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Hello, I can't figure out how to fix this. My Painter template files always (for at least the last year) start out using a depreciated shader, "pbr-metal-rough (Outdated)". This shader is bugged and does not work properly, so I always have to manually switch to a different shader and then choose pbr-metal-rough again to force Painter to use the correct shader. I can't seem to get my templates to use the correct pbr-metal-rough shader by default, even if I save a template to use a different shader entirely it always starts out with the Outdated pbr shader. My shaders load slowly so each time I work in a project I have to remember the shader is bugged, wait several minutes for the shaders to load, and then pick another shader and back to the pbr shader to correct it. How can I force Painter to recognize the updated pbr-metal-rough shader? Should I reinstall entirely? Documentation seems to indicate these defaults are updated with each Painter update so I'm not sure if manually
Hey,I have constant crashes when i reimport the mesh, no errors, SP just hangs halfway thru, and then goes unresponsive. . Ive tried several drivers without luck, the scene im loading is a full plane exterior, its not too crazy on polys, renders perfectly well in blender and MSFS. I have tweaked the time out delays on the GPU to give it more time before windows kills the GPU, but that didnt help either. Im stuck, i dont know if its a GPU issue, CPU, RAM, no clue. Specs are pretty standard and should easily handle the scene (6950XT 16Gb, 32RAM, Ryzen 7 3800x, SSDs, about a billion Gigs of temp size allocated to SP only on an SSD...) Scene is about 6 materials and 113K vertices for the lot.Tried importing a version that leaves out 50 or so objects and their shared 2-3 materials, still crashes. Latest pro AMD driver, no good, latest game ready driver, no good eitherAttached is the log up until the crash, cant really find anything too useful in it Thanks for the help
G'day,I'm new to using Substance Painter - but I've been dropping decals as an alpha just fine so far.Today I've done exactly as I've done previously - but I don't have any Gizmo controls in the viewport.Currently I'm dropping decals onto the UV map which is a pretty painful process.Does anyone have any suggestions?
Please add a simple fall-off option in paint mode.The idea is that the user can take any alpha, texture, or brush and be able to fade out that alpha or texture from the outermost edges. So the borders of the alpha are not visible when we stamp it.Whenever I want to use an alpha, I have to do this manually in Photoshop for every alpha or texture in order to use it in substance painter.Like in Zbrush, we have an option called Focal shift. It feathers out the alpha so that the harsh border of the alpha is not visible.
Is baking a high poly onto a low poly viable when you have a mesh that is going to be seen from multiple angles? I don't think so, but I'm not sure.
Hi guys, I am new to substance painter. I need to create a jute bascket texture with displacement like the attched reference image . In substance painter I tried to make a seamless texture using tiling option but it was totally faded out. I don't know what's the correct workflow to achelve this. Additionally the bottom of the bag looks spiral pattern and the top edge looks ups and downs (weaving). How to achieve this result? Regards,Vasanth
Hi, I would like the functionality of creating folders in my library to help sort smart materials and textures.
Ideally it would be good to hide parts of a mesh to aid painting complex interior forms, I'm working on a mesh that is a scan of the Endless House - it's a complicated shape and trying to navigate around the thing is impossible, Is there a way to hide certain parts of a mesh - for instance the exterior walls so I can concentrate on painting. It's a single mesh with one texture and no Udims.
Hi im trying to get a layered effect with some shapes im painting with height, except the height always seems to blend with that thats already there 😞 . Is there a way i could get any height/normal information to be 'clamped' to the one im painting (if that makes sense?) thanks for any help you can give!
Hello, I got some models Ive been knocking out. I did some smaller versions they look fine. For some reason the large one in unreal is giving me some face issues like its not reading the height map on my buildings and causing them to look wrong. I have tried many varients of exporting the model different. Here on the left is a quads version. on the right its a Triangles version. The thing that is annying is it looks perfectly fine in substance painter. Anyone hit this issue before? Any assistance is greatly appreciated! If it helps seeing my normal maps are all facing out correct too. So it doesn't appear to be normal maps. (This is a versionw here I used N-Gone tool) I have a version where faces are all still quads. Same results.
Hi there so I was working on baking the high poly detail into my low poly. Now I got these issue and just like to know what are they and what causes them and if suggestion for what I could to fix them I appreciate it but I feel it best if i know what they are and cause them so I can learn any I encounter.I'm including pictures of the objects and the effect they have on the normal and ambient occulsion map. There are these detail that the arrow point to and not sure what they are and all. I like to know what issue they are and causes them plus how to fix them. Thank you.
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?
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