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Newer versions of substance are not creating the .sp folder and the ts folders inside of it anymore, so I am not able to use the material importer option in keyshot it just creates the textures on the root folder , tried deleting my settings , uninstalling and different substance versions: 8.1 , 8.2 and 8.3 . with both keyshot 9+ and the keyshot output templates, people are even commenting about this on the official susbtance to keyshot tutorial (https://www.youtube.com/watch?v=oUZxkS6Y9A4) and no one has posted a solution. I usually have to render things with may parts, so is a pain to manually input every single texture node for all the parts.All my susbtance files are 8.1 + so I have no option to roll back to 7.1. thank you for your time
When I draw between islands in Blender, everything is fine at the seams, but in SP, artifacts appear there. I understand that this is because of the Bleed settings that are in Blender but which are not in SP . How to fix it, or are these settings somewhere else?
Edge Wear works for an Edge but not along a line from Polygon Fill. Is there any way to trick it?
I can not open substance 3D. It was fine a few weeks back when I was working with it. I have made sure my GPU drivers are upto, windows is upto date. I swapped to studio drivers as well. I rolled back substance versions and also made sure old substance painter version where not installed. I have sent a error repot through the software, but I need to use this for work in a few days. Thanks
Hello, everybody. I want to ask you for help. Not so long ago I started using Substance Painter, so I don't understand a lot. At first everything went well, I finished two projects, but the last one caused a lot of problems. Starting with crashes, which is not as problematic as the constant appearance of artifacts. Beginning from the very start of the program, as in the screenshot above, where the textures are in very low resolution, until I change the resolution to any other (although it was originally 4096 by 4096) and ending with artifacts during the work itself.Artifacts appear absolutely randomly, they can change their form from a simple turn of the camera and any manipulations with the interface.I also had problems with texture baking, as in the screenshot above. Creating a new project does not help, the problems remain, I did the export from Blender according to the Adobe
Hi,I have a PC: i9-13900K+RTX3070Ti+64GB DDR5 and my Substance Painter is same slow and laggy than in my 8 years old PC: i7-4790K+970GTX+32GB DDR3. I have version 9 (2585), I think the baking is faster, but the average performance, changing layers, viewport usage, many seconds long lags, etc is exactly the same than in my old pc. So I do not feel too much difference. Is this normal?
Hi guys! Is there a way turn off a fill layer or a group upon export instead of manually turning off the layers? Like is there a command that can be put in an export preset? Regards,Andrew
Is there any way to map an HDRI as a Specular / Reflection texture?
Can we have a option to ignore meshes that do not have a matching mesh name when baking mirrored geometry?When baking a character with mirrored geo using the same uvs and material (eg. boots or gloves) we dont always have a left and right side in the high poly. What we do is just export one side and bake that side and the other side should use the same bake as they share the same uvs. For example I have a glove_l_low and a glove_l_high in my full character fbx export but I also have a glove_r with no matching high as I only want to bake the one side. I then use match my mesh name to isolate each part. I would think that anything that doesnt have a mesh name match would not get baked, however what seems to happen is the right side is still trying to bake but because there is no matching high poly it ray casts into forever but conflicts this bake with the other side with the matching high poly causing baking issues.One way around this is to export a baki
Part of the texture did not bake, I baked hp on lp in substance, the UVs are not overlapping and the mesh is symmetrical so I have no idea why it baked only on one side. I symmetrized the geo on lp and hp but the problem only occurs on one side. Thank you for your help 🙂
I have applied for the free 3D Substance Painter license, but have not received an email with the link to confirm eligibility. Is there a way to have it followed up manually & sent to me?
Hi, The way we are currently working at our studio is we do a lot of our surfacing/lookdev with our assets in their dressed postion, ie. not at world 0. We then want to publish these assets at world 0, with the likelyhood of adding further surfacing updates later on, now with the asset at world 0. Frustratingly as far as I understand Substance stortes all of it's paint strokes in 3d space, unless we paint in the uv viewport then its stored in uv space. Is there a work around for this as preserve brush strokes tries to reproject back in 3d space, is there the possibility in the future to be able to convert 3d brush strokes into a UV space at any point? Thanks, Olly
It would be cool if you could freely transform the cages similar to Cinema 4D's FFD Transformer. So a cage with an adjustable grid structure, where the points would all be freely movable to transform everything freely. In addition, of course, a reset button so that everything has its default values again.
Hi, Welcome to Adobe Sales. My name is Pragya. How can I help you today?Hello! So I am still waiting on the email for adobe substance free version for students and teacher, created an account using my .edu hoping that it'd be send there. (Went through your steps already yesterday and would be on step 3)PragyanLet me check it for you.thank you!PragyanCharles, I see that you do not have any active CC All Apps student plan on your account. In order to get Substance 3d you will need to subscribe for CC All Apps.Shall I help you with the plan?Oh, I was looking at this website:substance3d.adobe.com/education/This is from you guys right?1:54 PMPragyanYes, this is from us.But, if you check the FAQs, you can see that it available once you have the Creative Cloud All Apps plan under student discount.Ah, didn't know that, rather unfortunate. I'll look into it though tyPragyanNot an issue. Let me help you with it.The price for Creative Cloud All Apps is USD 19.99+taxes per month.We can setup the a
Hi, I'm using the "stitches straight" brush on the paint along path tool. I love the tool, but I'm having trouble with the stitches showing up with inconsistent lenghts , and it looks bad. In another part of my garment, I was able to fix this issue by upping the stamp cycle count, but in the case of the screen shot I've attached, no matter what settings I adjusted, nothing helped.
So i have this weird issue. I am running dual monitors and whenever I scale a brush, rotate or even try to use the color picker, my mouse continues to jump off screen or to the other
Hello, I've recently been working on texturing my model, however I noticed that my textures are low quality. Is there anyway to fix this? The resolution is 2048x2048, the preset is Unreal Engine 4 and the texel density is around 85%. Below are the pictures of the texture. The reason that I want these textures to look better, but don't mind the wheels and parts around that is the reason that the "platform" and the cabin will be accessable which will mean that players will be able to look closely at the textures
Hello, I have a script that is run on startup, it loads a project file, then is supposed to reload the mesh etcThe reloading of the mesh is done by calling a seperate script, and via project.reload_mesh(path,settings,callback) I am using the callback to delay proceeding with the script until it has been rebaked fully.When I load this script directly via the python drop down, this callback works flawlessly - however, when I call the same script via my startup scipt, the callback is instantaneous, and does not wait for the bake to finish. Is there a reason for the difference in behaviour? And is there a workaround for this please? Thank you! Graeme
I'm getting constant crashes while using the new 3D Paths tool. Mostly while I'm just moving my mouse up towards the top bar to adjust the brush size, but I usually don't make it that far. Basically it crashes unpredictably, at any time, but ONLY when using 3D Paths. I'm using the Steam version, and my PC is practically brand new:AMD Ryzen Threadripper PRO 5975WX 32-Cores 3.60 GHz128 GB RAMNVIDIA GeForce RTX 3080 TiWindows 10 Enterprise 64-bitUsually the only other big programs I have open at the same time are Blender and Opera GX. This is driving me mad, because otherwise this is a GREAT feature! Any ideas?
Hi there, during creating export template, I noticed that my height map is saved as 16 bit non-float. I apply to add 16f export mode along side of 16 and 32f.For now I will stick with ArtEngine or FriendlyShade normalizer solution.
My Adobe Substance Painter is V9 and my Graphic Card is NVIDIA GEFORCE 3050 Ti When importing a fbx file into software from Maya I got this error "Could not create an importer." I'd tried to import the obj file but the software got stuck in loading the file.Would you please help me what should I do?
When trying to use Python to build a Project file I can execute these two lines in the script panel, everything works fine. However, when I put this code into a startup.py in the startup folder of SUBSTANCE_PAINTER_PLUGINS_PATH, it does not work. import substance_painter.project substance_painter.project.create(mesh_file_path="D:/Temp/box_low.fbx") The fbx file is a simple cube. But, this does not work wuth any fbx file I use. Here is the full startup.py code:import substance_painter.logging import substance_painter.project def start_plugin(): """This method is called when the plugin is started.""" logger = substance_painter.logging.info logger("Substance Painter started") substance_painter.project.create(mesh_file_path="D:/Temp/box_low.fbx") def close_plugin(): """This method is called when the plugin is stopped.""" pass if __name__ == "__main__": start_plugin() Upon startup I get the logger message, but nothing else.
Hi, Sorry if this is an easy question, but how do I listen for 'BakingProcessEnded' from Event.Py in my own python script? From the documentation I havent been able to deduce what I actually need to add to get a function to run when that even is triggered. Could someone break this down for me please? Thanks! Graeme
Textures in the project look corrupted when I open a project with UDIMs this looks like incorrect projection of UVsIf I change resolution to any other, then textures regenerate and everything looks fine, till i start woking. Then, when using a fill layer from time to time textures get corrupted again. Example: normal map not rendering, roughness looks wrong i.e. incorrect, normal map in wrong places of the mesh.Recalculating textures by changing resolution fixes it for a while, but then everything breaks again.Painter Ver. 9.0What I did to fix it: reinstall painer, rallback AMD graphic driver, disable sparce virtual texture hardware acceleration. Check on a different project that worked fine before (same issue, except with one UV tile the project is loading ok, but then during adding fill layer graphical glithes occur).Have no clue what is wrong and where the error is.Any help?---AMD Driver ver 23.5.2Radeon RX 6600M
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