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I accidentally paint two diferents colors in the same layer in my texture painting, i need help to separate them, or at least remove one specific color from the layer,I would like some help; no tutorial or forum has helped me so far.
I just got the newest version of substance painter (9.1.1) and i'm having trouble with the screen recording option.I have a mac and it says that I have to allow substance painter access to the screen recording option. However, it just simply does not register. Which does not allow me to start the early baking process...I have restarted my computer, gave it access multime times, I have restarted the program multime times as well. But still the problem persists. Does anyone know how i could be able to fix this??
When painting textures, there are situations where I need to add a new channel (for example, Opacity) at a later stage. Currently, when a new channel is added, it is automatically enabled for all previously used materials, even if I do not want those materials to use this channel. I would like to have control over how new channels are applied to existing materials. Specifically:An option to automatically enable the new channel for all existing materials, or Have the new channel disabled by default for existing materials and allow the user to manually enable it per material. This could be implemented as:A confirmation dialog when adding a new channel, or A project-level preference that defines the default behavior. This would prevent unintended changes to already finished textures and improve workflow flexibility.
I’m trying to find the right workflow for my project. I have an ipad where theres several materials and im using vertex colors to add my materials but I just want one texture set. I’m working in Cinema4D. Does anyone know how to accomplish this?
Hi! I don't see anywhere which version is Substance Painter (checking latest, 11.0.2) of pxr USD is using.Also, I'm unable to find any python modules, so I guess it is compiled without python support, probably because it doesn't seem to have use since usd scene manipulation would break a lot of things, but it would be handy to do queries inside our pipeline for example.
Hello. I added some plate polygons to add some flair to the model. Then I added a color material to the plate polygons and baked it again. However, doing so caused the previously normal drawing to collapse.I checked it several times, and it was the exact same model except for the plate polygons, and there were no problems with the color material. Therefore, I consider this a bug.
I am trying to make a GLGS shader for SP that looks Toon/Cel shaded and shows the diffuse textures but I can't make it work, I also downloaded a buch of shaders but they either don't work or are not what I am looking for.Does anybody has a link to a good Toon shader?
I need help fixing issues with the latest version of Substance Painter.It's becoming almost impossible to work.The first bug I encountered was objects becoming transparent when I scrolled. Annoying, but not too much.I also have different channels that disappear randomly in certain places, but hiding and redisplaying the materials is usually enough to fix it.The most annoying one is this: when painting in a mask, visual bugs appear, but more importantly, what I've done randomly disappears. (see in the video) Sometimes it suddenly becomes very pixelated with no way to go back. Substance Painter 11.1.2Windows 11
For bake maps imported at file creation, the auto-updater doesn't do anything either by itself or when manually clicking update assets. The only thing that reloads that map is the old method of right clicking and choosing Reload. Substance Painter Version 11.1.2 Build 5115Windows 11
Has anyone encountered issues upgrading from v11.0.3 to v11.1.2 (any version above 11.0.3)?Specifically, I am getting crazy black and white striations in my viewport when in 'material view' mode (see grabs) when opening in v/11.1.2This only happens with some of my projects (about half of them). All of the projects I have tested were completed in v/11.0.3, and textures were successfully imported/applied to the same corresponding meshes in UE5.A few notes:- All of my projects (good and bad) have the same color management settings (see grab)- All of my projects Channels (good and bad) are perfectly fine in isolation.- The only thing that chills out the 'striations' is turning off 'Activate Temporal Anti-Aliasing' in the Display Settings. This only chills them out a little though, just enough to see materials peeking through the harsh white lines.I have tested every variable I can think of and have reached a dead end in my brain.
希望能像3DMAX的此功能,在镜像绘制的时候才能画出完美图对称图形
Hello, I've encountered a problem with the layer and layer mask display. In the previous version of Substance 3D Painter, the layer and layer mask display was a 2D unwrap. Now, the layer mask is displayed as a mask icon, meaning there's no mask preview, and the layer itself is displayed as a 3D sphere with a UV map applied. Could you tell me how to adjust this display? Here are examples of how it was before and how it's now.
On Linux, Substance 3D Painter 2025 has a regression in version 11.1.2 where the color picker modal window no longer appears.Versions 11.1.1 and 11.0.3 work correctly on the same system.Since Steam does not allow downgrading, could you please expose 11.1.1 as a beta branch so Linux users can continue working while the regression is investigated?This would be extremely helpful for production use.i have nvidia rtx 5090
Hello Together, I would like to request a free educational License for the Substance Suite via this site of yours: https://substance3d.adobe.com/education/I know that i once already acitvated this license, but i want to renew it!Unfortunately, when i put in my adobe email, it says "request succesful" but no Email shows up in my Email Server. I tried using different accounts but the problem consists. I also tried putting in an E-Mail not connected to any Adobe Account ,in my case educational, inside but it didn´t help.I saw in other forum threads that this is not a new Problem.But I also saw someone from Adobe, that asks for their E-Mail, in Order to help. That would be great!Thank you
Currently the way strokes are stored in 3D space makes Substance 3D Painter a really cool tool for non-destructive workflows. I love how you could literally change the topology and UVs and keep your texturing work.Unfortunately this becomes a bit of a problem (specially with character work) where I keep doing modelling updates (no topo or UV changes, just shape) and reimporting the mesh would make my texturing work break, as parts of the model move around a bit but the strokes stay in their original place in 3D space.It would be really really amazing if one could choose to update stroke position based on topology instead of 3D space. Even if its not perfect, most texturing work is through masks anyways. Existing stroke points would have to bind to the model (similar to a Maya wrap or a Blender surface deform) and move to their new position. If using face normals this could even allow rotation. This would unlock full non-destructive workflows in Substance 3D Painter.At the moment, my on
HelloCannot enter text into some strings/field, like search bar in substance 3d assets, other like in Y position of HDR… I can click the field, but when typing nothing happens…Substance Painter 11.1.1OS-X 15.7.3At startup I got some errors message about missing fonts, not sure it is related.Any idea ?
Hello Adobe Team,I’m writing this message out of real frustration, but also because I genuinely believe there is a huge missing tool in today’s 3D workflow.I am a 3D artist, and I create my own HDRIs because I care about lighting consistency, artistic direction, and originality. But honestly?Creating a custom HDRI today is a nightmare.To create a single HDRI from scratch, I am forced to jump between:- AI image generators to get a base idea- Photoshop to clean, fix projections, and manually adjust equirectangular distortions- After Effects to add atmosphere, glow, sky effects- HDRI Light Studio just to properly shape the light- Blender to constantly test if the HDRI actually worksThis is not creativity.This is technical survival.Because of this mess, most artists simply download HDRIs from the internet. Not because they want to, but because the industry gives them no real tool to create their own easily. This kills artistic control and breaks creative flow.And the worst part?The problem
Hello fellow creatives. I'm new to Substance Painter (like, very new) and have recently begun experimenting with texture baking models, which I typically create in Maya. The issue that I can't seem to overcome involves the high-to-low poly baking process in Substance Painter: the texture maps don't seem to be getting applied to my low poly model; no matter which settings I use, or solutions I've tried to implement upon watching YouTube tutorials, nothing seems to change my results. I'm at my wit's end and not sure what could be the problem beyond a possible issue with my PC specs? Would love to get some pointers on how to resolve this issue. Thanks in advance!(I've included some screenshots of my models in Maya and Substance Painter [pre/post-bake])
Hello, I am new to Substance, I need to make approximately this wood texture. I know that I can manualy hand paint it but I but I would like it to be done automatically.
I have set the Height Map export to be .exr 16f (also tried 32f) in an output Template while the other output maps are set to either 8 bit or 16 bit .png files. (see image) below: However when I select this output template for a mesh, the "List of Exports lists all of the outputs as 8 bit .png files. (I also checked the exported textures and they were all .png's) So, either I am doing something wrong or you are not allowed to mix output types for maps in SP? I also checked the exported textures and they were all .png's Any guidance would be appreciated. My objective here is to get the best quality output for the height map as I want to use it in 3ds max with Arnold renderer as a displacement map. I would like to keep color and roughness and the other maps as 8 bit as that works fine for them.
Hello , i am contacting you because i can not download Adobe Substance 3D add-on for Blender from the official website and when itry to download it it shows Sorry, we couldn’t find that page. Can you help me please? thank you in advance
Hello. Since version 11.1.0 I noticed that pen performance is much worse compared to version 11.0.3 (tested both in identical scenario). While on a new file it not as obvious, when complexity increaseses pen strokes with Windows Ink enabled are very unresponsive. Turning Windows Ink off or using mouse for painting makes the strokes smooth again (losing pen pressure in return). This is not the case with 11.0.3 where brush strokes are responsive regardless of Windows Ink status.GPU: RTX 5090CPU: 13900KRAM: 128 GBSSD: Corsair MP600 ProTablet: Huion Kamvas 24 Plus
Hello,I would like to suggest adding the functionality to name textures on export based on their Udim descriptive tag, rather than just the texture set or numerical Udim identifier.This way I could export textures with a similar descriptive naming as if using distinct texture sets.This type of naming is required by the project that I am on and I don't want to have rename all my textures post export.Also, using seperate texture sets is not an option, as I need to paint across UV tiles.Thanks
I needed to export a single "material preview" texture today and realized it can't be done. I never considered that this wouldn't be possible, though I know it's not normal anymore for a game to use one texture. I ended up screenshooting the material preview and managed to get what I needed, but I would perhaps like the ability to do that again as the need arrives. However, the screenshot work around is fine.If there is a way to do it and I have overlooked it, please let me know.
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