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Is there a way to detect when an application has completed loading? I am developing my own plugin to determine if all shelf resources have been loaded, but when I run this process in start_plugin(), the plugin does not complete loading and the application does not finish loading. Therefore, I need to trigger this process on the application load completion event.I can detect that the project has been loaded with substance_painter.event.ProjectOpened(), but I could not find an event to detect the application loading. I would appreciate any suggestions for a better solution. [sample code]import os import time import re import substance_painter def check_shelf_is_loaded(root_dir="shelf_reference_path", max_limit=90) -> bool: """This returns True if loading of all resources in specific shelf has completed.""" src_resource_count = sum(os.path.isfile( os.path.join(root_dir, name)) for name in os.listdir(root_dir)) dst_resource_count = len(get_s
The product key I got from the email is same as last year's, and identit-e says: "This product code has already been submitted to Identit-e". Any help?
It seems I can't use my serial in my Adobe account and every time I go into Adobe's help area it tells me I have to subscribe before contactng an agent.. I have to pay to talk to someone about this? doesn't seem right.
Hello,I am not sure there is information about the way we can combine anchor points and instanced layers. So I encounter a problem with my anchor points the way I work. perhaps someone will have an idea to solve this issue. I have a layer constructed with some anchor points coming from another layer. So far so good, everything is fine. But if I instance this layer, it destroys the link to my anchor point in mys source layer, and the tab is greyed out when I want to relink the below layer. Is it normal ? Is there a way to instance a layer with anchor points coming from below itself ? Thanks in advance for any help.
I don't have an icon like a chain.
About .glb files, I struggle on how to save as .glb files once I'm done painting them in the Painter. It only lets me save as extension SPP.I tried saving as EXPORT TEXTURES, and then there are over 40+ Output templates to choose from with no explaination. Now I have tried several including "gITF PBR Metal Roughness" because an online tutorial said that's what is necessary to use .glb... Okay done.When I import the .GLB into Adobe Dimension though it's flat on the Z,X axis.Writing this, I notice a .gltf file that I can import. Okay great, it works.So now I export to another .glb file with the texture from within Adobe Dimension?Mercy. Please someone help me understand these procedures. It makes zero sense why the process is so frustrating. Is there an easier way? I'm learning as I go and I don't have the vocabulary to easily find what I'm looking for.
I find the new Bake Mesh Maps feature extremely useful, especially the Match by Mesh Name and Max Distance visualizationHowever, I'm unable to bake other maps like Base color using these features, and it seems to be absent from the options.I suspect my workflow might not align with what's typically anticipated in Substance. My process is as follows:Texture the high-poly model (complex industrial products with multiple parts).Bake all channels onto a low-poly model (utilizing Match by Mesh Name would be convenient). At this point, the absence of a Base color option in Bake Mesh Maps seems to block this workflow.I'd welcome any advice or tips on how to navigate this issue within Substance Painter. Thank you!
It seems like the renewal process should be straightforward, but I'm having some trouble. My product expired today and when I try to renew it, the signup page is telling me to go to step 2 if I have an Adobe ID. After entering my ID, it tells me that it already exists. I'm a bit confused. Can you help me figure out what I'm missing?
Hi!In older versions of Substance Painter, I could select multiple layers with Ctrl pressed.How do I do this in the new version?
I have a problem with my export to sketchfab. i have 3 tiles of udims. I sucessfully export the model with 3 materials( not optimal but will work) there is a problem however with third tiles material. I try to change the setting in sketchfab material setting but no luck. i was wondering if it is something i did wrong with the export or the udim. If the problems is on sketchfab and not on painter just let me know.
Hi, I have an issue with ID map. I want to bake by mesh name High poly model with colors on Low poly model. So than I can place textures by ID maps (colors) on it but when I am baking, the colors are baked to different objects as you can see at the picture. Also I add pictures with options in baker which I changed.If you will help me I will love you thanks xd.
Yesterday, after opening PT to import the model, there was an inexplicable lag, the camera was stuck when changing the angle of view, and there was an inexplicable unresponsive crash. Why?
hello, i downloaded free trial of substance painter on macos and i found that the majority of shaders are pinkish, what's the solution please?
Is there a simple way to properly rotate a Smart Material? This was asked (here) before, but the suggested solution using a filter is not working at all for the "Wood Ship Hull Nordic" smart material (maybe it works on a simple quad, but not a model with multiple UV islands). Having to orient all UV islands to match a specific orientation (such as for wood grain) can be a nightmare, especially since there is no standard for this. It also limits how well we can pack UV islands. Some wood smart materials are oriented with grain running vertical while others run horizontal is seems. Trying to find all the places that need rotating inside a smart material is a also nightmare and that requires us to make rotated "duplicates." It seems like we may just be force to just make our own substances in Designer where we can expose a single rotation value.
Is there a way to hide the standard export presets and only show custom created ones? The standard list is very long and I only need to export with a very small curated list of presets. I suspect the answer is to remove the starter_assets library, but I'd rather not have to do that for this. Any suggestions for how to better organise this would be great.
I'm using the UDIM workflow, I'm baking normals and other maps from a highpoly. They result correct when visualizing the channel Normal+Height+Mesh, they also work fine when exported, but they don't work in the viewport. It shows them as low resolution impeding a lot of the visual workflow, and when trying to use them in a fill layer I get the same low res results and these 'Failed to decode bitmap' errors keep appearing in the log. I'm attaching two screenshots. Seems like it's unable to read the entire texture/mips.PS: I tried deleting the cache, and rebooting, to no avail. I also discovered I can reproduce the same issue on a completely different machine.PS2: I'm on the latest version. 9.0.1 build 2822
I got back to texturing in Painter after a couple of months and while adjusting sliders and texturing, my graphics card crashes, my mouse won't move, everything turns white. Why is this happening? There's always a problem with Adobe products and I mean it. Instead of spending time working in Photoshop, I had to read entire discussions in forums to see why your apps are buggy. I always try to be polite, but it's just not acceptable.Btw, this never happened to me in any other software programs, so please don't come here and tell me my computer is the issue or some other things that are not related.Graphics card : AMD Radeon RX 6900 XT Later editTo make matters worse, every time this crash takes place, it messes up my layers and although the file was saved I have to redo the whole work all over again. Painter creates these weird masks and artifacts in my Fill Layers and the only option for me is to delete everything and start from the beginning.
Can't paint on anything, I can place fill layers and the uv map on the right is below the square it should be in Im using steam to run this
I can't get my high to bake onto my low.
Im unable to update to version 9.0. I check the all changes link and it states that it was "Release date: 2023/06/20". I checked on the updates for Creative Cloud Desktop and it shows no new updates for Substance 3D Painter. When I checked for other verions it currently shows me 8.3.1 and older versions. I am also running into the same issue with Substance 3D designer for version 13.0. How do I go about resolving this issue? "Yes ive tried to uninstall and reinstall creative cloud and the apps"
Hi, I created custom font in Substance Designer and exported as sbsar file. But, I can't import it as alpha in Substance Painter. I can only import it as basematerial. Doesn anyone know how to solve this?
Hello, I get again these messages everytime I open Painter. I know I should save the materials and textures directly to my librabry, but that doesn't seem to work anymore. (had this same issue in the past) Is there anyting I could do? Thanks
When I import my FBX mesh there is artifacting on the parts of the UV map for AO and environment. Im importing this mesh from Blender and there aren't any modifiers being applied. Shading both smooth and flat on export does not change anything. Baking mesh maps does not help. Example:(artifacting on hands when importing the FBX mesh into SP. The rest of the UV is fine) If anyone might know what might be happening here I'd greatly appricate the help, Thanks!
I have finished my character model with all the texture layers, I did some mesh changes and want to update my mesh in Substance Painter to continue working on it. The UV, polycount are all the same, but the mesh has changed, for example, the head is now larger and the body shapes are different. When updating, all texture are messed up. HOWEVER, if I painted from the start in the 2D view/or directly on the UV, how weirdly, it would update and transfer successfully...no matter how I change my model into, or poses. I have seen many people post this issue on the community forum and still to this day it hasn't been solved.. I know the software is based on projection what you did in the 3D viewport, if the mesh changes the shape, it will all be messed up. But why make it work if you painted on the 2D view/UV map? Couldn't you just add a feature that when you paint in the 3d viewport, also be painted on the UV map? It's so hard to paint in the 2d mode, but right now, it is the only opt
Im trying to generate one texture map (for each channel) for all of the parts of my model. 1 model, 1 shader. (unreal) My model is imported into substance from Maya with each part having its own shader label, and I have the UVs set to two different spaces not all in one UV sqaure. When I export my maps from Painter, it generates 7 maps for each part of the model. How do I "group" or "combine" all those parts into one ? Im drawing a blank of the process
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