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Adobe told me to use my personal Adobe CC account for a "90 day trial" then transfer it to my companies's account. This didn't make much sense and quite dubious, so I opened a third account no associated with my credit card or my work. The 90 day trial never happened. And the 30 day trial expired before I could get the 90 day trial to work. Now it's been 90 days and I'm getting threatening emails telling me my third account will be closed. did anyone else have to jump through a ton of hoops just to get a trail, only to give up and look for alternative software before the trial period supposedly ended? Also is Substance worth learning? I will probably use it once every few months so not worth doubling my bill, but may be able to convince work if I have a chance to learn it.
I love the new curve updates, and they arrived just in time for a project that is perfect for them. I've run into a few things that would make them much better. 1. Gang select curves: I realized early on that curves can independently affect layer settings. That is, normal can be toggled on and off per curve, for example. This is a powerful feature, but selecting each curve to match or alter settings quickly becomes laborious. 2. Universal override for curve settings: I would love to be able to toggle an override so that I can change the settings of all curves at once. 3. Copy and paste curves! They can take a while to draw. Please let me reuse them. I used curves to make a pretty complex mask. I then wanted to use the same curves with the new pucker brush. It was a bummer to realize that wasn't possible, and I would have to redraw all of my curves again. 4. Curve import: would love to be able to import curves from my 3D apps. Bonus: The pucker brush stamp
When I convert a texture created with Substance Painter to PSD, the text layer information is converted to an image.I would like the text information to be converted to PSD while retaining the text information.I would like to have the ability to adjust the text spacing like PhotoShop.I would like to be able to use various Adobe fonts easily in Substance Painter.
when i am applying noise in height its not worrking seamless i saw so many video but now one tell what i want.how can solve this issue?
Hi Adobe, It would be great if you could rename the various adjustment we add on masks. Like that example doesnt help me later: what did I do here? I use to create a folder with a black black and use a fill layer in the mask to invert opacity channel (so my exported map of opacity work with Arnold Transmission) But seeing Fill as a name doesn't help me understand what I did on that layer when I revisit my work months or years later. I always rename all my stuffs. Would be great to see that feature in the next update of Painter Thanks,
Hi there...I have been working on my model all morning.I have been adding high poly meshes and exporting as normal, baking has gone well. I am using obj.So, I modelled a few extra bits, and the dont show up at all despite being visible in the Bake room.You can see from the screenshot which ones are missing.I tried a load of things, combining the HP meshes together, triangulated, exporting out as one file type then bring it back in as another. Applying scale, rotation and all transforms.Heres the high poly in bake room showing all details...Heres in texture window showing nothing?any help would be great..
Hi I have a basic white square on a layer, and no matter which overlay mode i use (on Base color) the square just stays white and doesnt seem to blend with the layers beneath it (namely, overlay or softlight - as would happen in photoshop). Am i doing something wrong or does painter not work like this? thanks for your help!Nick **EDIT** oh! so it seems if i put that layer in a folder and mark the folder as overlay it works! Is that how it should work? Seems a little odd
I am very new to UV unwrapping and Substance Painter and I am sure I am doing something wrong. I have a basic model in C4D. I unwrap the model in C4D and test it in C4D Paint after unwrapping and the paint works. I then export as .fbx so I can import into Painter. When I do this the geometry is incorrect and so is the UV map. What am I doing wrong?
Hi there,Was wondering if anyone know's if it is possible with substance painter, or know of any other solutions, to go about baking AO from and onto objects with transparent textures.I came across this video by Outgang on youtube, who examined the character model Cloud from the Final Fantasy VII Remake game. With the hair they appear to use multiple UV sets, one with the texture and one where they have made each hair plane it's on UV shell so each hair plane could have it's on AO.Link to video (Hair texture topic at 25:21):https://www.youtube.com/watch?v=w8SjXHQ8ASYAnyone know if substance painter can do this? or any other software that can?
Hello, my brush is lagging after changing the color from the brush menu. I thought my file is too big so I tested with a brand new one (texture set to 2048x2048). I'm using a Wacom Tablet. The lag is present while using the mouse too, but not that obvious. Windows 11, latest version of Painter.(Driver up to date for the tablet)I saw many others that have this same issue, I wonder if there's a fix to this.Thanks.
how can I export t the existing model to use only a single mesh/material for the blender because when I try to import it into the blender it imports with all face mesh it does not correctly size to larger my building model in the blender i want to import a single mesh as a material only.
Hi, I would like to ask whether it affects performance or memory if somebody paints on differents layers with one channel turned on (one for color, one for roughness etc.) instead of using all channels of one layer.
[EngineBitmapLoad] Failed to decode bitmap.resource://project8/Ambient Occlusion Map from Mesh Std_Skin_Body?version=5da1255d6743ce6363aed3a852ff16a5b7a4c518.imageI am getting the following error on every UV Tile group except the first one. I see other people have had similar error but I dont know if its the same problem. I cannot fix this by renaming, mostly because I cant find this temp resource in any of the folders like C:\Users\<username>\AppData\Local\Temp.The FBX file used is exported from Character Creator 4 to Blender and then to Substance P. I am baking all maps using Substance P baker even though CC4 has maps. So the AO map that is failing to decode here is a Substance P generated map. It is being used in a fill layer. So in that regard, as well as being UDMI setup with tiling (not legacy) it is simliar to other cases. But deleting cache folders did nothing. Renaming the texture sets to end in _001 etc, also does nothing. The normal map format is Open
I have created a dynamic progress bar in my tool window, so I can update progress or enable/disable the progress bar as a busy indicator. I am using event dispatch / listeners. So for instance, if I receive a bust state change I can control the progressbar state: def _busy_listener(self, event_cls) -> Tuple[Callable, bool]: def _set_busy_state(event_cls) -> bool: self.busy = bool(event_cls.busy) _SBSP_LOGGER(sp_logging.INFO, self.name, f"BusyStatusChanged: {self.busy}") if not self.busy: self.progressbar_reset() else: self.progressbar_spin() return self.busy self.add_event_callback(event_cls, _set_busy_state) return _set_busy_state, self.busyI also have project status listeners for what i'd call "Pre Busy Events", something like:_pre_busy_cb = self._getting_busy_listener(sp_event.ProjectOpened) _pre_busy_cb = self._getting_busy_listener(sp_eve
Hello!I am using a custom shader as part of a pipeline and it generates this error, failing to render:error C1503: [Shader Helpers] .... error C1503: undefined variable "environment_rotation" I saw one related post that suggests 'environment rotation' variable has been replaced by 'environment_matrix', substituting each instance then generates a new error:[Shader Helpers] 5(368) : error C7623: implicit narrowing of type from "vec3" to "float"I assume this is because the newer environment matrix is a different data type, but some guidance on how to update the .glsl file to work properly would be helpful. I did try one fix that allows the shader to render, replacing 'environment_rotation' with 'uniform_environment_rotation', but I am not sure if this matches the previous shader exactly. Any tips?Thanks!
Hello,It's pretty easy to explain but I don't know if it's difficulte to implement :Having multiple painter software open at the same time, it's a must have to be able to copy and paste between open painter software without having to create something in the library like smart material etc. could be layer, material, filter etc.Maya does it and it's really handy.Thanks
As the number of layers becomes huge, it is very difficult to make only the selected layer visible by pressing the eye symbol, so it would be useful to have a shortcut key to easily check it. Sorry if there is already such a shortcut key that I am just not aware of.
Would love to be able to adjust elements of a cage by Mesh Name!
Can i use fonts from substance painter for commercial?
Hi, when I use Bake Mesh I get gray spots on the model, the mesh is fine, the UV is well placed (I think) and the faces are facing the right way. Some objects have "IG", they just don't have the HP version. However, the problem occurs both on models with and without the HP version. HP are hair, body, face and shirtEverything else is "IG" without HP version
i`d like to hide certain parameters in my filter that i made in substance designer when the different tabs are disabled. Is this possible?I know that there is the Visible If function but i don`t know if there are build in variables that can access this data or not?
I dunno if it's possible but I want to ask you if it's a way to create common smart materials that when I change them properties those change on all the files where they are used (maybe when clear them and create new). It would be fantastic...
As title, I would like to export OpenGL normal maps without having to change it through project settings, so painter stays in directx but exports as OpenGL. I tried playing around with custom export settings but it didn't work. Is this possible?
I have Substance 3D Painter installed on my home PC, licensed through my employer. Today, I saw that the license had expired. I tried to update it via the activation wizard but that doesn't work, returning a status 410 error. After researching what that meant, I found it was because the files no longer exist on the server. I assumed this was because it was trying to connect to substance3d.com, but that shouldn't be the case because this is a direct download from the Adobe Creative Cloud. Why is Adobe still hosting Substance tools linking to Substance3D.com if they stopped servicing that platform last year? Anyway, no matter which option I try, I get the same status 410 error. After looking into this further, I finally found the page where I can send in for verification.I didn't need to create an account since I already had one, so I moved on to step 2 as instructed. I filled out my email and Country/Region and clicked the Submit button. The ba
My light was turned off and the PC turned off, after that I can’t start my project, although I saved the project before the light turned off. What should I do? Can I pull the layers out of this broken file? Or something else? Or somehow run? Error: cannot load this project is invalid binary data
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