings but it didn't help. Nor did making the Environment Opacity solid have an effect. Would like to avoid having the black fill so there's not a black halo around the edge of the visible image in the texture.
One of my artists is getting a constant crash when adding an alpha, texture or material the project library. We've tried clearing things like cache and other stuff to try and fix it. The other libraries he has like personal ones don't have this issue. Log attached. It's worth noting the library is stored on dropbox, but the crash persists even when the folder was removed from dropbox.
Hi so I have it where I'm baking in this weapon i'm working on. Now first I'm using marmoset to help me just do the baking part and I have it where in this one we can see how the low poly look for it.and then when i bake with it high and all it has it where it fix and looks better as shown here.Now here comes my question. I have it where i bake the textures and then I put them all in substance painter but when I do, i get the same issue i got from my low poly before as shown here.So what am i doing wrong. I'm including the texture maps I put in. am i missing something or have something disorganize.
IS-SituationIf I use a brush and use the line function via. Shift-click, the position on the mesh is not maintained whenthe model is rotated. It looks like the anchor is set to the position of the screen instead.It's probably not a bug, but it's not efficient to work with.OS: Windows 10 ProPainter Version: 9.1.2Target situation:The anchor should be placed on the mesh so that the user can rotate and move the model to get to the point where the line function should end without resetting the starting point
Hello everyone, I have created a wood trimsheet to texture most of my wooden elements in this scene. I created a high poly sculpt in Zbrush and then baked it onto a flat 2k plane in SP. The idea is that the light should be reflected by the sculpted edges, and in turn they should be lighter. However, the result I'm getting is that they are darker and don't reflect any light. I guess this is logical considering that high poly wood beams are aligned on top of one another, and the sculpted edges fall into the dark area. But this is not what I am looking for. If you have an idea, could you provide me with a solution to get my edges ligther instead of darker? Thanks in advance!
For some reason I can't get SP going on my new pc, which I built specifically for 3D design... It won't load some of the shaders, but even when I apply a working material to my mesh (which is always pink) it remains pink? It feels like it must be related to my GPU (Powercolor Radeon RX 6800 XT) but this is more powerful than the minimum specs, maybe because its not NVIDIA? Anyone know a solution? Online I can only find reloading shaders which seems to not be the issue, even without the shaders my SP is completely unusable
I am an "engineering dog", usually using inventor, solidworks and other software to design parts. Recently, I suddenly wanted to use 3D software to create action figures and then 3D print them. I would like to ask which software is more suitable for modeling, and what are some methods for modeling. As a beginner, I usually use 3D scanners for modeling, which is very user-friendly for me. Currently, I am using Miraco 3D scanner , which can basically meet my daily needs. I also want to use it with post-processing software. I would like to ask if Adobe Substance 3D Painter is good to use and if there are any tips for using it.
I have been using this program for years, but since I bought a new computer, it suddenly closes while rendering in this program. First of all, it would be useful to state that I am not trying to render a very large project. The same applies to very simple scenes. The same problem occurs when in Arnold. I sent the Crash file via e-mail, and I would like to get your opinions here as well. My system drivers are completely up to date.
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