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Hi there! I have faced an issue with locating glTF PBR Metal Roughness export preset. I want to write plugin using it so it would be helpful to know the ResourceID of this preset. Any piece of advice will be helpful. Thanks!
When iterating textures, it becomes time-consuming to repeatedly export each texture set into its own directory. Currently, exports are limited to a single output directory per export, which means I need to re-export each texture set separately into its respective folder. This becomes a time sink for any project with multiple texture sets.It would significantly improve workflow efficiency if we could create multiple “General Export Parameters” templates, each with: its own output directory an assigned texture set After setting these up once, re-exporting could be done with a single click while automatically routing each texture set to its correct folder.This would streamline iteration-heavy pipelines where textures are frequently re-exported.If there are technical or compatibility reasons this hasn’t been implemented, I’d also appreciate insight or recommended alternatives.Thanks!
In Substance 3D Painter, when painting on the mask of a fill layer, the brush always displays "No Material". This happens with all brushes, and restarting the software doesn’t fix it. What’s the problem? This didn’t occur in older versions; it only started happening after I updated to the latest version 11.1.2.
Substance Painter 11.1.3 consistently Generates Thumbnails will scroll through assets, whether its materials, smart materials, alphas, etc. I have set the icon memory budget to 2000MB. I also used Environment Variables, SUBSTANCE_PAINTER_PREVIEWS_MEMORY_BUDGET, set to 24000. When scrolling through assets Substance Painter slows down significantly, where adding a material or smart material takes an extrememly long time to apply or load.5950x RTX 3090128 GB RAM All nvme SSDs
Heya! It’s just about time for the Game Developers Conference – aka GDC, one of the biggest annual events for the gaming industry across the globe! The event will take place at the Moscone Center in San Francisco from March 9-13; the Substance 3D team will be on hand for the occasion, with some outstanding presentations, portfolio reviews, and the legendary Substance Days After Party. Details: Monday, March 9 — Substance Days @ Moscone Center We’re hosting a Substance 3D Keynote presentation showcasing the latest Substance product updates, as well as sessions with some of the artists behind recent hit games Clair Obscur: Expedition 33, Doom: The Dark Ages, Indiana Jones and the Great Circle, and South of Midnight. Monday, March 9 — Substance Days After Party This is a great way for artists, the Substance 3D team, and anybody with any interest at all in 3D to meet one another, share experiences, and have a great time. Come along, say hi, and let us know what’s on your mind. Attendance i
Hi everyone!I created a simple, slightly conical circular band model in Blender (image 1). After UV unwrapping (image 2), I then exported the high- and low-poly models in FBX format.In Substance Painter, after baking, I get noticeable jagged edges on the model (image 3).For baking, I set the antialiasing to Supersampling 16x, and the output size on 4096x4096.After baking, there are jagged edges (image 3).Why does this happen and how can I fix them?Thanks so much!123
Accidentally overwrote my SPProject and my autosave won't open giving "Failed to Open Project", I have v 11.1.3 but the original project and it's autosave were created in a previous version in end of January. Need help opening this autosaved file since it’s a work file, it weights 3.21 GB so I'm sure it's not an empty scene because that’s pretty much the same weight the original project file had, just cannot get to open it, can anyone help with it?https://we.tl/t-kklfzFDR77 wetransfer stays up for 3 days but I can update it after it expires if needed.Really need to open this file!😫
Hello. recantly I bought mobile device with new Ryzen AI MAX 395+ including 8060s iGPU. Unfortunately I encountered problem with GPU accelerated baking, CPU only baking is working perfectly fine. When I click bake, programs starts to proceed with baking although no progress is being shown. After a while baking finishes, but nothing changes in terms of viewport ouput and when I try to interact with it nothing changes ,viewport become static. I can freely interact with UI though like nothing ever happened. When I check the log file it says that baking has actually has been completed but few lines above there is fatal error saying:[ ERR] <Qt> "[DBG ERROR][Main]" "[SALpp] [Level:FATAL] [Component:DeviceLost] GPU Device lost: driver crash or TDR"I tried to increase Tdr value to as high as 180s for both keys, I also was testing it with different VRAM allocation values, up to 48gb (16/32/48gb, 48gb being max as my total system memory is 64gb of ram). That haven’t resolved the problem th
# you can leverage the Javascript API to easily export masks to files# but the code below ONLY works for scenes that are NOT using UDIMs# it would be nice if it just worked for scenes with UDIMs as well# there does not seem to be an easy way to do this through# the Python API export module unless I am missing somethingimport substance_painter as spimport posixpathdefault_export_path = sp.export.get_default_export_path()image_format = "png"current_stack = sp.textureset.get_active_stack()texture_set_name = current_stack.material().nameselected_layers = sp.layerstack.get_selected_nodes(current_stack)for layer in selected_layers: layer_name = layer.get_name() export_filename = f"{texture_set_name}_{layer_name}_mask.{image_format}" export_path = posixpath.join(default_export_path, export_filename) export_path_str = f'\"{export_path}\"' mask = "mask" data_path_str = f'[\"{texture_set_name}\", "", \"{layer_name}\", \"{mask}\"]' javascript_code = "alg.mapexport.save("+data
Expose all of the highlighted functionality available through the UI to the Python API.
# note that this bug only happens after you first open the scene# if you perform operations that modify the file during the same session, the error does not reoccur# oddly, this seems to happen with large numbers of meshes with only some of them being enabled# my test scene had 9 meshes, and if I enabled anything less than 4 of those 9 meshes in the# geometry mask on the group layer, it generated a ‘vector too long’ errorimport substance_painter as spcurrent_stack = sp.textureset.get_active_stack()selected_layers = sp.layerstack.get_selected_nodes(current_stack)for layer in selected_layers: if layer.get_type() == sp.layerstack.NodeType.GroupLayer: enabled_mesh_names = layer.get_geometry_mask_enabled_meshes()
import substance_painter as spcurrent_stack = sp.textureset.get_active_stack()selected_layers = sp.layerstack.get_selected_nodes(current_stack)for layer in selected_layers: if layer.get_type() == sp.layerstack.NodeType.GroupLayer: # this always returns an empty list, regardless of the number of effects on the group layer layer_effects = layer.content_effects()
Hi, hope you’re good 👍🏾I’d like to request an option to point at a specific After Effects installation for the Export > Send to After Effects command.Use case is that I have a bunch of different versions installed for older project/plugin compatibility reasons, plus I’m working in the AE Beta for testing most of the time. The current functionality seems to automatically send to the most recent release version, and it would be a big timesaver to be able to specify which version of AE to send to, especially as this command can generate just and GLB file without all the maps as well.I’d imagine the most straightforward place to put this would be in the config options for Send to AE - there could be a dropdown with all the recognised installations, and a checkbox to enable selecting a version manually.With all the good work that the AE team are doing with substance and 3D integration right now, having this flexibility would offer quite a big quality of life upgrade.Cheers!
The UDIM numbers are not useful for game engines, yet they are essential for painting and baking across multiple parts of the mesh in Substance Painter. Instead of having to look up what part 1004 is, it would be nice if I could export it with the name I put on the tile within Substance Painter.
Hi all, I am getting the following error over the last couple of weeks and I have no idea what the issue is. “Critical error can't build edition context. Invalid edition target”This pops up on different models and models that have worked with no issues before. I have updated to the latest edition but it hasn’t fixed the issue. The error pops up randomly when I am working on a model and I can pin point it to anything one thing that I am doing. Any help would be amazing as this is preventing me from completing work.
i am getting this error message [Resources List Model] Icons memory budget set to 1OOMB.[Plugin - resources-updater) No project open, resources updater discarded[Scene 3D] Unable to open file "(Scene 3D] Failed to load 3D scene.unable to open file
Inside Painter, MacBook trackpads only control zoom when two-finger swiping and nothing else. Swiping zooms, spreading fingers does nothing, shift+swipe does nothing.I would expect it to work the same as the 3D view inside Designer, in which two-finger swiping rotates, shift+swipe pans, and finger-spreading zooms in/out. That’s how all other 3D applications I’m aware of also handle trackpad navigation, so this doesn’t seem like an intentional design choice.
im pretty sure its not a brush or alpha or whaterver... perhaps a smart mask? not sure. i have provided a screenshot of what im talking about below.
Hey! Had to leave the PC for a bit. Saved the project, exited Substance and turned off the PC.Cameback and I can't open the project? Getting errors:[Scene 3D] Unable to open file "".[Scene 3D] Failed to load 3D scene.Unable to open file "".Please tell me there is something I can do to fix this. This is literally 20 hours of work wasted if it’s corrupt beyond fixing. I have no idea how this even happens?
allow multi axis mirroring. I think it would be better in fact to just remove mirroring at all and have it as an effect, which gives better control and avoid having to repaint if your forgot to put the mirror on, or remove the mirrored side if you decide it is better but have to use some workaround as the mirror is destructivefor example texturing a sword, I may need to reflect details to the other side and back for the blade, which is impossible and I need to use a lengthy workaround such as using shared uv space and then baking or something else, which is not really ideal... would much appreciate an update like this..
I'm a verified student and i'm paying for Adobe Creative Cloud, i would like to have access to adobe 3D Painter as it's free for student, but when i try they ask me to pay. How do i get access to it for free, as a registered student ?
I get this error.[EngineBitmapLoad] Failed to decode bitmap.resource://project2/Curvature JaggedCliffFace_02_2_m?version=bac74d3620f356d68c754f6932800eed964f8da0.imageI get it with each of the UDIM tiles except the first one which is named Curvature JaggedCliffFace_02_1_m that one comes in normally. I saved the material as a smart material from layering manually getting what i wanted, then saved as a smart material so I could apply it to each tile. Maybe its something to do with the First UDIM? I made it into a line. from left to right.Thoughts? Using 11.1.0 Build 4950 so far.Something to note, the 1st UDIm looks also different than the other Tiles. not sure what is happening here. like its not applying something to it.
Hello, my world space normals are completely off when baking. I have no idea what might be causing this issue. I am currently using Maya to model and UVExporting as FBX file Here is what it looks like.
Hello I created a material with substance designer that uses flow maps to rotate the instance tiles. In theory it works, I tested it with downloaded flow maps like this And the tiles turn as expected but as soon as I try to paint the flow map in SP it doesn’t work.My setup is to have the material on top with the anchor to a paint layer below where I use the green normal brush to paint the flow map. using this as a normal inputAs described here https://helpx.adobe.com/substance-3d-painter/painting/advanced-channel-painting/flow-map-painting.html . Even though I am following the tutorial to the letter the material doesn’t react as expected and that I think is because the resulting flow map reads more like this Where the color ranges don’t match the flow map values.Why is that? What I am doing wrong? Could it be my material set up incorrectly?
I am attempting to projection paint or tile procedurals in the height channel to use as displacement in my dcc. Coming from Mari, I am used to setting a base colour of 0.5, otherwise 50% grey. In Painter, I have configured my height channel to 32f, and loaded a tiling image that is already set to a 0.5 mid value. However, when viewing the height channel in isolation, everything is black and white, and similar on export. How can I appropriately configure my height channel and painting so that it is representative of a 0.5 mid value?
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