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Hello fellow adobe users/admins,I encounter a problem with Substance Painter 3D. I recently upgraded my pc and re installed Windows along. I downloaded Creative Cloud and have still access to MOST of the Adobe Softwares that I use for my studies (PS, iLL, Premiere, AE, ..).The problem is I cannot download Substance Painter anymore (along with Designer and others that I need and could previously access) tho I had it before with that same email address/account. I only have the options to ask for a new access, or go for Trial version (which is not conceivable for my student status).When I ask for access I receive an e-mail with a code to use on identit-E to verify eligibility (which should be already done since I can access the other programs as a student), but it tells me that both my e-mail address and the code correspond to nothing in the data base. So I contacted them and they replied that they have nothing to do with those types or errors, can't help me on that matter and Adobe is th
I'm not sure where the problem is. I've exported textures, baked maps look good and all, but after importing in Unreal Engine text looks like it has warp on it. Here how it looks on Painter: Is that a mesh error? Texture maps error? UE bug?
Hi, how do I export this texture to only have the "X" but not texture the rest of the model (basic blender white) as well? On the roblox game engine, they have their own textures, but I only want the X to be on the texture, not the default white background its on.The barricade on the right is using the roblox texture, when I apply the texture from substance with the "X" it makes it white some reason, when I only wanted the "X".Sorry if this is confusing! Beginner here haha, thank you for reading.
As the title say: Where is my license key and software? I bought from Allegorithmic several license Keys for Substance Painter and Designer. Befor Adobe bought that company i could login and i could download the software. Now everything is gone. Both accounts uses the same Emailadress. Simple question: Where are my payed licenses????
Hello, I was hoping someone could tell me how I could run/trigger python scripts without using the start and close definitions shown in the examples. Currently, I am launching painter via an external python script using subprocess.call([substance_painter_path])What I would like to do now is run/trigger my other python scripts for painter directly from that external python script (Open Project, Rebake Textures, Export etc.) But so far I have only been able to run those kind of scripts via the Python drop down, and using start/close plugin definitions. If someone could explain this to me I would really appreciate it! Thank you!
Buenos tardes, como están? Quería realizar una consulta, ya que pague la licencia de Adobe Substance Designer y Painter y veo que no se actualiza como la suite de Creative Cloud, porque no lo hará?Hago esta consulta porque miro algunos tutoriales de las ultimas versiones de Painter y yo no tengo las ultimas herramientas.
Hello About UDIM showIn many videos on youtube you can see that uv-tiles (udim) are shown togatherСоздание проекта UV Tile UDIMs Substance Painter - YouTube But in my case all uv-tiles (udim) are shown separatelyhttps://youtu.be/XLpMGiUQQaQ How to show all them simultaniously?
I want to save my project and for the first time it throws an error and won't let me save it. Attached image. I need urgent help please since it is my end and I have to deliver it
Textures end up downloading and then being basically empty this is a mesh with the same material applied on it.Ive done this before with other projects thousands of times.
I'm not sure if this request ever came up, but having turned off channels by default when creating a fill layer would be really helpful, especially when working with just masks.Each time I create a layer Substance has to recompute color/normal/height, etc. Which takes time, and really annoying.
Hi there.I'm having a very strange issue since a few days now.If I try to export my textures with padding activated (dilation+transparent) and set it to 4 or 6 the texture doesn't expand its size anymore which it used to do before.I need to have this expansion otherwise my texture would have a very ugly visible seam.No matter what setting I use the texture remains its original 2D size and it doesn't change anything.I'm really at a loss right now and need help. I also added a picture of the settings I always used when it still worked.I'm using the latest Version (Substance Painter V9). I'm on Windows 12 V22H2.
Hello, when i bake this undesired artifacts pops out in this specific zone of the mesh does someone know why this happens and how can i fix it?Thanks a lotthis is the weird shape after the bake.This is my mesh i want to bake.
The seams on the base colormap when using the baked lighting material are being drawn and exported.Dilation at full.Seams I've tried hard edged, avaeraged.Not sure what else to try.first image base color texture, Second with just a fill layer , third,baked lighting material on. all default settings.it worked around January time.
Hi I have a question about Substance Painter. I was wondering why there isn't a Text tool available, similar to the Text Node in Substance Designer so that you can choose your font and adjust the text.
After using Painter for over a year I still get lost in the menus.I find the UI in Painter much harder to read than in other Software, and here is why, let's take "World Space Normals" as an example:The properties panel is a very long list of options without subdivisions, meaning the only visual indicator for another type of parameter is a bold text setting with a little arrow.So jumping around in the menu is not very intuitive, because what really stands out are not the categories, but the sliders and the "Invert False/True" buttons, which don't help finding what I'm looking for.The distinction between a category (in this case "World Space Normals") and a subcategory (i.e. "Right to Left") is merely a little offset, otherwise they look completely identical. Again, this is hard to miss, especially when you don't want to collapse the category you're in and need to go back and forth between categories a bit. These issues get much worse with more complex generators like the mask gene
Hi, I have this layer with planar projection which should apply dots all over the mesh, but it does just for the left side. But if I preview the mask It apears correctly. The layer is at the top of the stack too. Please let me know if someone has an idea of what happening.
This may not be considered a bug, but the texture category in the World Space Normals generator (and probably others) feels buggy to me:When I set "Use Texture: False" the texture settings disappear, suggesting that they become irrelevant and won't apply.But clearly the texture opacity (while not being accessible anymore) still has an effect.
I've done some looking around on this issue and so far nothing has worked. I'm relatively new to Substance so I may be doing something incorrectly in my workflow. Here are my specs: Substance version: 9.0.0CPU: AMD Threadripper 1920X 12-Core (also have the issue on an i9-9900K)Graphics card: RTX 2080 Super (also have the issue on an RTX 3090)RAM: 64 GB The issue: incredibly slow performance. Toggling the visibility of layers takes several minutes. Paint strokes are the same way. I'm working at 2k resolution. The workflow I've been doing is decimating my character model out of ZBrush and working directly on the decimated mesh in Substance. Typically these meshes are around 3 million polys. According to Adobe's website, Substance should be able to handle 10 million polys. I've worked on multiple projects this way and it seems like only lately I've had extreme slowness. And since Adobe, for some goofy reason, doesn't allow files to be opened in older versions of Substance, I'm s
So i've been a following a video on how to create a stylised Tree using Maya and Substance Painter (https://www.youtube.com/watch?v=hMK3op3IpNM&ab_channel=3dEx), I've followed along as best i could it being a super sped up video. Once i got to the baking part (6:33), the final outcome did not come out clean at all compared to the video. His is very clean and has that 3d illusion look to it where as mine is very flat and there seems to be some stretching and mis alignment throughout. I'm new to baking so apologies if this is all very straught forward but i've found it awkward to research what the actual problem is. I've attached my baked mesh in substance painter as well my UV's and meshes from Maya. If anybody could help me out i'd be really appreciative. Happy to answer any and all questions in detail
Hello everyone, I have a problem that I can't solve. I created a 3D model with Fusion 360 and exported the files in STL format to assemble it in Adobe Substance 3D Stager and later export it to USDZ format to work on it in Adobe Substance 3D Painter. In Painter, the objects are indeed imported, but they appear invisible. When I try to apply Mash Maps, I can see the presence of the object, but the screen doesn't show any objects. What could be the problem? How can I resolve this situation?
I have been using micro details for certain generators with anchor points for a while now and for the most part I left every option in the mico details tab default as it was working fine as is, but now when I do the same thing I did hundres of times before I get this weird effect where the lines don't match up.I included an image of a very simple scene: I used a hard surface texture and added an anchor point to the layer, after that I added a fill layer with a black mask and finally added the edge wear generator. In the generator's options I turned on the "Micro Normal" and in the "Image Inputs" I set the "Micro Normal" to the anchor point and I got this result. I et the same result if I use the "Micro Height" option. A couple days before this worked just fine with the same settings that I use now. (I use the Steam version if that matters.) Not sure if I am doing something wrong or if it was the last update, some help would be appreciated.
Hi there, When setting up my substance project, the texture set names are being created using the obj material shading group name, as opposed to the material name. I am exporting meshes from Autodesk Maya 2022 as an obj file. In the export options I have Groups, Point Groups, Materials, Smoothing, Normals all set to On. Is there a setting or option somewhere in Substance to change how the texture set name is created or derived?
When I export a full character as an fbx and then make a change to part of the mesh (eg adding buttons or buckles to the shirt with a small amount of extra uv space used) the patterns I have applied to both the pants and the shirt using physical size and instancing, which were a consistant size across both, break and become larger on the shirt. I expected the scale to change when I updated the mesh but I would have thought it would have been consistant across the entire model not just part. Only updating the scale on a single part/material breaks all instancing with physical size as you cant adjust the tiling. Changing the project physical size from mesh internal scale to a custom unit does not help either. How can I iterate on my mesh and keep the tiling consistant using physical size?Thanks
I have a model that when I bake the texture set underneath is having problems. I need to have my texture set separate so that I can reference it in Unity. The model was done in ZBrush. I have many other models that will have this same issue, so I need to figure out for one model first. Kindly advise. Here is the view with the overlap: Here is what the map looks like for the texture set. The repeated sections above are quite odd.
I’m hoping someone can help me. Arnold for Maya export issues.I have been trying to figure out how to export textures for a simple bottle with a label.I am doing this purely for the purposes of understanding how to setup the texture exports, so the textures are not great.In Photoshop, I know how to get the results easily. I’m including a render and the Shading network I used to create the render. The images were created using Photoshop.The other image shows output files that were generated using Substance painter. I have tried to modify the Output Template. I created an Opacity output. One with Grey, one with RGB Alpha. But I can’t get results that I can use. I’m including an image showing the textures and the image in Substance painter.Here are the Specs: Bottle with multiple texture sets: • glass – Clear glass/plastic • label – Metal and Paper • lid - Plastic Single UV layout – Not UDIM I want to have a single shading network.I’m not sure what I’m missing, if it is with the text
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