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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
I've got a barrel I made and have this issue where each polygon side of the cylinder show visibly in the iray renderer. It's a smoothed object, I cant find anything wrong with the geometry or the unwrap, as well as no issues with the normal bake or any textures. Yet when I position the lighting in certain angles it clearly shows all the individual polygons and looks terrible. I wasnt sure if this was a problem with the renderer in substance painter or what. I did 6 assets before this with the exact same pipeline and they all worked great. For some reason this simple barrel has given me a lot of trouble. Not sure if this is related, but I exported all of my other asset's normals using the "Document channels+Normal+AO" output template, yet with this barrel thats giving me trouble the normals looked horrible with that same output settings (with DirectX Normal map), the only way for me to get the normal map on this model to look good after exportin
Hey lovely folks,I need to be able to install version 8.3.1 - or at least a version that's compatible with it. I've had a look in the CC installer under 'other versions' but it doesn't go back that far. Unfortunately, I can't just update the version I need it to be compatible with (the University is using 8.3.1 and in order to be able to work from home on projects, I need a compatible version with theirs. Sadly, no, they won't update, I've asked), so any help as to where I could get hold of this version safely would be really appreciated. Many thanks!
I am new to Substance Painter so please forgive me. I am having trouble with seems on my FBX meshes. The real issue is that if I import an FBX mesh with all materials(UVs) seperated as their own faces I get a seem, but the UVs show up. If I import that same FBX model, but with all faces merged and the UVs only seperated by materials the seem disapears, but only one of the UVs show up. The rest are blank. I will provide examples of both below. How do I work around this so that I dont have seems and all the UVs show up? Un-merged FBX:(FBX unmerged with mats showing in Blender)(All UVs show up correctly. This is what im looking for.)(But there are seems between the faces in SP. I want to avoid this.) Merged FBX:(FBX merged, single object, with mats showing in Blender)(On import of the FBX there aren't any seems. This is what im looking for.)(But only one of the UVs show up. I want to avoid this.) If you have any idea what the issue is, I'd greatly appricate the help, Thanks
Hello. I am looking for some help with substance painter. i have this awfull pixel problem around my edges.After I added colors I got this pixalization at the edge. i tried dividing the uvs on two diffrent materials to add more space for the uv. didnt work. I now realize that probably wasnt the answers.also this is a low poly model.
Good Morning/Afternoon/Night.I am actually searching for some solutions of why my thumbnail scuare only works on the Substance painter open sample but not on personal work. Image 1:The thumbnail is a Sphere, the all day i saw i need to disable the "Simplified thumbnail" like you can see it's of and don't do the scuare thumbnail.Image 2:When i go to File > open Sample > and chose one of the 4 Substance painter projet. It works the thumbnail is scuare. [Image 3] The funy thing is when i do Edit > Project Configuration and change the Obj for the cube i take for example. It works the Thumbnail stay square!.Image 4: Actually i am using this settings for my projects and the image 4 is when i use the fill layer, still having the sphere thumbnail. I know the udims could maybe be the problem, but I test it on a cube whit only 1 udim and 1 matérial, and with an other object with 3 Udims 1 matérial and i can't solve this mystery. Thanx for your time and i
After texturing a character in Painter, model changes needed to be made. TEXTURETexturing was done using fill layers, adding a black mask, then hand painting white areas of the mask. MODELModel changes include ... scaled up overall, thicker arms and legs, longer arms. The model changed but UVs were NOT changed. The UVs are identical to the original model. NEW MODEL IMPORTI used Edit > Project Configuration to bring in the new model (replacing the old model). When I do so the texture is completely messed up. I thought with identical UVs the new model would come in without any problems. What am I misunderstanding here?
In production we consntantly have to revise our characters and meshes based on feedback from art directors, management and legal.Every time we have to make a mesh change it breaks all our hand painted masks. Even if we dont change the position of the mesh and just add an extra small piece of geometry like a pouch or button to the mesh. It often breaks masks in texture sets on parts of the mesh that were in no way changed at all. Sometimes importing in exactly the same mesh breaks the masks.We often have to recreate all the masks again when we update our mesh, wasting a massive amount of time, or we need to export out all our textures and make a new painter file with flattened textures, breaking the whole "non destructive workflow".Being able to iterate on both the mesh and the textures is an important part of a production pipeline.How can we do this in Substance Painter?
Whenever I try to open any substance app i'm met with this message You don't have permission to access "http://commerce-stg.adobe.com/store/segmentation?" on this server.Reference #18.14c5f7bd.1698288605.18c1d1ae i have tried to renew my student licence but an error appears telling me that my code has already been redeemed (it has, i've been using substance with no problem until now). I recently got an email from Adoe informing me of some payment issues but i had paid no mind since the only licence i have is the student one for Substance, therefore it shouldn't be a prolem. I don't understan what's causing the issue. Any help would be greatly apreciated.
Every time when I start a new project, on selecting the mesh window Painter crashes.Painter Version 9.0.1
After watching numurois video tutorials, i still seem to be getting the same outcome. When adding the opacity map, i seem to get this weird grey showing up where it should be fully translucent. Textures were done in Marvelous Designer and imported over.
Hi, I was trying out the new path tool yesterday and it was working fine (each vertex was individually editable), except that sometimes clicking on the pen icon wouldn't allow the path tool context menu to appear. If I restart Substance painter, the pen will work for a while before it stops (switching between paint brush, polygon tool and back seems to trigger the issue). I decided to look for updates and updated Substance painter to the latest build. Now, the vertices all change along the path and not just the ones I've selected. Still having the issue with the pen context menu not being accessable as well. Not sure what the issue is, but I also didn't see another topic open on it. Thanks,
Hi!I made texture in Substance Painter, but when I imported it to Maya the height stretched horizontally. How can I fix it?Look the print screens bellow:1) Perfect in Substance Painter 2) Imported to Arnold Maya 3) Adjustments in Arnold (Subdivision & Displacement Attributes) 4) The problem of stretched height continue
Hi, I am trying to make export presets to work with our pipeline. One of the things I would like to put in the name is the texture size. I have tried ($size) and a few other variations but nothing seems to work. There is no documentation of the valid export flags. Can anyone shed any light here?
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