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Hi All I tried importing an obj and for some reason the object will not appear in 3D Substance Painter. I exported the obj from CLO3D. I have tried importing the obj into Substance Painter by dragging the file into the 3d window and also by using the File import method. Neither method works and I've tried several times. I have gotten several error messages in the logs: What does "[Scene 3D] OBJ: No object detected to attach a new mesh instance." mean?And what does "[Resources List Model: Icons memory budget set to 100MB" mean? When I look into my settings it says +500MB. I appreciate any help anyone can provide.
as the title suggests, for some time I have been facing a problem where my substance painter keeps crashing every few minutes, sometimes it will crash as soon as i open it again. Opening task manager after substance painter goes "not respodning", it shoes 0% CPU and GPU usage with RAM being used same as before crash. Is there any solution to this? any help will be appriciated 😞
(This is for substance painter) I don't know what to do 😞 Any ideas?
Sorry for the long incoming post but I'm losing my rag with this one... So, on Windows 11, Substance Painter throws me the 205 error box when launching and despite having multiple 2 hour+ screen shares with Adobe's support team, the only solution they have for me is to create a new user profile on Windows and use that instead. Using a new profile is not a viable solution for me (I can go into more detail on this if required) but I'm basically wanting to rule this out as an option. The annoying thing is that I have two other applications on CC (Substance Sampler and Substance Designer) which both work fine, it is only Painter that is having the issue. My administrator account (separate from the one having the issue) can launch Substance Painter just fine, but it's a really inefficient workflow for me to have to switch over to that account whenever I need to texture something. As I mentioned I've been on over 4 hours of screen share calls with Adobe where they h
I have an issue where there is an apparent seam. yes I could hide the seam behind toward the wall I guess, but it still doesnt resolve the fact I have a ugly seam. as you can see in one of these images i made a custom material and there is no seam apparent. I want to use the height map to create displacement to make a more corrugated mesh from the air duct tubing material. with it having a ugly seam, it causes issues. thoughts on what this could be? or is this just another apparent issue that has yet to be resolved from adobe. a bit frustrated is all. I even made sure to ahve the shell straight, and made sure the dilation is at least 32pixels of dilation for the uv shell space between eeach shell. it is a wee bit annoying to say the least. uv border distance doesn't work unless I might be doing it wrong but followed a few tutorials on youtube but to no avail.
The title might not make a lot of sense as I don't really know how else to explain itMy question would basically be:Is it possible to export all of those mesh maps as a single texture? As opposed to getting a different .png for every single mesh map? I like working in PBR, as the mesh maps really help with some things, but don't need it for what I'm using the models/textures for which is why I want single-image exports.I've been using the output template "2D View" which almost achieves what I want as it creates a single image, but it also takes the HDR lighting into the image. This causes the texture to have lighting 'baked' onto one side of the model, but not the other.
When I load the low (no baking) the color goes through from the body to the shirt.But no problems with the edges not being welded, and it only happens in Painter's viewport. Version 9.0.1Window 11
Can I use the 2D/3D screen separately when using the dual monitor as in the screen?
I know we can import .abr Photoshop brushes into Painter, but can the default brush alphas and the shapes in the Alphas category be exported from Painter in a file type that Photoshop can use (like .png, .psd, etc)? I assume not, as using Export Resource only copies the native Substance files to another folder, and dragging them into Photoshop directly doesn't work either. Thanks in advance for any information.
I'm a university student trying to get the Education license for the Substance 3D Collection. I'm not renewing a license. I've tried using three different emails on here. The first email I tried was my university email. Trying the emails the first time would give me a "Successful Request" message, but I would never get the email with the code. Trying the email for a second time results in a "UniqueID Already Exists" message. I've double-checked the emails, I'm typing them correctly and there's nothing in the junk/spam folder.I'm really not sure what I'm doing wrong.
This piece of code doesnt point to any starter assets but it is supposed to point to an export preset. Please help me how to get url of a export preset
Hi, I propose adding a scene graph similar to how the scene graph in katana works. Where one could see and select geometry but also hide geo when it does not need to be viewed.
I have no idea what's going on here. I'm trying to bake my high poly asset to my low poly asset, but I can't even get that far in the process. When I try to import my low poly, which comes from Maya with nice, clean, blank UV's, it just throws all this random crap on top of the UV, completely destroying it. I need to get this baked over ASAP for my assignment, which is due this weekend.
There are 10 meshes that show up unexpectedly as errors under 'matching by name'. I double-checked my mesh in Blender and could find those 10 meshes. I only have 7 meshes for the highpoly group and 7 meshes for the lowpoly group. How should I fix it?
After I imported sp from blender and made bake mesh maps, the effect of paste material ball was reversed, such as brick on brick, soil on stone, I tried various methods but couldn't solve it. Strangely enough, I had no problem using the original cube in blender, but once I made the backlog myself and then imported the sp effect after the smart uv
i been using substance for quite awhile now and i have been getting more and more crash and critical error, from time to time, just now, 30 minutes ago i just got a critical error, again, not only do substance crash, but it also froze my laptop, my discords and my task bar is just mess up: i got a weird purple box on the left on my screen after reopen substances, not long after is crash again when i tried to export the texture filehappen after the 2nd crash ^ here is my laptop rig: Lenovo legion 5NVIDIA GeForce RTX 3060 Laptop GPUAMD Ryzen 5 5600H with Radeon Graphics32G of ram.win11, OS build: 22621.2428 my substance version: 9.0.1 i have updated my Nvidia diver to 537.58, and my AMD as well yesterday, the critical error happened more then 5 time over the span of 3-4 months, i gotten 3-4 substance file corrupt, is just gone, only my texure map are still there
to preface I have:AMD Ryzen 9 5900HXAMD Radeon RX 6800M GDDR6 unfortunately, every time I attempt any action in Substance Painter, even something as simple as a fill layer, the program freezes and I get this pop-up. I've tried increasing the cash budget to 2000 MB to no effect and I can't seem to find any solution online. any advice is appreciated.
Hi.When trying to color an FBX model exported with Blender,there are some parts that cannot be colored.All materials are combined into one,and the surface orientation of the model itself is correct.Please let me know the possible causes and solutions.
I have found that, with a particular set of geo, substance painter is altering the shape of the geometry.Unfortunately, I can't share screenshots (NDA), but I will describe the issue.I am working on a mesh comprised of several different pieces. A number of which crash into each other. When visibly comparing my original geo in maya to what gets imported into substance I can visibly see that the positions of various pieces have changed and when I look at the ambient occlusion map that is generated by substance when imported to mari I see that there is more shifting around of geo than is obvious by a naked-eye inspection of the geo itself, as the ambient occlusion does not match the actual geo crash points many places even though it looks correct in substance painter.Troubleshooting steps I've tried:- I have generated and exported my ambient occlusion maps multiple times for checking in mari- I have checked many times over to be sure of which geometry I am using in substance.- I've export
I've seen questions for this go back to 2016, but I still can't find a way to move a paint layer (with a line drawing on it) to another place on my model. Any tips? Is a move feature still not implemented?
I've searched all over for any answers to the issue I'm having with no luck. I created a low-poly mesh in Maya, UV mapped the mesh over 3 separate tiles, then sculpted it in Mudbox to extract the normal maps. I want to work on it in Substance Painter, but the normal maps only show up on UV tile 1001. Each part of the model has a different material, so thats not the issue. I don't think the exporting from Mudbox is the issue either, since they show up fine on the 1001 tile. This is the normal map placed on the correct UVs in 1002. It is not visible in the viewport.This is the normal map placed on the incorrect 1001 tile. It is visible in the viewport no matter what map I plug in.I'm posting here because I'm lead to believe that it is an issue within Substance Painter. If it isn't, at least I could narrow it down and keep researching. Any help?
I'm using SP 9.0 and trying to generate the height map from the diffuse map. I created the anchor point for the diffuse layer but cant link to the fill layer for height map. All the layers are setting up correctly but cant open the anchor point tab for selection.
Hello, does anyone else have this problem? I'm not sure if this is a setting I need to disable or what, I really need help on this.Video
I was painting the normal and tried to fix some baking errors on my mesh in SP. I tried this method before, and it works pretty well. Then, I noticed that whenever I paint over the mesh, some weird stains appear on the surface, or I call them specks of dirt. How should I fix it?
Hi, I'm working on a school project for which we've been provided a high and low poly mesh (maya file) and are supposed to bake the high onto the low poly using substance painter. I applied hard and soft edges and while some bake just fine, a bunch of cylindrical shapes completely ignore the soft edges and bake hard edges instead. Below the mesh with only a baked normal map in substance painter and the same mesh in maya. I have tried several things, but to no avail. Baking this mesh without projecting the high poly onto it doesn't cause any issues, only when baking the high poly does this arrise. I have tried baking with both the regular mesh and a triangulated version, both with the same result. I have also tried using .Obj instead of .FBX but once again with no results.
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