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When we are in export textures window we need to click to export and it would help to be able to use the enter key to do that rather than go with the mouse. It would make it more quick to export.ctrl+shift+e and enter and the texture export right away 🙂
Hi everyone,Nooby question here, i should have asked a long time ago: i recently realized that with most of the assets i work on, if not all of them, i use to set some custom display settings before starting to work: simple stuff like activating tone mapping and custom color profile. I got used to do it, it doesn't take that many seconds, still it's kinda tedious to have to do that every single time. Is there any way to set custom display settings that don't reset everytime i open Substance Painter?Thanks to anyone that might reply back 🙂
I need to set specific setting in the Project configuration, like some of the color management settings. I can't see a way to do this with the python API. Is there some way to change these settings with scripting? NB USe of the OCIO env var is not enough/what we need. Thanks in advance!
下記のようなエラーが表示されてsbsarファイルを正常に読み込めません。[EngineProcedural] Substance をデコードできませんでした。resource://project0/Icecream/icecreampattern?version=586b319e067ce9c6c7e4a0ec7ce6e39992b59e86.sbsar
So I opened Substance Painter and both your_assets and starter_assets are missing (all materials, brushes, generators, filters etc. everything) . If I go to their folders, everything is there, but in Substance Painter they are not showing up. My Substance Painter is up to date and I last used it about two weeks ago and everything was just fine.
I love the path tool. It's perfect for laying down panel lines and paint stripes, among other things. I do have some ideas to increase its functionality and provide better quality of life for its use:Fill mode for closed loop paths for masks and color/height/etc. information.The ability to set default options for corner/smooth vertex types, and for the Path tool to remember what was previously selected when creating new paths.The ability to select and move all vertices as a groupThe ability to snap to lines and vertices of other pathsThe ability to select brushes (for example, alpha stamps) to be applied on the start and end verticesThe ability to 'center' the placement of alpha stamps and etc. instead of starting the placement at the beginning of the path. (Red x indicates current behavior, blue x indicates new optional 'centered' placement behavior.)The ability to alternate rotations for each alpha, brush, and etc on a path. (Orange indicates a 180 degree rotation on stamps from gree
It would really help me out ot have access to the original scale of the scene before normalization from script. I asked for this several years ago but haven't seen it added yet. I have a custom exporter that needs to transform objects from the Painter scene back into world space. Currently I have to figure it out myself from the input FBX file, but users don't always have that available.I did notice that it is now accessible to shaders via the 'scene_original_radius' parameter. That is awesome, can we get it available to Python too, please?
It's 2023 and I still have problem with the the ring and lable poping up in Substance Painter, + the slight lag on the sliders on menue items. This was not a proble before Adobe took over. [Moderator: Please don't reactivate a 6 year old thread. Besides, this is here the Lightroom forum. You wrote about issues with Substance. The couldn't be the same problem.] [Moved to the appropriate Substance forum]
Hello ill post some pics of my project, i recentlly just purchased substance painter and im having some issues with importing and painting, the paint being applyed is coming out all jagged and dosent look right, is there something i can do? here are some pics of my project. P.S My Model also comes out nice in UE5 no issues.
Hello friends, I wonder why my mask turns blurry when rendered from stager, even in painter is already looking blurry. I cant seem to figure it out. Please let me know if there is anything I can do to get a sharp effect like the one shown on the sign on the top left. Only the signs at the bottom and the right look blurry. I have includded the image im using to mask the bronze material and height layer.
Hi, as I import a model into SP, I get strange artifacts on my UV Map. Looks like Substance tries to "connect" polygons separated by seams. There is nothing wron with UV map itself. Can someone tell me where to look for a problem? Thanx
In production the model changes after feedback. The textures need to be updated still. When I import the new model change into Substance Painter, the 3D paint strokes are reprojected at the previous locations of the old model and end up not lining up with the new model change. This breaks any kind of use in production. SP is built assuming there are no model changes, which is not production friendly. Model changes are common.We should have the option to set projects to not record brush strokes in 3D space. Looks like when I paint in the 2D UV window, the re-projection is ignored and the paint there applies correctly to the new imported model. This should be the same behavior with 3D painted strokes also. SP is currently biased towards a workflow that assumes that the model always stays the same and that only the UVs change. This is the case less than half the times when we import a new model. Most of the time it's actually a model change that warrants the textures being
in MARI, you can use luminance and inverted luminance options to paint based on the luminance values in a projected mask. Depending on which option you select, you'll get different results where more paint is brought through in either the black or white pixels. This option would be a great addition to Substance.
When i'm using smart mask "Dirt ground", brown colour on light materials doesn't appear
Hi,I am a I am professor and I am teaching 3D modeling and 3D Game Environment this semester. I am trying to download Substance Painter and there is no option for download (Same in Creative Cloud). It says Learn More and when I click it goes to a tutorial page. Also, How would my students get access? Thank you for anyone helping me.
I noticed in recent months old API reference page was removed (it had a dark theme). This help page doesn't have python API at all, only JS - https://helpx.adobe.com/substance-3d-painter/home.htmlThis page seems out of date and doesn't include anything from v9.0 AND all links throw a 404 error - https://helpx.adobe.com/substance-3d-painter-python/api/changelog.htmlHow are we supposed to work without a complete API reference?
I have a mesh set up to use UDIMs.I baked the mesh maps (AO, curvature, position, and wsNormals) in Designer.I then imported the model and mesh maps into Painter.The model is correctly set up for UDIM work flow - it has a single Texture Set and all of the UDIMs appear in the 2D view correctly.The imported baked textures also correctly display as UDIM textures in the LibraryHowever, when I try to apply an imported baked texture as a mesh map, it incorrectly copies the 1001 UDIM onto every other UDIM slot.This behavior just appeared recently.-----------Substance 3D Painter, version 7.4.1Build 1418 - 7c8c2fc4fdff1f8e3d4000066a023321898b6277-----------
Hi I`ve noticed a change in the behavior of painter when it comes to 3d stroke reprojection or at least i think i do A few years back i did some reprojection tests with both moving and scaling of the mesh and i remember it being able to reproject the strokes in a consistent manner according to the new bounding box rather than the old one. now when i try to move the mesh it simply won`t allow me to reproject since the mesh moved outside of the previous meshes bounding boxand when i scale it within that bounding box it will reproject the strokes according to the old bounding box rather than make it relative to the new one, so strokes will suddenly be somewhere else on the mesh. so is there an option to still do this reprojection according to the new boundingbox?
Hello. Writing the file and mesh name while exporting gives me a problem. Then I have to delete one of them from the maps one by one. I think it has a setting, but I don't know. I just want a name to be written. How can I do it? Thanks.
Substance Painter 2023 Steam EditionWindows 10 Currently trying to automate part of my Baking, and i've been trying to add a High Defintion mesh within the Mesh map using python BakingParameters.set({common_params['HipolyMesh'] : "C:/Users/User_Name/User_File/cowTest/Cow_HP.fbx"}), however it keeps throwing a "File does not Exist Error". However when I manually select the file it seems to work properly. I was wondering if it was a bug, I was missing a step, or that it should be done another way. Any help would be greatly apperciated Thank you.
Current trying to create a python script that will export a custom Output template in one click. I'm trying to use a custom preset from an external location, example "C:\Users\Name\Documents\Adobe\Adobe Substance 3D Painter\assets\export-presets. The custom preset is called Test_Preset.spexp. export_preset = substance_painter.resource.ResourceID( context="starter_assets", name="PBR Specular Glossiness") The variable above will build the export preset resource URL for output templates that comes with Painter, but I cant seem to locate what the context should be if I use a custom preset. export_preset = substance_painter.resource.ResourceID( context="????????", &
hi, i'm having issues with my substance for some reason whenever i paint or fill my model with color a brown looking texture appear and overlapping on my texture, it seems like a visual glitch but i'm not sure. my substance was working fine the other day until this point
What causes these weird rectangular shapes on my glass bottle in Substance Painter?
Hi there....I'm a game artist that has been using Substance painter for a 3 years or more.I know there is a bevel filter, but I have no idea what to use it for and I have found no good examples of how to apply it to a workflow.I was thinking it would be a filer that you could apply to a model or parts of a model and it act like a chamfer or fillet, but that seems not to be the case...Can anyone point me in the direction of good examples of how to use this filter please?Many thanks
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