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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.
Should I rebake evrything at certain level of layer stack ? Is there a trick to do it procedurally like in Designer where I can use any node at any part of node flow , not initially baked from mesh only.
Has any had there account switched to Read Only recently. I Just started a new project this morning, when I run Substance 3D Painter in the upper bar it says (Read Only). I am not able to use all the tools and function of the software.
hi, I've got a problem. If I bake the ao channel for this mesh, it always turnes out all black.
Hellow,I wanted to download a material in order to use it in Substance Painter for one of my project. I have an education student/teacher license thanks to my school, but the library always send this message when I try to download a ressource, and says I need to purchase an abonnement. However, when I accept to get one, it only tall me I already have one, which is the case. I don't really know what's wrong, if someone already had this problem and can help me it would be cool.Cheers
my starter assets are missing- they are there in the directoryi have verified cache and reinstalled (steam) it will also not detect my substance assets on my external hdd.
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.
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