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[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undefined variable "environment_rotation" I saw one related post that suggests 'environment rotation' variable has been replaced by 'environment_matrix', substituting each instance then generates a new error:[Shader Helpers] 5(368) : error C7623: implicit narrowing of type from "vec3" to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
Hello everyone! I have some problems with color managment in photoshop after exporting layers from Substance Painter. The trouble is the pluggin export layers in custom color space, but I need sRGB color space in my prjects, and I can't convert space without changing any colors. Save original colors is important for me. Is there any ways to export layers in sRGB or convert space in Photoshop without color changing?
Hey guys,I'm kinda lost on what to do at this point and not sure what to even try. I want to use this wood texture, for the seat of the bench model I made, but I can't figure out why it's exporting this way and it's just unusable like this in blender. I hope you can see the problem with these two screenshots. I really need your help everyone, thanks in advance.
So this might just be something that is baking 101 or something you wanted to do but I appreciate if i could get direct feedback to make sure i'm on the same page so it help to keep it simple to build it up. So i got these two cube. One that is just normal cube as shown here.We can see how it shade smooth and how many tris it has. Now i have a this cube with a small push that I like to bake on to the first cube. Here is the high poly one and it tri numbernow when i go to bake it, here is how it turns out in substance painter with the normal picture.Now it doesn't turn out to have the detail of making the push in my high poly one be shown in my low poly one. Is the reason this doesn't happen is because when you are baking something, the high poly should have extra tri to it as in give it extra subdivision and bevel so it help it show more detail for it to be baked on to a model. Trying to understand baking and it helps if i can understand simple on a cube as othe
안녕하세요, 출력 템플릿을 2D 뷰로 설정하고 텍스처를 내보내면 불투명도 소재가 표현되지 않습니다. 알파 블렌딩 쉐이더를 적용했는데 3D 뷰포트에서는 투명하게 보였지만 텍스처를 내보낼 때 투명해야 하는 영역이 불투명합니다. 답을 아시는 분들은 제발 도와주세요.
Hi everyone, this is the first time it happens to me after nearly 550 hours using Substance Painter. I think the images attached can explain better than i could. Is this some sort of bug or might this happen due to my bad topology on that floor?Can you help me fix it? Cause i fear it's gonna appear on the textures as well after exporting them.
Hi tried to export x-plane 12 own A330 paintkit wing.spp file to photoshop. File, Send to, export to photoshop option. All what i get is ''[Plugin - photoshop-export] The map export is not available when using the UV Tile workflow'' Fuselage is working but wings and engines not.I need a layered paintkit to photoshop.
Hi community, I need to be able to rename a texture set through the API in python.I can't for the life of me understand why this isn't available. The $mesh variable under the output template maps uses this name when outputting textures. Another alternative is to create a custom variable within the painter session, and use that for the export. Something like $myCustom = 'MyNewName' A Third option is to actually write the output templates in python, but when I open one up, they are encoded so there is no way to read in the file and change some text, then save it. So all my options are exhausted. Does anyone know of a solution to this?
It's unfortunate that Allegorithmic sold-out to Adobe because apparently Adobe sees no value in offering older versions of the software. Well I'm not going to buy a new computer just so I can run the latest version when the version I was using was fine; and especially considering the newest versions of any programs are usually the buggiest.
Hi,I will use weld brush as an example Brush show Alpha weld in the alpha channel. 1)Why does it show alpha like material sphere in the alpha channel. If I put any image as an alpha it show an image and not sphere.2)Secondly where is this alpha I cannot find in substance painter
Hello,I’m working on a remote control model which I would like to texture in Substance Painter. I have unwrapped the model and packed the UVs but when I bake the mesh in Substance Painter I get weird artefacts on some of the objects. I tried multiple ways to troubleshoot this but I didn’t find a solution. Here’s what it looks like after baking the mesh: Here are some details:The model is exported without applying the modifiers, I’ve used this approach in previous projects and it worked fine. I tried applying the modifiers but didn’t solve the issue;- The model was unwrapped in Blender and used UV Packmaster to pack the islands. There’s no overlapping geometry; I double-checked for flipped normals, and I played around with bake settings in Substance Painter but none of this solved the issue.I’m running out of ideas on how to troubleshoot this, so any help would be appreciated. I can provide further details if needed.
Im new to Substance Painter and I am sure I am doing something wrong. I am trying to export from Cinema 4D to Substance Painter as .fbx paint and reimport the textures into Cinema 4D after working on them in Painter. I have attached a video of basic workflow. The maps are not correctly projecting when brought back into Cinema 4D and Redshift. I am sure I am doing something wrong but can not figure it out. Please see the attached video of what I am doing, thanks.
When I imported the model, which is a basic cubesphere from Maya as an OBJ, I got the error " [Scene 3D] OBJ: unexpected illumination model (0-2 recognized) ". In addition, when I try to bake my texture maps, this happens: Can anyone help me with whats going on here?
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