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So my issue is that I never use Save after the first time, I always use Save AS. Why? Because there isn't a native Incremental Save. So I never save over a previous save file, I always create another because I've had too many instances of programs crashing while saving. So yes this is minor but moving Save As to a sub menu has done nothing except make it take longer to save and require more mouse clicks. The dropdown menu doesn't feel less cluttered. Save and Save As are a pairing you'll see in nearly all software.
Hello, I'm getting banding while using the position generator, as if it's tiling. See image below.
Hi I would like to find out if my credits obtained are lost if I stop my subscription to painter ? Thanks
Hello, i'm exporting character from blender as fbx, then importing it in Substance, after this choose Edit -> Bake Mesh and then get some of meshes.But i need combined id(color) map mesh instead of separate id(color) map meshes for each material.How combined id(color) map mesh can be made?
I ran into a problem where certain shaders were not working.When I applied the shader, it turned pink and caused an error.The shader is EvolutionPBR_2018_5_0.glsl obtained the following sitehttps://www.warframe.com/steamworkshop/help/index.php?page=substance-painter-shaderIs there any solution other than lowering the substancepainter Version?substancepainter ver8.2.0windows10
Hi! So, I am aware of all the settings being greyed out if an OCIO environment variable is found. However Painter is saying the .ocio file cannot be found. I confirmed its existence and it is working in Houdini, Unreal Engine, Nuke and After Effects. Why isn't Painter recognizing it? Im on Windows 10 using Painter version Substance 3D Painter, version 8.2.0Build 1987 - 772e8c568b0b05753504c17acf6c5f950b1c5093Thanks!
Hey there, I am making a Sci-Fi gun model that I want to showcase in Unreal Engine 5. I have decided to create the textures in Substance Painter and am having issues getting it to be consistent between the two.Posted below are examples of the shading differences between the applications. UE5 seems much more reflective then Substance at the same roughness level. I am using the UE4 packed template in Substance.Is there a way I could get Substance to have shading more like UE5 that way I could work on the textures knowing they will look accurate in UE5?I don’t have much experience working between UE5 and Substance so perhaps I missed something.Any feedback would be greatly appreciated!I also posted this on the Unreal Forums I'll update this if I find a solutionThanks a bunch!-Elliot Substance Painter UE5Substance painter UE5
Hi.So I am trying to texture a character, but I am finding it very difficult because the colors, contrast and hue is so different between viewport, Iray and blender cycles. I am kinda new to texturing and I am wondering if there is somthing I can do to align the 3 a little better.I am using the same HDR in all 3Thx Jimmi
We would like to automate our texture exports from Painter via Python.This works well via substance_painter.export.export_project_textures(settings).The `settings` look something like this:{ exportPath: "C:/test/", exportShaderParams: false, defaultExportPreset: "My_Preset", exportPresets: [{ name: "My_Preset", maps: [{ fileName: "/v001/asset_test/asset_test_v001_color(.$udim)", channels: [ { destChannel: "R", srcChannel: "R", srcMapType: "documentMap", srcMapName: "baseColor"}, { destChannel: "G", srcChannel: "G", srcMapType: "documentMap", srcMapName: "baseColor"}, { destChannel: "B", srcChannel: "B", srcMapType: "documentMap", srcMapName: "baseColor"} ]}, { fileName: "/v001/asset_test/asset_test_v001_metalness(.$udim)", channels: [{ destChannel: "L", srcChannel: "L", srcMapType: "documentMap", srcMapName: "metallic" }] }, { fileName: "/v00
Hi there, I've been desperately trying to find some info, but both resellers and Adobe cannot tell me how to license Substance under the new Adobe regime. - We license Adobe CC under FRL- We're on a network which has no internet access- We use the current licensing of Substance, which involves downloading a license file and pointing our Substance installs to the file. This works great, but I'm concerned Adobe may have screwed things up. My question is:We haven't migrated to the new Downloads area under Adobe, we still use the Allegorithmic one. If we migrate to the new Adobe one, have they screwed with the licensing scheme that Substance used before? Will the Adobe login enable me to download the license file, and run on an offline network?? That's all i need to know. I don't want FRL for Substance, i just want to know if we renew our Substance licenses, if we can use them offline exactly as we did when Allegorithmic owned the tools. Thanks for any and all
Hi, I have substance painter 2018.2.3 indie version. I was getting log in error and when I reinstall the version, it keep showing me the following window. Does any know how to fix this. I tried removing left over data after uninstalling it.
Hello everyone, i need to clone a part of my fill layer but i cannot do that, it's not available any tool (paint, proyection, etc) how can i clone that? or maybe make it editable layer, idon't know. I'm using substance 3D painter 7.4 thanks for your help and greeting from Machu Picchu - Peru.
Does the new Sbsar export from Painter Support udims ? Thanks Erick
I'm trying to get a full precision 32bit float exr out of substance painter. Whenever I write a 32bit float exr, it normalizes data in the 0-1 space. Worse it appears to truncate data below the .5 midvalue to black. My height channel is setup to process in L32F, and I'm working with imported 32bit heightmaps. I can get decent 16 bit TIFF files out but there's some stairstepping on the displacement due to lack of data. So I believe the internal L32F processing to be working correctly and that the issue is occuring on output. It appears that there was a bug report acknowledged by a developer a while ago https://forum.substance3d.com/index.php?topic=36799.0 but it doesn't appear to have been addressed. In the attached image you can see what I'm describing. Please please please fix this bug!
Hello! I'm not sure if I'm missing something but it's been years since the layer editing API was discussed and I still don't see it anywhere in the API docs. Since it's quite shocking that this basic functionality is not available, I'm wondering if it's there and I'm just not aware of it? Thanks
Sorry for the lengthy post but I'm trying to be descriptive and it's a bit difficult to describe the workflow on this tricky subject matter. In the latest version of Substance Painter I know there's the ability to color manage the viewport using an OCIO config. But I'm finding it confusing to be able to use an ACES workflow from SP to UE4. Ideally, I want to be able to work in SP with ACES workflow and ACES-sRGB output transform enabled then have that look exactly the same in UE4.27.2 The way I've been able to get the closest look from SP to UE4, is to use an ACES workflow in SP but to disable the color management so I'm viewing the linear/ACEScg colorspace. I then do my surfacing without viewing the typical ACES-sRGB transform, or whatever output transform is applicable to you. It seems like Unreal is in linear color space and I have no way to manage a texture's color space, except for the standard sRGB or linear workflow. When attempting to view ACES-sRGB as my monitor
This post may be better suited for "Idea: Share and vote for app improvements," however, I'll try Discussion first to see if there's a lesson here to be learned. I'm fairly new to Substance Painter, so this question may already have an answer. I searched, but I couldn't find anything. Intuitively, noticing that SP doesn't recall a brush's setting or a tool's setting (e.g., size, flow, stroke opacity, angle, jitters, spacing, etc.), I right-clicked on a layer wondering if I could add a note. But I didn't see a way to do that. So, I've been keeping a text log of all of my layers and the brush or alpha I used and all of its settings. This just in case I lost something and wanted to repeat it on another layer. I am surprised that there's no way of making a note within SP. I believe I saw a place to create presets. Is this the only way to do this? Thanks to everyone for their consideration.
Substance Painter 8.1.3 build 1860Recently have been developing a versioning tool for Substance Painter. (Python)One desired feature is for it to add the file to the Recent Files list.substance_painter.project.save(substance_painter.project.ProjectSaveMode.Full) substance_painter.project.save_as(filename, substance_painter.project.ProjectSaveMode.Full)does not seem to add a new file to Recent Files.Does anyone know what the trick would be, or if it is possible yet to progmatically add the its Recent Files.?
I am planning to buy substance painter from steam. But i have few queries : first if i buy license today will i get updates till the same date next year or i will only get updates till december. Second can i use that license for commercial work
Substance Painter Support,How to fix this triangle like artifact which appears after the bake ? Is it in the baking settings or in the mesh/topology ?
I understand that one of the design principles of Substance Painter is to be procedural, non-destructive workflow and to allow the user to adjust resolution and to be able to modify the mesh UVs at any time. The requirement for this feature is that the mesh can not change. This is a MAJOR issue when working in a production environment.Never once have I received feedback from an art director asking for a UV change. What I have been asked to do is make a proportion change or to add some geometry to a character. When I bring it back into substance and update my mesh…well there goes all my hand painted masks. Sometimes the masks vanish from assets that are in the exactly the same place and have not been updated. The work around for this? Export your masks and import them back in as a mask fill layer. So much for my non-destructive workflow. ¯\_(ツ)_/¯When working on heads, you typically use the same base mesh with the same UVS. 
I might want to submit this as a bug if nobody can offer a solution here. Still, I've used two versions of Substance 3D Painter, and both of them have this issue, so maybe it's not a bug. Here is a picture. There are a few things to note here. First, those clean stitches down the side of the You can see the badly rotated cursor if you squint, but a more easy thing to note is that the more fancy stitches I drew from right to left look just fine on the rare surface where the mouse aligns correctly, but go awful everywhere else. Oh, and before everyone asks, adjusting the Angle and Alignment settings does absolutely nothing to change this. So what else might be the issue? I can provide more pictures or files on request.
Hello everyone, i have a problem with baking outputs. Bake looks great in substance painter but after the export, there is a lot of issues and bugs. What can cause this artifacts?Substance painterExport
Hi,I am exporting my mesh as fbx from blender as low poly and high poly.I load the low poly fbx to Painter and bake with the high poly using these settings:Apply DiffusionI use the high polyDistance (0.004 or 0.1) same results for both.Antialiasing 4x4 The backing with the high poly is applied however, the low poly is still show over most of the model.Why is that?This is part for the model before baking: This is after baking, note the marks of the low poly.
HelloI'm trying to bake something using bake by mesh name. Without bake by mesh name it works fine. When I try and use bake by mesh name I get "Highpoly scene was required when baking normal map from mesh but could not be loadedI'm using blender and zbrush Any help would be great thanks Chris
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